This is a prerequisite for making ScrollPanel work nicely on touch screens.
Engine used the terms MouseClick and MouseUnclick to refer to events that are traditionally called MouseDown and MouseUp, this was fixed with simple renaming.
Component and friends similarly used the terms MouseClick and MouseUnclick to refer to events that are traditionally called MouseDown and MouseUp and, succumbing to their own confusing terminology, also implemented behaviours associated with both the actual events MouseDown and MouseClick in code that was responsible for handling only the actual event MouseDown (i.e. what they called MouseClick).
This had been overlooked for a long time because nobody cares that a checkbox changes state when the mouse button is pressed on it rather than when it is released.
The fix is to migrate many pieces of code that run in response to MouseDown events, such as checkbox state change code, to MouseClick events, and to redefine a MouseClick to mean a sequence of MouseDown and MouseUp inside the component, rather than just a MouseDown. This is complicated by the fact that MouseClick events report mouse coordinates relative to the top left corner of the component, while MouseDown events report them relative to the top left corner of the container of the component.
Other pieces of code that make sense to be run in response to MouseDown events, such as label selection code, were left alone.
Rather than when the active tool is the property tool. Solves the problem of not being able to sample "away" from the property tool when it's already selected. Also bring up the property window after each such sampling of properties.
These fire just after RenderBegin (read: really early) and just before RenderEnd (read: really late, but before the zoom window is drawn), respectively.
Lua graphics calls now also decide whether they should draw using simulation graphics or user interface graphics based on which event is being handled. This fixes element graphics functions being unable to draw with graphics calls.
I was hoping SDL2 would get this functionality eventually, but nope, proper clipboard support is staged for SDL3, which we're not going to see much of for at least a few more months. This will have to do for 98.0. The feature can be disabled at runtime from powder.pref.
Implementation status:
- windows (via winapi): has the most friendly api so of course the implementation is flawless and uses every available optimization >_>
- macos (via cocoa): I'm bad at cocoa so this is only as good as absolutely necessary; TODO: on-demand rendering
- x11 (via xclip): I am NOT implementing icccm2; TODO: remove reliance on external tools
- wayland (via wl-clipboard): oh god wayland oh why, you're almost as bad as x11; TODO: remove reliance on external tools
- android: TODO; is there even a point?
- emscripten: TODO; the tricky bit is that in a browser we can only get clipboard data when the user is giving it to us, so this will require some JS hackery that I'm not mentally prepared for right now; also I think the supported content types are very limited and you can't just define your own
x11 and wayland support are handled by a common backend which delegates clipboard management to xclip-like external programs, such as xclip itself or wl-clipboard, and can load custom command line templates from powder.pref for use with other such programs.
Recent changes made to multiple instances of paste placement code caused inconsistencies between what paste previews suggested would happen and what actually happened during pasting. Relevant code factored out.
Not useful anymore, it can only fail if the GameSave passed in is nullptr, which this commit guards against.
Also make Simulation::Load and Simulation::Save take block-oriented positions and rects.
... while retaining all the functionality of stamps.def.
Also fix stamp names encoding only 32 bits of the timestamp, migrate from stamps.def to stamps.json if the latter doesn't exist, delete both on migration to the shared data directory, rescan stamps at startup, and make rescanning a painless process in general by removing invalid entries and adding missing entires at the beginning of the list.