Data definitions created individual read/write methods for every single field that can be serialized. This was extremely inefficient and likely caused lots of overhead.
These methods are necessary because, in some cases, we can't directly use expression trees to write fields. But... we can still do it most of the time! So now for most data fields we can avoid a DynamicMethod entirely.
* Start converting SDL2 backend to SDL3.
Game starts, but a lot of stuff is broken. Oh well.
* Fix text input
SDL3 changed the API somewhat, for the better. Changes all over UI/Clyde/SDL3 layer.
* Fix mouse buttons being broken
* Remove records from SDL3 WSI
The fact that this shaved 2-3% off Robust.Client.dll is mindboggling. Records are so bad.
* Set Windows/X11 native window properties
* Fix window resize events getting wrong size
oops
* Remove "using static" from SDL3 WSI
Seriously seems to hurt IDE performance, oh well.
* Apparently I never called CheckThreadApartment().
* Add STAThreadAttribute to sandbox
Necessary for content start
* Set window title on creation properly.
* Load window icons
* Fix GLFW NoTitleBar style handling
Yeah this PR is supposed to be about SDL3, so what?
* Implement more window creation settings in SDL3
Mostly the ones that need a lot of platform-specific stuff to work.
* Make fullscreen work properly in SDL3.
* File dialogs with SDL3
Removes need for swnfd.
* Fix some TODOs
* Fix WebView build
* OSWindow rework
OSWindow now created ClydeWindow and WindowRoot immediately, but non-visible in the background
Also added the ability to programatically resize an open window
* Implement window resizing on SDL2
* Revert OSWindow changes
* Split `Show()` into `Create()` and `Show()`
* Formatting
* Add Erase button for TileSpawnWindow
Small QoL for mappers. Basically, it just selects space tile on "Erase" button toggled.
* Remove copy paste. Conevrt this into method
* Controls in RichText fixes
* useless
* Get FormattedMessage from RichTextLabel
* dont go through nodes
* Comments and minor changes
---------
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
* Fix mouse hover not updating for new controls
It only ever updated on movement previously. The issue is for example if a new window shows up where the mouse is (or any control) it doesn't handle it. Just checking it every frame AFAIK shouldn't be that expensive. Worst case we just have some flag to check it that gets set on <mouse movement OR controls changed>.
* review
* Move RobustXaml to a shared package
In a near-future change, I'll make it possible to optionally link to
this from Robust.Client, which will allow JIT compiling XAML.
Also upgrade it to a version of .NET that supports nullability
annotations.
* Re-namespace packages
* Add a JIT compiler, plus hooks that call into it
In Debug, after this change, all XAML will be hot reloaded once every
time an assembly is reloaded.
The new code is compiled with SRE and is _not_ sandboxed -- this is not
suitable to run against prod.
In Release, the hot reload path is totally skipped, using the same trick
as SmugLeaf used in an earlier attempt to implement this functionality.
* Hot reload: watcher
This is a bit of a horror, but there's not in-engine support for
identifying the source tree or the XAML files in it.
* Put everything dangerous behind conditional comp
* Code cleanup, docs
* Fix a bad comment
* Deal a little better with crashes in the watcher
* Make reload failures Info, since they're expected
They were previously causing the integration tests to flag, even though
"a few types fail hot reloading because they're internal" is expected
behavior.
* Fix an unnecessary null check
I removed the ability for CompileCore to return null.
* injectors: null! strings, default primitives
* Tidy documentation (thanks, PJB!)
* Reinstate netstandard2.0, abolish Pidgin
* Internal-ize all of Robust.Xaml
* Add a cautionary note to Sandbox.yml
* Shuffle around where conditional compilation occurs
* Privatize fields in XamlImplementationStorage
* Internalize XamlJitDelegate
* Inline some remarks. No cond. comp in Robust.Xaml
* Use file-scoped namespaces
They aren't allowed at Language Level 8.0. (which I arbitrarily picked
for Robust.Xaml because it's the oldest one that would work)
* Bump language level for R.Xaml, file namespaces
* Force hot reloading off for integration tests
* Fix bizarre comment/behavior in XamlImplementationStorage
* Consistently use interfaces, even in generated code
* Update Robust.Client/ClientIoC.cs
---------
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Add window helper for BUIs
Automatically does OnClose and just makes content slightly nicer.
* more
* Add prototype reload helper
* Add Box2i Center
* weh
* Add MapSystem.GetMapOrInvalid
This is effectively the same exact behavior as IMapManager.GetMapEntityId. Adding this so I don't have to consider whether warning fixes using MapSystem.GetMap() instead would change behavior.
* Warning fixes around IMapManager.GetMapEntityId
* Fix tests
* Add style box override properties to ContainerButton and TabContainer
* Add background panel to TabContainer, and add text color overrides
* Undo background panel
You can achieve the same by instead putting the TabContainer in a PanelContainer
* Add BackgroundColor property to StyleBoxTexture
* Remove BackgroundColor from StyleBoxTexture
* Add VisibilityChanged virtual to Control
* Defer updating invisible OutputPanels on UIScale change
DebugConsole falls under this when not hidden, and it significantly improves perf of e.g. resizing the window when there's a lot of stuff in there.
* Avoid redundant UI Scale updates on window resize.
Window resizing can change the UI scale, due to the auto-scaling system. This system had multiple perf issues:
UI scale was set and propagated even if it didn't change (system disabled, not effective, etc). This was just wasted processing.
UI scale was updated for every window resize event. When the game is lagging (due to the aforementioned UI scale updates being expensive...) this means multiple window resize events in a single frame ALL cause a UI scale update, which is useless.
UI scale updates from resizing now avoid doing *nothing* and are deferred until later in the frame for natural batching.
* Reduce allocations/memory usage of various rich-text related things
Just allocate a buncha dictionaries what could possibly go wrong.
I kept to non-breaking-changes which means this couldn't as effective as it should be.
There's some truly repulsive stuff here. Ugh.
* Cap debug console content size.
It's a CVar.
OutputPanel has been switched to use a new RingBufferList datastructure to make removal of the oldest entry efficient.
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Add truncate for filesaving
If I expose it to content I pretty much always want truncate to be honest.
* Update Robust.Client/UserInterface/FileDialogManager.cs
---------
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Partially fix UI assert
* Avoid breaking change in BoundKeyEventArgs
This is a public constructor, as much as it maybe shouldn't be. Adding this parameter is a breaking change.
* Replace .Disposed checks with ! .VisibleInTree
Control disposal should not be used anymore.
* Release notes
---------
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>