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Finish migrating tileset layers to classes #2346
Commits on Aug 6, 2024
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Use extrastyle_id in estyle_hash
Using a more specific type is more correct.
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Move water drawing (CARDINAL/RIVER extras) to layer_water
layer_water is the first layer that loads its sprites on its own.
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Commits on Aug 7, 2024
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Add a draw_sprite constructor taking QPoint offsets
This is much easier to work with when drawing many sprites with offsets.
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Move layer_units drawing and initialization to the class
I also moved LAYER_WORKERTASK to a very similar class. Some deduplication will be needed.
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Standardize layer::load_sprites()
Since many layers now load their sprites on their own, this lets us do it for all layers at once.
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Commits on Aug 8, 2024
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Add a common base for layers using activity sprites
Multiple layers need to load sprites to represent unit activities. Reduce code duplication by loading them in an abstract base class.
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Commits on Aug 9, 2024
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Port LAYER_ROADS to class layer_roads
So far only create the class. Tile loading and drawing will come next.
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Commits on Aug 10, 2024
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Expose valid tileset directions
This is necessary to port the roads layer drawing to layer_roads.
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Move road drawing to layer_roads
This is a very deep refactor of the algorithms. The main change is the use of std::bitset to replace bool[], which provides a few helpful algorithms out of the box. Better code organization also helped reduce its complexity significantly.
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Remove fill_sprite_array() from tilespec.cpp
This function used to drive the drawing of mapview layers, but has now been fully replaced by layer classes.
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Use QPoint in drawn_sprite and related APIs
One variable is easier to work with than two.
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Fix make_tag_terrain_list when the terrain has no graphic_alt
Instead of trying to match something (with __ or _-_), skip the entry for the alt graphic.
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Fix initializing tileset extra data after terrains
Roads rely on having terrain information available, but the server sends terrains after rulesets. This moves extra initialization to the very end, in handle_rulesets_ready(). All tileset loading code shoud probably be done there.
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Add a function in the layer class to load a sprite
This wraps load_sprite and specifies the tileset automatically, which is a nice syntactic sugar in layer classes.
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Don't use tiles_lookup_sprite_tag_alt in helpdlg
It's a low-level function whose usage should ideally be limited to tilespec.cpp.
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Commits on Aug 12, 2024
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Commits on Aug 14, 2024
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I thought I could remove a warning about an optional sprite not being found but it doesn't seem to be the case.
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Add a silent mode when loading optional sprites
When loading many optional sprites, it's better to log a single line summarizing everything than one line per sprite.
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Direct all tileset-related messages to a logging category
This will allow silencing them.
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Switch "already have a sprite for" to a qCWarning
Also remove "warning" from the message itself.
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Disable tileset INFO messages by default
Gate displaying these messages behind the --debug-tileset option. This reduces the client verbosity.
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Don't show the "city is occupied" sprite in city_icon_widget
Looks bad with amplio2.
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