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VVVVVV/desktop_version/src/GraphicsResources.cpp

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2020-01-01 21:29:24 +01:00
#include "GraphicsResources.h"
#include <time.h>
Add support for translatable sprites Language folders can now have a graphics folder, with these files: - sprites.png and flipsprites.png: spritesheets which contain translated versions of the word enemies and checkpoints - spritesmask.xml: an XML file containing all the sprites that should be copied from the translated sprites and flipsprites images to the original sprites/flipsprites. This means that the translated spritesheets don't have to contain ALL sprites - they only have to contain the translated ones. When loading them, the game assembles a combined spritesheet with translated sprites replacing English ones as needed, and this sheet is used to visually substitute the normal sprites at rendering time. It's important to note that even if 32x32 enemies have pixel-perfect hitboxes, this is only a visual change. This has been discussed several times on Discord - basically we don't want to give people unfair advantages or disadvantages because of their language setting, or change existing gameplay and speedruns tactics, which may depend on the exact pixel arrangements of the enemies. Therefore, the hitboxes are still based on the English sprites. This should be basically unnoticeable for casual players, especially with some thought from translators and artists, but there will be an option in the speedrunner menu to display the original sprites all the time. I removed the `VVV_freefunc(SDL_FreeSurface, *tilesheet)` in make_array() in Graphics.cpp, which frees grphx.im_sprites_surf and grphx.im_flipsprites_surf. Since GraphicsResources::destroy() already frees these, it looks like the only purpose the one in make_array() serves is to do it earlier. But now we need them again later (when switching languages) so let's just not free them early.
2023-09-27 03:53:36 +02:00
#include <tinyxml2.h>
#include "Alloc.h"
#include "FileSystemUtils.h"
#include "Graphics.h"
#include "GraphicsUtil.h"
Add support for translatable sprites Language folders can now have a graphics folder, with these files: - sprites.png and flipsprites.png: spritesheets which contain translated versions of the word enemies and checkpoints - spritesmask.xml: an XML file containing all the sprites that should be copied from the translated sprites and flipsprites images to the original sprites/flipsprites. This means that the translated spritesheets don't have to contain ALL sprites - they only have to contain the translated ones. When loading them, the game assembles a combined spritesheet with translated sprites replacing English ones as needed, and this sheet is used to visually substitute the normal sprites at rendering time. It's important to note that even if 32x32 enemies have pixel-perfect hitboxes, this is only a visual change. This has been discussed several times on Discord - basically we don't want to give people unfair advantages or disadvantages because of their language setting, or change existing gameplay and speedruns tactics, which may depend on the exact pixel arrangements of the enemies. Therefore, the hitboxes are still based on the English sprites. This should be basically unnoticeable for casual players, especially with some thought from translators and artists, but there will be an option in the speedrunner menu to display the original sprites all the time. I removed the `VVV_freefunc(SDL_FreeSurface, *tilesheet)` in make_array() in Graphics.cpp, which frees grphx.im_sprites_surf and grphx.im_flipsprites_surf. Since GraphicsResources::destroy() already frees these, it looks like the only purpose the one in make_array() serves is to do it earlier. But now we need them again later (when switching languages) so let's just not free them early.
2023-09-27 03:53:36 +02:00
#include "Localization.h"
#include "Vlogging.h"
#include "Screen.h"
Add support for translatable sprites Language folders can now have a graphics folder, with these files: - sprites.png and flipsprites.png: spritesheets which contain translated versions of the word enemies and checkpoints - spritesmask.xml: an XML file containing all the sprites that should be copied from the translated sprites and flipsprites images to the original sprites/flipsprites. This means that the translated spritesheets don't have to contain ALL sprites - they only have to contain the translated ones. When loading them, the game assembles a combined spritesheet with translated sprites replacing English ones as needed, and this sheet is used to visually substitute the normal sprites at rendering time. It's important to note that even if 32x32 enemies have pixel-perfect hitboxes, this is only a visual change. This has been discussed several times on Discord - basically we don't want to give people unfair advantages or disadvantages because of their language setting, or change existing gameplay and speedruns tactics, which may depend on the exact pixel arrangements of the enemies. Therefore, the hitboxes are still based on the English sprites. This should be basically unnoticeable for casual players, especially with some thought from translators and artists, but there will be an option in the speedrunner menu to display the original sprites all the time. I removed the `VVV_freefunc(SDL_FreeSurface, *tilesheet)` in make_array() in Graphics.cpp, which frees grphx.im_sprites_surf and grphx.im_flipsprites_surf. Since GraphicsResources::destroy() already frees these, it looks like the only purpose the one in make_array() serves is to do it earlier. But now we need them again later (when switching languages) so let's just not free them early.
2023-09-27 03:53:36 +02:00
#include "XMLUtils.h"
2020-01-01 21:29:24 +01:00
// Used to load PNG data
extern "C"
{
extern unsigned lodepng_decode32(
unsigned char** out,
unsigned* w,
unsigned* h,
const unsigned char* in,
size_t insize
);
extern unsigned lodepng_encode24(
unsigned char** out,
size_t* outsize,
const unsigned char* image,
unsigned w,
unsigned h
);
extern const char* lodepng_error_text(unsigned code);
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}
static SDL_Surface* LoadImageRaw(const char* filename, unsigned char** data)
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{
*data = NULL;
// Temporary storage for the image that's loaded
SDL_Surface* loadedImage = NULL;
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unsigned int width, height;
unsigned int error;
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unsigned char* fileIn;
size_t length;
FILESYSTEM_loadAssetToMemory(filename, &fileIn, &length);
if (fileIn == NULL)
{
SDL_assert(0 && "Image file missing!");
return NULL;
}
error = lodepng_decode32(data, &width, &height, fileIn, length);
VVV_free(fileIn);
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if (error != 0)
{
vlog_error("Could not load %s: %s", filename, lodepng_error_text(error));
return NULL;
}
loadedImage = SDL_CreateRGBSurfaceWithFormatFrom(
*data,
width,
height,
32,
width * 4,
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
SDL_PIXELFORMAT_RGBA8888
#else
SDL_PIXELFORMAT_ABGR8888
#endif
);
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return loadedImage;
}
static SDL_Surface* LoadSurfaceFromRaw(SDL_Surface* loadedImage)
{
SDL_Surface* optimizedImage = SDL_ConvertSurfaceFormat(
loadedImage,
SDL_PIXELFORMAT_ARGB8888,
0
);
SDL_SetSurfaceBlendMode(optimizedImage, SDL_BLENDMODE_BLEND);
return optimizedImage;
}
SDL_Surface* LoadImageSurface(const char* filename)
{
unsigned char* data;
SDL_Surface* loadedImage = LoadImageRaw(filename, &data);
SDL_Surface* optimizedImage = LoadSurfaceFromRaw(loadedImage);
if (loadedImage != NULL)
{
VVV_freefunc(SDL_FreeSurface, loadedImage);
}
VVV_free(data);
if (optimizedImage == NULL)
{
vlog_error("Image not found: %s", filename);
SDL_assert(0 && "Image not found! See stderr.");
}
return optimizedImage;
}
static SDL_Texture* LoadTextureFromRaw(const char* filename, SDL_Surface* loadedImage, const TextureLoadType loadtype)
{
if (loadedImage == NULL)
{
return NULL;
}
// Modify the surface with the load type.
// This could be done in LoadImageRaw, however currently, surfaces are only used for
// pixel perfect collision (which will be changed later) and the window icon.
switch (loadtype)
{
case TEX_WHITE:
SDL_LockSurface(loadedImage);
for (int y = 0; y < loadedImage->h; y++)
{
for (int x = 0; x < loadedImage->w; x++)
{
SDL_Color color = ReadPixel(loadedImage, x, y);
color.r = 255;
color.g = 255;
color.b = 255;
DrawPixel(loadedImage, x, y, color);
}
}
SDL_UnlockSurface(loadedImage);
break;
case TEX_GRAYSCALE:
SDL_LockSurface(loadedImage);
for (int y = 0; y < loadedImage->h; y++)
{
for (int x = 0; x < loadedImage->w; x++)
{
SDL_Color color = ReadPixel(loadedImage, x, y);
// Magic numbers used for grayscaling (eyes perceive certain colors brighter than others)
Uint8 r = color.r * 0.299;
Uint8 g = color.g * 0.587;
Uint8 b = color.b * 0.114;
const double gray = SDL_floor(r + g + b + 0.5);
color.r = gray;
color.g = gray;
color.b = gray;
DrawPixel(loadedImage, x, y, color);
}
}
SDL_UnlockSurface(loadedImage);
break;
default:
break;
}
//Create texture from surface pixels
SDL_Texture* texture = SDL_CreateTextureFromSurface(gameScreen.m_renderer, loadedImage);
if (texture == NULL)
{
vlog_error("Failed creating texture: %s. SDL error: %s\n", filename, SDL_GetError());
}
return texture;
}
Start rewrite of font system This is still a work in progress, but the existing font system has been removed and replaced by a new one, in Font.cpp. Design goals of the new font system include supporting colored button glyphs, different fonts for different languages, and larger fonts than 8x8 for Chinese, Japanese and Korean, while being able to support their 30000+ characters without hiccups, slowdowns or high memory usage. And to have more flexibility with fonts in general. Plus, Graphics.cpp was long enough as-is, so it's good to have a dedicated file for font storage. The old font system worked with a std::vector<SDL_Surface*> to store 8x8 surfaces for each character, and a std::map<int,int> to store mappings between codepoints and vector indexes. The new system has a per-font collection of pages for every block of 0x1000 (4096) codepoints, that may be allocated as needed. A glyph on a page contains the index of the glyph in the image (giving its coordinates), the advance (how much the cursor should advance, so the width of that glyph) and some flags which would be at least whether the glyph exists and whether it is colored. Most of the *new* features aren't implemented yet; it's currently hardcoded to the regular 8x8 font.png, but it should be functionally equivalent to the previous behavior. The only thing that doesn't really work yet is level-specific font.png, but that'll be supported again soon enough. This commit also adds fontmeta (xml) support. Since the fonts folder is mounted at graphics/, there are two main options for recognizing non-font.png fonts: the font files have to be prefixed with font (or font_) or some special file extension is involved to signal what files are fonts. I always had a font.xml in mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be a need for further xml files inside the graphics folder, we have a problem. So I named them .fontmeta instead. A .fontmeta file looks somewhat like this: <?xml version="1.0" encoding="UTF-8"?> <font_metadata> <width>12</width> <height>12</height> <white_teeth>1</white_teeth> <chars> <range start="0x20" end="0x7E"/> <range start="0x80" end="0x80"/> <range start="0xA0" end="0xDF"/> <range start="0x250" end="0x2A8"/> <range start="0x2AD" end="0x2AD"/> <range start="0x2C7" end="0x2C7"/> <range start="0x2C9" end="0x2CB"/> ... </chars> <special> <range start="0x00" end="0x1F" advance="6"/> <range start="0x61" end="0x66" color="1"/> <range start="0x63" end="0x63" color="0"/> </special> </font_metadata> The <chars> tag can be used to specify characters instead of in a .txt. The original idea was to just always use the existing .txt system for specifying the font charset, and only use the XML for the other stuff that the .txt doesn't cover. However, it's probably better to keep it simple if possible - having to only have a .png and a .fontmeta seems simpler than having the data spread out over three files. And a major advantage: Chinese fonts can have about 30000 characters! It's more efficient to be able to have a tag saying "now there's 20902 characters starting at U+4E00" than to include them all in a text file and having to UTF-8 decode every single one of them. If a font.txt exists, it takes priority over the <chars> tag, and in that case, there's no reason to include the <chars> tag in the XML. But font.txt has to be in the same directory as font.png, otherwise it is rejected. Same for font.fontmeta. If neither font.txt nor <chars> exist, then the font is seen as a 2.2-and-below-style ASCII font. In <special>: advance is the number of pixels the cursor advances after drawing the character (so the width of the character, without affecting the grid in the source image), color is whether the character should have its original colors retained when printed (for button glyphs). As for <white_teeth>: The renderer PR has replaced draw-time whitening of sprites/etc (using BlitSurfaceColoured) by load-time whitening of entire images (using LoadImage with TEX_WHITE as an argument). This means we have a problem: fonts have always had their glyphs whitened at printing time, and since I'm adding support for colored button glyphs, I changed it so glyphs would sometimes not be whitened. But if we can't whiten at print time, then we'd need to whiten at load time, and if we whiten the entire font, any colored glyphs will get destroyed too. If you whiten the image selectively, well, we need more code to target specific squares in the image, and it's kind of a waste when you need to whiten 30000 12x12 Chinese characters when you're only going to need a handful, but you don't know which ones. The solution: Whitening fonts is useless if all the non-colored glyphs are already white, so we don't need to do it anyway! However, any existing fonts that have non-white glyphs (and I know of at least one level like that) will still need to be whitened. So there is now a font property <white_teeth> that can be specified in the fontmeta, which indicates that the font is already pre-whitened. If not specified, traditional whitening behavior will be used, and the font cannot use colored glyphs.
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SDL_Texture* LoadImage(const char *filename, const TextureLoadType loadtype)
{
unsigned char* data;
SDL_Surface* loadedImage = LoadImageRaw(filename, &data);
SDL_Texture* texture = LoadTextureFromRaw(filename, loadedImage, loadtype);
if (loadedImage != NULL)
{
VVV_freefunc(SDL_FreeSurface, loadedImage);
}
VVV_free(data);
if (texture == NULL)
{
vlog_error("Image not found: %s", filename);
SDL_assert(0 && "Image not found! See stderr.");
}
return texture;
}
static SDL_Texture* LoadImage(const char* filename)
{
return LoadImage(filename, TEX_COLOR);
}
/* Any unneeded variants can be NULL */
static void LoadVariants(const char* filename, SDL_Texture** colored, SDL_Texture** white, SDL_Texture** grayscale)
{
unsigned char* data;
SDL_Surface* loadedImage = LoadImageRaw(filename, &data);
if (colored != NULL)
{
*colored = LoadTextureFromRaw(filename, loadedImage, TEX_COLOR);
if (*colored == NULL)
{
vlog_error("Image not found: %s", filename);
SDL_assert(0 && "Image not found! See stderr.");
}
}
if (grayscale != NULL)
{
*grayscale = LoadTextureFromRaw(filename, loadedImage, TEX_GRAYSCALE);
if (*grayscale == NULL)
{
vlog_error("Image not found: %s", filename);
SDL_assert(0 && "Image not found! See stderr.");
}
}
if (white != NULL)
{
*white = LoadTextureFromRaw(filename, loadedImage, TEX_WHITE);
if (*white == NULL)
{
vlog_error("Image not found: %s", filename);
SDL_assert(0 && "Image not found! See stderr.");
}
}
if (loadedImage != NULL)
{
VVV_freefunc(SDL_FreeSurface, loadedImage);
}
VVV_free(data);
}
/* The pointers `texture` and `surface` cannot be NULL */
static void LoadSprites(const char* filename, SDL_Texture** texture, SDL_Surface** surface)
{
unsigned char* data;
SDL_Surface* loadedImage = LoadImageRaw(filename, &data);
*surface = LoadSurfaceFromRaw(loadedImage);
if (*surface == NULL)
{
vlog_error("Image not found: %s", filename);
SDL_assert(0 && "Image not found! See stderr.");
}
*texture = LoadTextureFromRaw(filename, loadedImage, TEX_WHITE);
if (*texture == NULL)
{
vlog_error("Image not found: %s", filename);
SDL_assert(0 && "Image not found! See stderr.");
}
if (loadedImage != NULL)
{
VVV_freefunc(SDL_FreeSurface, loadedImage);
}
VVV_free(data);
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}
Add support for translatable sprites Language folders can now have a graphics folder, with these files: - sprites.png and flipsprites.png: spritesheets which contain translated versions of the word enemies and checkpoints - spritesmask.xml: an XML file containing all the sprites that should be copied from the translated sprites and flipsprites images to the original sprites/flipsprites. This means that the translated spritesheets don't have to contain ALL sprites - they only have to contain the translated ones. When loading them, the game assembles a combined spritesheet with translated sprites replacing English ones as needed, and this sheet is used to visually substitute the normal sprites at rendering time. It's important to note that even if 32x32 enemies have pixel-perfect hitboxes, this is only a visual change. This has been discussed several times on Discord - basically we don't want to give people unfair advantages or disadvantages because of their language setting, or change existing gameplay and speedruns tactics, which may depend on the exact pixel arrangements of the enemies. Therefore, the hitboxes are still based on the English sprites. This should be basically unnoticeable for casual players, especially with some thought from translators and artists, but there will be an option in the speedrunner menu to display the original sprites all the time. I removed the `VVV_freefunc(SDL_FreeSurface, *tilesheet)` in make_array() in Graphics.cpp, which frees grphx.im_sprites_surf and grphx.im_flipsprites_surf. Since GraphicsResources::destroy() already frees these, it looks like the only purpose the one in make_array() serves is to do it earlier. But now we need them again later (when switching languages) so let's just not free them early.
2023-09-27 03:53:36 +02:00
static void LoadSpritesTranslation(
const char* filename,
tinyxml2::XMLDocument* mask,
SDL_Surface* surface_english,
SDL_Texture** texture
) {
/* Create a sprites texture for display in another language.
* surface_english is used as a base. Parts of the translation (filename)
* will replace parts of the base, as instructed in the mask XML. */
if (surface_english == NULL)
{
vlog_error("LoadSpritesTranslation: English surface is NULL!");
return;
}
// Make a copy of the English sprites, for working with
SDL_Surface* working = GetSubSurface(
surface_english,
0, 0, surface_english->w, surface_english->h
);
if (working == NULL)
{
return;
}
SDL_Surface* translated;
{
unsigned char* data;
SDL_Surface* loaded_image = LoadImageRaw(filename, &data);
translated = LoadSurfaceFromRaw(loaded_image);
VVV_freefunc(SDL_FreeSurface, loaded_image);
VVV_free(data);
}
SDL_SetSurfaceBlendMode(translated, SDL_BLENDMODE_NONE);
tinyxml2::XMLHandle hMask(mask);
tinyxml2::XMLElement* pElem;
int sprite_w = 1, sprite_h = 1;
if ((pElem = mask->FirstChildElement()) != NULL)
{
sprite_w = pElem->IntAttribute("sprite_w", 1);
sprite_h = pElem->IntAttribute("sprite_h", 1);
}
FOR_EACH_XML_ELEMENT(hMask, pElem)
{
EXPECT_ELEM(pElem, "sprite");
int x = pElem->IntAttribute("x", 0);
int y = pElem->IntAttribute("y", 0);
SDL_Rect src;
src.x = x * sprite_w;
src.y = y * sprite_h;
src.w = pElem->IntAttribute("w", 1) * sprite_w;
src.h = pElem->IntAttribute("h", 1) * sprite_h;
SDL_Rect dst;
dst.x = pElem->IntAttribute("dx", x) * sprite_w;
dst.y = pElem->IntAttribute("dy", y) * sprite_h;
SDL_BlitSurface(translated, &src, working, &dst);
}
*texture = LoadTextureFromRaw(filename, working, TEX_WHITE);
VVV_freefunc(SDL_FreeSurface, translated);
VVV_freefunc(SDL_FreeSurface, working);
}
void GraphicsResources::init_translations(void)
{
VVV_freefunc(SDL_DestroyTexture, im_sprites_translated);
VVV_freefunc(SDL_DestroyTexture, im_flipsprites_translated);
if (loc::english_sprites)
{
return;
}
const char* langcode = loc::lang.c_str();
const char* path_template = "lang/%s/graphics/%s";
char path_xml[256];
char path_sprites[256];
char path_flipsprites[256];
SDL_snprintf(path_xml, sizeof(path_xml), path_template, langcode, "spritesmask.xml");
SDL_snprintf(path_sprites, sizeof(path_sprites), path_template, langcode, "sprites.png");
SDL_snprintf(path_flipsprites, sizeof(path_flipsprites), path_template, langcode, "flipsprites.png");
/* We don't want to apply main-game translations to level-specific (custom) sprites.
* Either sprites and translations are BOTH main-game, or BOTH level-specific.
* Our pivots are the XML (it _has_ to exist for translated sprites to work) and
* graphics/sprites.png (what sense does it make to have only flipsprites). */
if (FILESYSTEM_isAssetMounted(path_xml) != FILESYSTEM_isAssetMounted("graphics/sprites.png"))
{
return;
}
tinyxml2::XMLDocument doc_mask;
if (!FILESYSTEM_loadAssetTiXml2Document(path_xml, doc_mask))
{
// Only try to load the images if the XML document exists
return;
}
if (FILESYSTEM_areAssetsInSameRealDir(path_xml, path_sprites))
{
LoadSpritesTranslation(
path_sprites,
&doc_mask,
im_sprites_surf,
&im_sprites_translated
);
}
if (FILESYSTEM_areAssetsInSameRealDir(path_xml, path_flipsprites))
{
LoadSpritesTranslation(
path_flipsprites,
&doc_mask,
im_flipsprites_surf,
&im_flipsprites_translated
);
}
}
Allow using help/graphics/music/game/key/map/obj everywhere This commit makes `help`, `graphics`, `music`, `game`, `key`, `map`, and `obj` essentially static global objects that can be used everywhere. This is useful in case we ever need to add a new function in the future, so we don't have to bother with passing a new argument in which means we have to pass a new argument in to the function that calls that function which means having to pass a new argument into the function that calls THAT function, etc. which is a real headache when working on fan mods of the source code. Note that this changes NONE of the existing function signatures, it merely just makes those variables accessible everywhere in the same way `script` and `ed` are. Also note that some classes had to be initialized after the filesystem was initialized, but C++ would keep initializing them before the filesystem got initialized, because I *had* to put them at the top of `main.cpp`, or else they wouldn't be global variables. The only way to work around this was to use entityclass's initialization style (which I'm pretty sure entityclass of all things doesn't need to be initialized this way), where you actually initialize the class in an `init()` function, and so then you do `graphics.init()` after the filesystem initialization, AFTER doing `Graphics graphics` up at the top. I've had to do this for `graphics` (but only because its child GraphicsResources `grphx` needs to be initialized this way), `music`, and `game`. I don't think this will affect anything. Other than that, `help`, `key`, and `map` are still using the C++-intended method of having ClassName::ClassName() functions.
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void GraphicsResources::init(void)
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{
LoadVariants("graphics/tiles.png", &im_tiles, &im_tiles_white, &im_tiles_tint);
LoadVariants("graphics/tiles2.png", &im_tiles2, NULL, &im_tiles2_tint);
LoadVariants("graphics/entcolours.png", &im_entcolours, NULL, &im_entcolours_tint);
LoadSprites("graphics/sprites.png", &im_sprites, &im_sprites_surf);
LoadSprites("graphics/flipsprites.png", &im_flipsprites, &im_flipsprites_surf);
im_tiles3 = LoadImage("graphics/tiles3.png");
im_teleporter = LoadImage("graphics/teleporter.png", TEX_WHITE);
im_image0 = LoadImage("graphics/levelcomplete.png");
im_image1 = LoadImage("graphics/minimap.png");
im_image2 = LoadImage("graphics/covered.png");
im_image3 = LoadImage("graphics/elephant.png", TEX_WHITE);
im_image4 = LoadImage("graphics/gamecomplete.png");
im_image5 = LoadImage("graphics/fliplevelcomplete.png");
im_image6 = LoadImage("graphics/flipgamecomplete.png");
im_image7 = LoadImage("graphics/site.png", TEX_WHITE);
im_image8 = LoadImage("graphics/site2.png", TEX_WHITE);
im_image9 = LoadImage("graphics/site3.png", TEX_WHITE);
im_image10 = LoadImage("graphics/ending.png");
im_image11 = LoadImage("graphics/site4.png", TEX_WHITE);
im_button_left = LoadImage("graphics/buttons/button_left.png");
im_button_right = LoadImage("graphics/buttons/button_right.png");
im_button_map = LoadImage("graphics/buttons/button_map.png");
Add support for translatable sprites Language folders can now have a graphics folder, with these files: - sprites.png and flipsprites.png: spritesheets which contain translated versions of the word enemies and checkpoints - spritesmask.xml: an XML file containing all the sprites that should be copied from the translated sprites and flipsprites images to the original sprites/flipsprites. This means that the translated spritesheets don't have to contain ALL sprites - they only have to contain the translated ones. When loading them, the game assembles a combined spritesheet with translated sprites replacing English ones as needed, and this sheet is used to visually substitute the normal sprites at rendering time. It's important to note that even if 32x32 enemies have pixel-perfect hitboxes, this is only a visual change. This has been discussed several times on Discord - basically we don't want to give people unfair advantages or disadvantages because of their language setting, or change existing gameplay and speedruns tactics, which may depend on the exact pixel arrangements of the enemies. Therefore, the hitboxes are still based on the English sprites. This should be basically unnoticeable for casual players, especially with some thought from translators and artists, but there will be an option in the speedrunner menu to display the original sprites all the time. I removed the `VVV_freefunc(SDL_FreeSurface, *tilesheet)` in make_array() in Graphics.cpp, which frees grphx.im_sprites_surf and grphx.im_flipsprites_surf. Since GraphicsResources::destroy() already frees these, it looks like the only purpose the one in make_array() serves is to do it earlier. But now we need them again later (when switching languages) so let's just not free them early.
2023-09-27 03:53:36 +02:00
im_sprites_translated = NULL;
im_flipsprites_translated = NULL;
init_translations();
im_image12 = SDL_CreateTexture(gameScreen.m_renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 240, 180);
if (im_image12 == NULL)
{
vlog_error("Failed to create minimap texture: %s", SDL_GetError());
SDL_assert(0 && "Failed to create minimap texture! See stderr.");
return;
}
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}
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void GraphicsResources::destroy(void)
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{
#define CLEAR(img) VVV_freefunc(SDL_DestroyTexture, img)
CLEAR(im_tiles);
CLEAR(im_tiles_white);
CLEAR(im_tiles_tint);
CLEAR(im_tiles2);
CLEAR(im_tiles2_tint);
CLEAR(im_tiles3);
CLEAR(im_entcolours);
CLEAR(im_entcolours_tint);
CLEAR(im_sprites);
CLEAR(im_flipsprites);
CLEAR(im_teleporter);
CLEAR(im_image0);
CLEAR(im_image1);
CLEAR(im_image2);
CLEAR(im_image3);
CLEAR(im_image4);
CLEAR(im_image5);
CLEAR(im_image6);
CLEAR(im_image7);
CLEAR(im_image8);
CLEAR(im_image9);
CLEAR(im_image10);
CLEAR(im_image11);
CLEAR(im_image12);
Add support for translatable sprites Language folders can now have a graphics folder, with these files: - sprites.png and flipsprites.png: spritesheets which contain translated versions of the word enemies and checkpoints - spritesmask.xml: an XML file containing all the sprites that should be copied from the translated sprites and flipsprites images to the original sprites/flipsprites. This means that the translated spritesheets don't have to contain ALL sprites - they only have to contain the translated ones. When loading them, the game assembles a combined spritesheet with translated sprites replacing English ones as needed, and this sheet is used to visually substitute the normal sprites at rendering time. It's important to note that even if 32x32 enemies have pixel-perfect hitboxes, this is only a visual change. This has been discussed several times on Discord - basically we don't want to give people unfair advantages or disadvantages because of their language setting, or change existing gameplay and speedruns tactics, which may depend on the exact pixel arrangements of the enemies. Therefore, the hitboxes are still based on the English sprites. This should be basically unnoticeable for casual players, especially with some thought from translators and artists, but there will be an option in the speedrunner menu to display the original sprites all the time. I removed the `VVV_freefunc(SDL_FreeSurface, *tilesheet)` in make_array() in Graphics.cpp, which frees grphx.im_sprites_surf and grphx.im_flipsprites_surf. Since GraphicsResources::destroy() already frees these, it looks like the only purpose the one in make_array() serves is to do it earlier. But now we need them again later (when switching languages) so let's just not free them early.
2023-09-27 03:53:36 +02:00
CLEAR(im_sprites_translated);
CLEAR(im_flipsprites_translated);
CLEAR(im_button_left);
CLEAR(im_button_right);
CLEAR(im_button_map);
#undef CLEAR
VVV_freefunc(SDL_FreeSurface, im_sprites_surf);
VVV_freefunc(SDL_FreeSurface, im_flipsprites_surf);
2020-01-01 21:29:24 +01:00
}
bool SaveImage(const SDL_Surface* surface, const char* filename)
{
unsigned char* out;
size_t outsize;
unsigned int error;
bool success;
error = lodepng_encode24(
&out, &outsize,
(const unsigned char*) surface->pixels,
surface->w, surface->h
);
if (error != 0)
{
vlog_error("Could not save image: %s", lodepng_error_text(error));
return false;
}
success = FILESYSTEM_saveFile(filename, out, outsize);
SDL_free(out);
if (!success)
{
vlog_error("Could not save image");
}
return success;
}
bool SaveScreenshot(void)
{
static time_t last_time = 0;
static int subsecond_counter = 0;
bool success = TakeScreenshot(&graphics.tempScreenshot);
if (!success)
{
vlog_error("Could not take screenshot");
return false;
}
const time_t now = time(NULL);
const tm* date = localtime(&now);
if (now != last_time)
{
last_time = now;
subsecond_counter = 0;
}
subsecond_counter++;
char timestamp[32];
strftime(timestamp, sizeof(timestamp), "%Y-%m-%d_%H-%M-%S", date);
char name[32];
if (subsecond_counter > 1)
{
SDL_snprintf(name, sizeof(name), "%s_%i", timestamp, subsecond_counter);
}
else
{
SDL_strlcpy(name, timestamp, sizeof(name));
}
char filename[64];
SDL_snprintf(filename, sizeof(filename), "screenshots/1x/%s_1x.png", name);
success = SaveImage(graphics.tempScreenshot, filename);
if (!success)
{
return false;
}
success = UpscaleScreenshot2x(graphics.tempScreenshot, &graphics.tempScreenshot2x);
if (!success)
{
vlog_error("Could not upscale screenshot to 2x");
return false;
}
SDL_snprintf(filename, sizeof(filename), "screenshots/2x/%s_2x.png", name);
success = SaveImage(graphics.tempScreenshot2x, filename);
if (!success)
{
return false;
}
vlog_info("Saved screenshot %s", name);
return true;
}