Disable rich text for ui_msgbox()-generated dialogs

No strings that gets passed to `ui_msgbox()` use HTML, and it causes
newlines to be ignored unless replaced by <br>
`MainWindow::showMessage()` can still accept rich text, but it's now
optional and disabled by default
This commit is contained in:
Alexander Babikov
2025-04-16 19:56:48 +05:00
parent cfe6779a5e
commit 46978a808c
5 changed files with 17 additions and 17 deletions

View File

@@ -200,7 +200,7 @@ OpenGLRenderer::create_program(struct shader_program *program)
glw.glGetProgramiv(program->id, GL_INFO_LOG_LENGTH, &maxLength);
char *log = (char *) malloc(maxLength);
glw.glGetProgramInfoLog(program->id, maxLength, &length, log);
main_window->showMessage(MBX_ERROR | MBX_FATAL, tr("GLSL Error"), tr("Program not linked:\n\n%1").arg(log).replace("\n", "<br>"));
main_window->showMessage(MBX_ERROR | MBX_FATAL, tr("GLSL Error"), tr("Program not linked:\n\n%1").arg(log), false);
// wx_simple_messagebox("GLSL Error", "Program not linked:\n%s", log);
free(log);
return 0;
@@ -247,7 +247,7 @@ OpenGLRenderer::compile_shader(GLenum shader_type, const char *prepend, const ch
glw.glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
char *log = (char *) malloc(length);
glw.glGetShaderInfoLog(shader, length, &length, log);
main_window->showMessage(MBX_ERROR | MBX_FATAL, tr("GLSL Error"), tr("Could not compile shader:\n\n%1").arg(log).replace("\n", "<br>"));
main_window->showMessage(MBX_ERROR | MBX_FATAL, tr("GLSL Error"), tr("Could not compile shader:\n\n%1").arg(log), false);
// wx_simple_messagebox("GLSL Error", "Could not compile shader:\n%s", log);
ogl3_log("Could not compile shader: %s\n", log);
@@ -651,7 +651,7 @@ OpenGLRenderer::load_glslp(glsl_t *glsl, int num_shader, const char *f)
if (!load_texture(file, &tex->texture)) {
//QMessageBox::critical(main_window, tr("GLSL Error"), tr("Could not load texture: %s").arg(file));
main_window->showMessage(MBX_ERROR | MBX_FATAL, tr("GLSL Error"), tr("Could not load texture: %1").arg(file));
main_window->showMessage(MBX_ERROR | MBX_FATAL, tr("GLSL Error"), tr("Could not load texture: %1").arg(file), false);
ogl3_log("Could not load texture %s!\n", file);
failed = 1;
break;
@@ -697,7 +697,7 @@ OpenGLRenderer::load_glslp(glsl_t *glsl, int num_shader, const char *f)
ogl3_log("Creating pass %u (%s)\n", (i + 1), pass->alias);
ogl3_log("Loading shader %s...\n", shader->shader_fn);
if (!shader->shader_program) {
main_window->showMessage(MBX_ERROR | MBX_FATAL, tr("GLSL Error"), tr("Could not load shader: %1").arg(shader->shader_fn));
main_window->showMessage(MBX_ERROR | MBX_FATAL, tr("GLSL Error"), tr("Could not load shader: %1").arg(shader->shader_fn), false);
// wx_simple_messagebox("GLSL Error", "Could not load shader: %s", shader->shader_fn);
ogl3_log("Could not load shader %s\n", shader->shader_fn);
failed = 1;
@@ -1115,7 +1115,7 @@ OpenGLRenderer::initialize()
for (auto &flag : buf_usage)
flag.test_and_set();
main_window->showMessage(MBX_ERROR | MBX_FATAL, tr("Error initializing OpenGL"), e.what() + tr("\nFalling back to software rendering."));
main_window->showMessage(MBX_ERROR | MBX_FATAL, tr("Error initializing OpenGL"), e.what() + tr("\nFalling back to software rendering."), false);
context->doneCurrent();
isFinalized = true;