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VVVVVV/desktop_version/src/Render.cpp

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#include <SDL.h>
#include "ActionSets.h"
#include "ButtonGlyphs.h"
#include "Constants.h"
#include "Credits.h"
#include "CustomLevels.h"
#include "Editor.h"
2020-01-01 21:29:24 +01:00
#include "Entity.h"
#include "FileSystemUtils.h"
Implement first font::print function, fix most fading of colored glyphs There has always been a mess of different print functions that all had slightly different specifics and called each other: Print(x, y, text, r, g, b, cen) nothing special here, just does what the arguments say PrintAlpha(x, y, text, r, g, b, a, cen) just Print but with an alpha argument PrintWrap(x, y, text, r, g, b, cen, linespacing, maxwidth) added for wordwrapping, heavily used now bprint(x, y, text, r, g, b, cen) prints an outline, then just PrintAlpha bprintalpha(x, y, text, r, g, b, a, cen) just bprint but with an alpha argument bigprint(x, y, text, r, g, b, cen, sc) nothing special here, just does what the arguments say bigbprint(x, y, text, r, g, b, cen, sc) prints an outline, then just bigprint bigrprint(x, y, text, r, g, b, cen, sc) right-aligns text, unless cen is given in which case it just centers text like other functions already do? bigbrprint(x, y, text, r, g, b, cen, sc) prints an outline, then just bigrprint We need even more specifics with the new font system: we need to be able to specify whether CJK characters should be vertically centered or stick out on the top/bottom, and we sometimes need to pass in brightness variables for colored glyphs. And text printing functions now fit better in Font.cpp anyway. So there's now a big overhaul of print functions: all these functions will be replaced by font::print and font::print_wrap (the former of which now exists). These take flags as their first argument, which can be 0 for a basic left-aligned print, PR_CEN for centered text (set X to -1!!!) PR_BOR for a border (instead of functions like bprint and bigbprint), PR_2X, PR_3X etc for scaling, and these can be combined with |. Some text, for example [Press ESC to return to editor], fades in/out using the alpha value, which is passed to the print function. In some other places (like Press ENTER to teleport, textboxes, trophy text...) text can fade in or out by direct changes to the RGB values. This means regular color-adjusted white text can change color, but colored button glyphs can't, since there's no way to know in the print system what the maximum RGB values of a specific textbox are supposed to be, so the only thing it can do is draw the button glyphs at full brightness, which looks bad. Therefore, you can now also pass in the brightness value via the flags, with PR_COLORGLYPH_BRI(255).
2023-01-06 04:43:21 +01:00
#include "Font.h"
#include "GlitchrunnerMode.h"
#include "Graphics.h"
#include "GraphicsUtil.h"
Optimize recompilation from changing commit hash This reworks how the commit hash and date are compiled so that if they're changed (and they're changed often), only one source file needs to be recompiled in order to update it everywhere in the game, no matter how many source files use the hash or date. The commit hash and date are now declared in InterimVersion.h (and they need `extern "C"` guards because otherwise it results in a link fail on MSVC because MSVC is stupid). To do this, what now happens is that upon every rebuild, InterimVersion.in.c is processed to create InterimVersion.out.c, then InterimVersion.out.c is compiled into its own static library that is then linked with VVVVVV. (Why didn't I just simply add it to the list of VVVVVV source files? Well, doing it _now_ does nothing because at that point the horse is already out of the barn, and the VVVVVV executable has already been declared, so I can't modify its sources. And I can't do it before either, because we depend on the VVVVVV executable existing to do the interim version logic. I could probably work around this by cleverly moving around lines, but that'd separate related logic from each other.) And yes, the naming convention has changed. Not only did I rename Version to InterimVersion (to clearly differentiate it from ReleaseVersion, which I'll be adding later), I also named the files InterimVersion.in.c and InterimVersion.out.c instead of InterimVersion.c.in and InterimVersion.c.out. I needed to put the file extension on the end because otherwise CMake wouldn't recognize what kind of language it is, and I mean like yeah duh of course it doesn't, my text editor doesn't recognize it either.
2022-08-23 06:21:23 +02:00
#include "InterimVersion.h"
#include "KeyPoll.h"
#include "Localization.h"
#include "LocalizationStorage.h"
#include "MakeAndPlay.h"
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#include "Map.h"
#include "Maths.h"
#include "Music.h"
#include "ReleaseVersion.h"
#include "RoomnameTranslator.h"
#include "Screen.h"
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#include "Script.h"
#include "UtilityClass.h"
#include "VFormat.h"
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static int tr;
static int tg;
static int tb;
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struct MapRenderData
{
int zoom;
int xoff;
int yoff;
int legendxoff;
int legendyoff;
};
static inline void drawslowdowntext(const int y)
{
switch (game.slowdown)
{
case 30:
font::print_wrap(PR_CEN, -1, y, loc::gettext("Game speed is normal."), tr/2, tg/2, tb/2);
break;
case 24:
font::print_wrap(PR_CEN, -1, y, loc::gettext("Game speed is at 80%"), tr, tg, tb);
break;
case 18:
font::print_wrap(PR_CEN, -1, y, loc::gettext("Game speed is at 60%"), tr, tg, tb);
break;
case 12:
font::print_wrap(PR_CEN, -1, y, loc::gettext("Game speed is at 40%"), tr, tg, tb);
break;
}
}
static void slider_get(char* buffer, size_t buffer_len, int position, int n_positions, int target_width)
{
/* Print a slider to the buffer for target_width in pixels.
*
* <--target w-->
* []............
* ......[]......
* ............[]
* ^^^^^^ dots_per_position=6
* ^^^^^^^^^^^^^^ max_chars=14
*/
if (n_positions < 2 || position < 0 || position >= n_positions)
{
buffer[0] = '\0';
return;
}
int max_chars = ((target_width - font::len(0, "[]")) / font::len(0, ".")) + 2;
max_chars = SDL_min(max_chars, buffer_len-1);
int dots_per_position = (max_chars-2) / (n_positions-1);
max_chars = dots_per_position * (n_positions-1) + 2;
VVV_fillstring(buffer, max_chars+1, '.');
if (dots_per_position<1)
{
return;
}
int handle_idx = position*dots_per_position;
buffer[handle_idx] = '[';
buffer[handle_idx+1] = ']';
}
static void volumesliderrender(void)
{
int volume_max_position = USER_VOLUME_MAX / USER_VOLUME_STEP;
int volume;
switch (game.currentmenuoption)
{
case 0:
volume = music.user_music_volume;
break;
case 1:
volume = music.user_sound_volume;
break;
default:
SDL_assert(0 && "Unhandled volume slider menu option!");
return;
}
char slider[40 + 1];
slider_get(slider, sizeof(slider), volume_max_position*volume/USER_VOLUME_MAX, volume_max_position+1, 240);
char buffer[SCREEN_WIDTH_CHARS + 1];
if (game.slidermode == SLIDER_NONE)
{
SDL_strlcpy(buffer, slider, sizeof(buffer));
}
else
{
/* Draw selection brackets. */
vformat_buf(buffer, sizeof(buffer), loc::get_langmeta()->menu_select.c_str(), "label:str", slider);
}
font::print(PR_CEN, -1, 95, buffer, tr, tg, tb);
}
static void inline drawglitchrunnertext(const int y)
{
int tempr = tr;
int tempg = tg;
int tempb = tb;
char buffer[SCREEN_WIDTH_CHARS + 1];
const enum GlitchrunnerMode mode = GlitchrunnerMode_get();
if (mode == GlitchrunnerNone)
{
tempr /= 2;
tempg /= 2;
tempb /= 2;
SDL_strlcpy(buffer, loc::gettext("Glitchrunner mode is OFF"), sizeof(buffer));
}
else
{
const char* mode_string = loc::gettext(GlitchrunnerMode_enum_to_string(mode));
vformat_buf(buffer, sizeof(buffer), loc::gettext("Glitchrunner mode is {version}"), "version:str", mode_string);
}
font::print_wrap(PR_CEN, -1, y, buffer, tempr, tempg, tempb);
}
static inline void draw_skip_message()
{
/* Unlock 18 is Flip Mode.
* If this is the first playthrough, 5 (game completed) will be unlocked
* but not Flip Mode until the player hits "play" on the title screen */
bool draw =
#ifndef MAKEANDPLAY
game.unlock[Unlock_FLIPMODE] &&
#endif
graphics.fademode == FADE_NONE;
if (!draw)
{
return;
}
const int alpha = graphics.lerp(
game.old_skip_message_timer, game.skip_message_timer
);
draw = alpha > 100;
if (!draw)
{
return;
}
char buffer[SCREEN_WIDTH_CHARS + 1];
vformat_buf(
buffer, sizeof(buffer),
loc::gettext("- Press {button} to skip -"),
"button:but",
vformat_button(ActionSet_InGame, Action_InGame_Map)
);
font::print(
PR_BRIGHTNESS(alpha) | PR_BOR | PR_CEN,
-1, graphics.flipmode ? 20 : 210, buffer,
220 - help.glow, 220 - help.glow, 255 - help.glow / 2
);
}
static void menurender(void)
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{
switch (game.currentmenuname)
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{
case Menu::mainmenu:
{
const int temp = 50;
graphics.draw_sprite((160 - 96) + 0 * 32, temp, 23, tr, tg, tb);
graphics.draw_sprite((160 - 96) + 1 * 32, temp, 23, tr, tg, tb);
graphics.draw_sprite((160 - 96) + 2 * 32, temp, 23, tr, tg, tb);
graphics.draw_sprite((160 - 96) + 3 * 32, temp, 23, tr, tg, tb);
graphics.draw_sprite((160 - 96) + 4 * 32, temp, 23, tr, tg, tb);
graphics.draw_sprite((160 - 96) + 5 * 32, temp, 23, tr, tg, tb);
#if defined(MAKEANDPLAY)
font::print(PR_RIGHT, 264, temp+35, loc::gettext("MAKE AND PLAY EDITION"), tr, tg, tb);
#endif
Optimize recompilation from changing commit hash This reworks how the commit hash and date are compiled so that if they're changed (and they're changed often), only one source file needs to be recompiled in order to update it everywhere in the game, no matter how many source files use the hash or date. The commit hash and date are now declared in InterimVersion.h (and they need `extern "C"` guards because otherwise it results in a link fail on MSVC because MSVC is stupid). To do this, what now happens is that upon every rebuild, InterimVersion.in.c is processed to create InterimVersion.out.c, then InterimVersion.out.c is compiled into its own static library that is then linked with VVVVVV. (Why didn't I just simply add it to the list of VVVVVV source files? Well, doing it _now_ does nothing because at that point the horse is already out of the barn, and the VVVVVV executable has already been declared, so I can't modify its sources. And I can't do it before either, because we depend on the VVVVVV executable existing to do the interim version logic. I could probably work around this by cleverly moving around lines, but that'd separate related logic from each other.) And yes, the naming convention has changed. Not only did I rename Version to InterimVersion (to clearly differentiate it from ReleaseVersion, which I'll be adding later), I also named the files InterimVersion.in.c and InterimVersion.out.c instead of InterimVersion.c.in and InterimVersion.c.out. I needed to put the file extension on the end because otherwise CMake wouldn't recognize what kind of language it is, and I mean like yeah duh of course it doesn't, my text editor doesn't recognize it either.
2022-08-23 06:21:23 +02:00
#ifdef INTERIM_VERSION_EXISTS
font::print(PR_RIGHT | PR_FONT_8X8, 310, 200, COMMIT_DATE, tr/2, tg/2, tb/2);
font::print(PR_RIGHT | PR_FONT_8X8, 310, 210, INTERIM_COMMIT, tr/2, tg/2, tb/2);
font::print(PR_RIGHT | PR_FONT_8X8, 310, 220, BRANCH_NAME, tr/2, tg/2, tb/2);
#endif
font::print(PR_RIGHT, 310, 230, RELEASE_VERSION, tr/2, tg/2, tb/2);
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if(music.mmmmmm){
font::print(0, 10, 230, loc::gettext("[MMMMMM Mod Installed]"), tr/2, tg/2, tb/2);
}
break;
}
#if !defined(NO_CUSTOM_LEVELS)
case Menu::levellist:
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{
if (cl.ListOfMetaData.size()==0)
{
font::print_wrap(PR_CEN, -1, 90, loc::gettext("ERROR: No levels found."), tr, tg, tb);
}
int tmp=game.currentmenuoption+(game.levelpage*8);
if (INBOUNDS_VEC(tmp, cl.ListOfMetaData))
{
const bool nextlastoptions = cl.ListOfMetaData.size() > 8;
//Don't show next/previous page or return to menu options here!
if (nextlastoptions && game.menuoptions.size() - game.currentmenuoption<=3)
{
}
else
{
uint32_t level_flags = PR_FONT_IDX(cl.ListOfMetaData[tmp].level_main_font_idx);
uint32_t title_flags = cl.ListOfMetaData[tmp].title_is_gettext ? PR_FONT_INTERFACE : level_flags;
uint32_t creator_flags = cl.ListOfMetaData[tmp].creator_is_gettext ? PR_FONT_INTERFACE : level_flags;
font::print(title_flags | PR_2X | PR_CEN, -1, 15, cl.ListOfMetaData[tmp].title, tr, tg, tb);
int sp = SDL_max(10, font::height(level_flags));
Replace "by" for level authors with happy face "by {author}" is a string that will cause a lot of localization-related problems, which then become much worse when different languages and levels can also need different fonts: - If the author name is set to something in English instead of a name, then it'll come out a bit weird if your VVVVVV is set to a different language: "de various people", "por various people", etc. It's the same problem with Discord bots completing "playing" or "watching" in their statuses. - Translators can't always fit "by" in two letters, and level creators have understandably always assumed, and will continue to assume, that "by" is two letters. So if you have your VVVVVV set to a language that translates "by" as something long, then: | by Various People and Others | ...may suddenly show up as something like: |thorer Various People and Othe| - "by" and author may need mutually incompatible fonts. For example, a Japanese level in a Korean VVVVVV needs to be displayed with "by" in Korean characters and the author name with Japanese characters, which would need some very special code since languages may want to add text both before and after the name. - It's very possible that some languages can't translate "by" without knowing the gender of the name, and I know some languages even inflect names in really interesting ways (adding and even replacing letters in first names, surnames, and anything in between, depending on gender and what else is in the sentence). So to solve all of this, the "by" is now replaced by a 10x10 face from sprites.png, like a :viridian: emote. See it as a kind of avatar next to a username, to clarify and assert that this line is for the author's name. It should be a fairly obvious/recognizable icon, it fixes all the above problems, and it's a bonus that we now have more happy faces in VVVVVV.
2023-01-31 00:41:46 +01:00
graphics.print_level_creator(creator_flags, 40, cl.ListOfMetaData[tmp].creator, tr, tg, tb);
font::print(level_flags | PR_CEN, -1, 40+sp, cl.ListOfMetaData[tmp].website, tr, tg, tb);
font::print(level_flags | PR_CEN, -1, 40+sp*3, cl.ListOfMetaData[tmp].Desc1, tr, tg, tb);
font::print(level_flags | PR_CEN, -1, 40+sp*4, cl.ListOfMetaData[tmp].Desc2, tr, tg, tb);
if (sp <= 10)
{
font::print(level_flags | PR_CEN, -1, 40+sp*5, cl.ListOfMetaData[tmp].Desc3, tr, tg, tb);
}
}
}
break;
}
#endif
case Menu::errornostart:
font::print_wrap(PR_CEN, -1, 65, loc::gettext("ERROR: This level has no start point!"), tr, tg, tb);
break;
case Menu::gameplayoptions:
{
int gameplayoptionsoffset = 0;
#if !defined(MAKEANDPLAY)
if (game.ingame_titlemode && game.unlock[Unlock_FLIPMODE])
#endif
{
gameplayoptionsoffset = 1;
if (game.currentmenuoption == 0) {
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Flip Mode"), tr, tg, tb);
int next_y = font::print_wrap(PR_CEN, -1, 65, loc::gettext("Flip the entire game vertically."), tr, tg, tb);
if (graphics.setflipmode)
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Currently ENABLED!"), tr, tg, tb);
}
else
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Currently Disabled."), tr/2, tg/2, tb/2);
}
}
}
if (game.currentmenuoption == gameplayoptionsoffset + 0)
{
//Toggle FPS
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Toggle 30+ FPS"), tr, tg, tb);
int next_y = font::print_wrap(PR_CEN, -1, 65, loc::gettext("Change whether the game runs at 30 or over 30 FPS."), tr, tg, tb);
if (!game.over30mode)
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Current mode: 30 FPS"), tr/2, tg/2, tb/2);
}
else
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Current mode: Over 30 FPS"), tr, tg, tb);
}
break;
}
else if (game.currentmenuoption == gameplayoptionsoffset + 1)
{
//Speedrunner options
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Speedrunner Options"), tr, tg, tb);
font::print_wrap(PR_CEN, -1, 65, loc::gettext("Access some advanced settings that might be of interest to speedrunners."), tr, tg, tb);
}
else if (game.currentmenuoption == gameplayoptionsoffset + 2)
{
//Advanced options
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Advanced Options"), tr, tg, tb);
font::print_wrap(PR_CEN, -1, 65, loc::gettext("All other gameplay settings."), tr, tg, tb);
}
else if (game.currentmenuoption == gameplayoptionsoffset + 3)
{
//Clear Data
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Clear Data"), tr, tg, tb);
font::print_wrap(PR_CEN, -1, 65, loc::gettext("Delete your main game save data and unlocked play modes."), tr, tg, tb);
}
else if (game.currentmenuoption == gameplayoptionsoffset + 4)
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Clear Data"), tr, tg, tb);
font::print_wrap(PR_CEN, -1, 65, loc::gettext("Delete your custom level save data and completion stars."), tr, tg, tb);
}
break;
}
case Menu::options:
switch (game.currentmenuoption)
{
case 0:
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Gameplay Options"), tr, tg, tb);
font::print_wrap(PR_CEN, -1, 65, loc::gettext("Adjust various gameplay settings."), tr, tg, tb);
break;
case 1:
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Graphics Options"), tr, tg, tb);
font::print_wrap(PR_CEN, -1, 65, loc::gettext("Adjust screen settings."), tr, tg, tb);
break;
case 2:
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Audio Options"), tr, tg, tb);
if (music.mmmmmm)
{
font::print_wrap(PR_CEN, -1, 65, loc::gettext("Adjust volume settings and soundtrack."), tr, tg, tb);
}
else
{
font::print_wrap(PR_CEN, -1, 65, loc::gettext("Adjust volume settings."), tr, tg, tb);
}
break;
case 3:
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Game Pad Options"), tr, tg, tb);
font::print_wrap(PR_CEN, -1, 65, loc::gettext("Rebind your controller's buttons and adjust sensitivity."), tr, tg, tb);
break;
case 4:
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Accessibility"), tr, tg, tb);
font::print_wrap(PR_CEN, -1, 65, loc::gettext("Disable screen effects, enable slowdown modes or invincibility."), tr, tg, tb);
break;
case 5:
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Language"), tr, tg, tb);
font::print_wrap(PR_CEN, -1, 65, loc::gettext("Change the language."), tr, tg, tb);
}
break;
case Menu::graphicoptions:
{
int offset = 0;
if (game.currentmenuoption == offset + 0 && !gameScreen.isForcedFullscreen())
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Toggle Fullscreen"), tr, tg, tb);
int next_y = font::print_wrap(PR_CEN, -1, 65, loc::gettext("Change to fullscreen/windowed mode."), tr, tg, tb);
if (gameScreen.isWindowed)
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Current mode: WINDOWED"), tr, tg, tb);
}
else
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Current mode: FULLSCREEN"), tr, tg, tb);
}
}
if (gameScreen.isForcedFullscreen())
{
--offset;
}
if (game.currentmenuoption == offset + 1)
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Scaling Mode"), tr, tg, tb);
int next_y = font::print_wrap(PR_CEN, -1, 65, loc::gettext("Choose letterbox/stretch/integer mode."), tr, tg, tb);
switch (gameScreen.scalingMode)
{
case SCALING_INTEGER:
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Current mode: INTEGER"), tr, tg, tb);
break;
case SCALING_STRETCH:
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Current mode: STRETCH"), tr, tg, tb);
break;
case SCALING_LETTERBOX:
default:
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Current mode: LETTERBOX"), tr, tg, tb);
break;
}
}
if (game.currentmenuoption == offset + 2 && !gameScreen.isForcedFullscreen())
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Resize to Nearest"), tr, tg, tb);
int next_y = font::print_wrap(PR_CEN, -1, 65, loc::gettext("Resize to the nearest window size that is of an integer multiple."), tr, tg, tb);
if (!gameScreen.isWindowed)
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("You must be in windowed mode to use this option."), tr, tg, tb);
}
}
if (gameScreen.isForcedFullscreen())
{
--offset;
}
if (game.currentmenuoption == offset + 3)
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Toggle Filter"), tr, tg, tb);
int next_y = font::print_wrap(PR_CEN, -1, 65, loc::gettext("Change to nearest/linear filter."), tr, tg, tb);
if (gameScreen.isFiltered)
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Current mode: LINEAR"), tr, tg, tb);
}
else
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Current mode: NEAREST"), tr, tg, tb);
}
}
if (game.currentmenuoption == offset + 4)
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Analogue Mode"), tr, tg, tb);
font::print_wrap(PR_CEN, -1, 65, loc::gettext("There is nothing wrong with your television set. Do not attempt to adjust the picture."), tr, tg, tb);
}
if (game.currentmenuoption == offset + 5)
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Toggle VSync"), tr, tg, tb);
int next_y = font::print_wrap(PR_CEN, -1, 65, loc::gettext("Turn VSync on or off."), tr, tg, tb);
if (!gameScreen.vsync)
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Current mode: VSYNC OFF"), tr/2, tg/2, tb/2);
}
else
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Current mode: VSYNC ON"), tr, tg, tb);
}
}
break;
}
case Menu::audiooptions:
switch (game.currentmenuoption)
{
case 0:
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Music Volume"), tr, tg, tb);
font::print_wrap(PR_CEN, -1, 65, loc::gettext("Change the volume of the music."), tr, tg, tb);
volumesliderrender();
break;
case 1:
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Sound Volume"), tr, tg, tb);
font::print_wrap(PR_CEN, -1, 65, loc::gettext("Change the volume of sound effects."), tr, tg, tb);
volumesliderrender();
break;
case 2:
{
if (!music.mmmmmm)
{
break;
}
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Soundtrack"), tr, tg, tb);
int next_y = font::print_wrap(PR_CEN, -1, 65, loc::gettext("Toggle between MMMMMM and PPPPPP."), tr, tg, tb);
const char* soundtrack;
if (music.usingmmmmmm)
{
soundtrack = loc::gettext("Current soundtrack: MMMMMM");
}
else
{
soundtrack = loc::gettext("Current soundtrack: PPPPPP");
}
font::print_wrap(PR_CEN, -1, next_y, soundtrack, tr, tg, tb);
break;
}
}
break;
case Menu::credits:
font::print(PR_CEN, -1, 50, loc::gettext("VVVVVV is a game by"), tr, tg, tb);
font::print(PR_2X | PR_CEN | PR_FONT_8X8, -1, 65, "Terry Cavanagh", tr, tg, tb);
2020-01-01 21:29:24 +01:00
graphics.drawimagecol(IMAGE_SITE, -1, 86, graphics.getRGB(tr, tg, tb), true);
2020-01-01 21:29:24 +01:00
font::print(PR_CEN, -1, 120, loc::gettext("and features music by"), tr, tg, tb);
font::print(PR_2X | PR_CEN | PR_FONT_8X8, -1, 135, "Magnus Pålsson", tr, tg, tb);
graphics.drawimagecol(IMAGE_SITE2, -1, 156, graphics.getRGB(tr, tg, tb), true);
break;
case Menu::credits2:
font::print(PR_CEN, -1, 50, loc::gettext("Roomnames are by"), tr, tg, tb);
font::print(PR_2X | PR_CEN | PR_FONT_8X8, -1, 65, "Bennett Foddy", tr, tg, tb);
graphics.drawimagecol(IMAGE_SITE3, -1, 86, graphics.getRGB(tr, tg, tb), true);
font::print(PR_CEN, -1, 110, loc::gettext("C++ version by"), tr, tg, tb);
font::print(PR_2X | PR_CEN | PR_FONT_8X8, -1, 125, "Simon Roth", tr, tg, tb);
font::print(PR_2X | PR_CEN | PR_FONT_8X8, -1, 145, "Ethan Lee", tr, tg, tb);
font::print(PR_2X | PR_CEN | PR_FONT_8X8, -1, 165, "Misa Kai", tr, tg, tb);
break;
case Menu::credits25:
font::print(PR_CEN, -1, 40, loc::gettext("Beta Testing by"), tr, tg, tb);
font::print(PR_2X | PR_CEN | PR_FONT_8X8, -1, 55, "Sam Kaplan", tr, tg, tb);
font::print(PR_2X | PR_CEN | PR_FONT_8X8, -1, 75, "Pauli Kohberger", tr, tg, tb);
font::print(PR_CEN, -1, 130, loc::gettext("Ending Picture by"), tr, tg, tb);
font::print(PR_2X | PR_CEN | PR_FONT_8X8, -1, 145, "Pauli Kohberger", tr, tg, tb);
break;
case Menu::credits3:
{
font::print_wrap(PR_CEN, -1, 20, loc::gettext("VVVVVV is supported by the following patrons"), tr, tg, tb);
int startidx = game.current_credits_list_index;
int endidx = SDL_min(startidx + 9, (int)SDL_arraysize(Credits::superpatrons));
int xofs = 80 - 16;
int yofs = 40 + 20;
for (int i = startidx; i < endidx; ++i)
2020-01-01 21:29:24 +01:00
{
font::print(PR_FONT_8X8, xofs, yofs, Credits::superpatrons[i], tr, tg, tb);
xofs += 4;
yofs += 14;
2020-01-01 21:29:24 +01:00
}
break;
}
case Menu::credits4:
{
font::print_wrap(PR_CEN, -1, 20, loc::gettext("and also by"), tr, tg, tb);
int startidx = game.current_credits_list_index;
int endidx = SDL_min(startidx + 14, (int)SDL_arraysize(Credits::patrons));
int maxheight = 10 * 14;
int totalheight = (endidx - startidx) * 10;
int emptyspace = maxheight - totalheight;
int yofs = 40 + (emptyspace / 2);
for (int i = startidx; i < endidx; ++i)
2020-01-01 21:29:24 +01:00
{
font::print(PR_FONT_8X8, 80, yofs, Credits::patrons[i], tr, tg, tb);
yofs += 10;
2020-01-01 21:29:24 +01:00
}
break;
}
case Menu::credits5:
{
font::print_wrap(PR_CEN, -1, 20, loc::gettext("With contributions on GitHub from"), tr, tg, tb);
2020-01-01 21:29:24 +01:00
int startidx = game.current_credits_list_index;
int endidx = SDL_min(startidx + 9, (int)SDL_arraysize(Credits::githubfriends));
int maxheight = 14 * 9;
int totalheight = (endidx - startidx) * 14;
int emptyspace = maxheight - totalheight;
2021-03-31 08:43:05 +02:00
int xofs, yofs;
xofs = 80 - 16;
yofs = 40 + 20 + (emptyspace / 2);
2020-01-01 21:29:24 +01:00
for (int i = startidx; i < endidx; ++i)
{
font::print(PR_FONT_8X8, xofs, yofs, Credits::githubfriends[i], tr, tg, tb);
xofs += 4;
yofs += 14;
}
break;
}
case Menu::credits6:
font::print_wrap(PR_CEN, -1, 20, loc::gettext("and thanks also to:"), tr, tg, tb);
2020-01-01 21:29:24 +01:00
font::print(PR_2X | PR_CEN, -1, 60, loc::gettext("You!"), tr, tg, tb);
2020-01-01 21:29:24 +01:00
font::print_wrap(PR_CEN, -1, 100, loc::gettext("Your support makes it possible for me to continue making the games I want to make, now and into the future."), tr, tg, tb);
font::print_wrap(PR_CEN, -1, 150,loc::gettext("Thank you!"), tr, tg, tb);
break;
case Menu::setinvincibility:
font::print_wrap(PR_CEN, -1, 100, loc::gettext("Are you sure you want to enable invincibility?"), tr, tg, tb);
break;
case Menu::setslowdown:
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Game Speed"), tr, tg, tb);
int next_y = font::print_wrap(PR_CEN, -1, 65, loc::gettext("Select a new game speed below."), tr, tg, tb);
drawslowdowntext(next_y);
break;
}
case Menu::newgamewarning:
font::print_wrap(PR_CEN, -1, 100, loc::gettext("Are you sure? This will delete your current saves..."), tr, tg, tb);
break;
case Menu::cleardatamenu:
case Menu::clearcustomdatamenu:
font::print_wrap(PR_CEN, -1, 100, loc::gettext("Are you sure you want to delete all your saved data?"), tr, tg, tb);
break;
case Menu::deletequicklevel:
font::print_wrap(PR_CEN, -1, 100, loc::gettext("Are you sure you want to delete your quicksave?"), tr, tg, tb);
break;
case Menu::startnodeathmode:
{
int next_y;
next_y = font::print_wrap(PR_CEN, -1, 45, loc::gettext("Good luck!"), tr, tg, tb);
next_y = font::print_wrap(PR_CEN, -1, next_y+15, loc::gettext("You cannot save in this mode."), tr, tg, tb);
font::print_wrap(PR_CEN, -1, next_y+5, loc::gettext("Would you like to disable the cutscenes during the game?"), tr, tg, tb);
break;
}
case Menu::controller:
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Game Pad"), tr, tg, tb);
font::print_wrap(PR_CEN, -1, 55, loc::gettext("Change controller options."), tr, tg, tb);
switch (game.currentmenuoption)
{
case 0:
{
font::print(0, 32, 75, loc::gettext("Low"), tr, tg, tb);
font::print(PR_CEN, -1, 75, loc::gettext("Medium"), tr, tg, tb);
font::print(PR_RIGHT, 288, 75, loc::gettext("High"), tr, tg, tb);
char slider[SCREEN_WIDTH_CHARS + 1];
slider_get(slider, sizeof(slider), key.sensitivity, 5, 240);
font::print(PR_CEN, -1, 85, slider, tr, tg, tb);
break;
}
case 1:
case 2:
case 3:
case 4:
case 5:
{
char buffer_a[SCREEN_WIDTH_CHARS + 1];
char buffer_b[SCREEN_WIDTH_CHARS + 1];
SDL_snprintf(buffer_a, sizeof(buffer_a), "%s%s",
loc::gettext("Flip is bound to: "),
BUTTONGLYPHS_get_all_gamepad_buttons(buffer_b, sizeof(buffer_b), ActionSet_InGame, Action_InGame_ACTION)
);
font::print(PR_CEN, -1, 75, buffer_a, tr, tg, tb);
SDL_snprintf(buffer_a, sizeof(buffer_a), "%s%s",
loc::gettext("Enter is bound to: "),
BUTTONGLYPHS_get_all_gamepad_buttons(buffer_b, sizeof(buffer_b), ActionSet_InGame, Action_InGame_Map)
);
font::print(PR_CEN, -1, 85, buffer_a, tr, tg, tb);
SDL_snprintf(buffer_a, sizeof(buffer_a), "%s%s",
loc::gettext("Menu is bound to: "),
BUTTONGLYPHS_get_all_gamepad_buttons(buffer_b, sizeof(buffer_b), ActionSet_InGame, Action_InGame_Esc)
);
font::print(PR_CEN, -1, 95, buffer_a, tr, tg, tb);
SDL_snprintf(buffer_a, sizeof(buffer_a), "%s%s",
loc::gettext("Restart is bound to: "),
BUTTONGLYPHS_get_all_gamepad_buttons(buffer_b, sizeof(buffer_b), ActionSet_InGame, Action_InGame_Restart)
);
font::print(PR_CEN, -1, 105, buffer_a, tr, tg, tb);
SDL_snprintf(buffer_a, sizeof(buffer_a), "%s%s",
loc::gettext("Interact is bound to: "),
BUTTONGLYPHS_get_all_gamepad_buttons(buffer_b, sizeof(buffer_b), ActionSet_InGame, Action_InGame_Interact)
);
font::print(PR_CEN | PR_BRIGHTNESS(game.separate_interact ? 255 : 128), -1, 115, buffer_a, tr, tg, tb);
break;
}
}
2020-01-01 21:29:24 +01:00
break;
case Menu::language:
if (loc::languagelist.empty())
{
font::print_wrap(PR_CEN, -1, 90, loc::gettext("ERROR: No language files found."), tr, tg, tb);
}
else if ((unsigned)game.currentmenuoption < loc::languagelist.size())
{
font::print_wrap(PR_CEN, -1, 8, loc::languagelist[game.currentmenuoption].credit.c_str(), tr/2, tg/2, tb/2);
const char* select_hint;
char buffer[SCREEN_WIDTH_CHARS + 1];
if (BUTTONGLYPHS_keyboard_is_active())
{
select_hint = loc::languagelist[game.currentmenuoption].action_hint.c_str();
}
else
{
vformat_buf(buffer, sizeof(buffer),
loc::languagelist[game.currentmenuoption].gamepad_hint.c_str(),
"button:but",
vformat_button(ActionSet_Menu, Action_Menu_Accept)
);
select_hint = buffer;
}
font::print(PR_CEN, -1, 230, select_hint, tr/2, tg/2, tb/2);
}
break;
case Menu::translator_main:
switch (game.currentmenuoption)
{
case 0:
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Translator options"), tr, tg, tb);
font::print_wrap(PR_CEN, -1, 65, loc::gettext("Some options that are useful for translators and developers."), tr, tg, tb);
break;
case 1:
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Maintenance"), tr, tg, tb);
font::print_wrap(PR_CEN, -1, 65, loc::gettext("Sync all language files after adding new strings."), tr, tg, tb);
break;
}
{
if (FILESYSTEM_isMainLangDirFromRepo())
{
// Just giving people who manually compiled the game some hint as to why this menu is here!
font::print(0, 8, 208, loc::gettext("Repository language folder:"), tr/2, tg/2, tb/2);
}
else
{
font::print(0, 8, 208, loc::gettext("Language folder:"), tr/2, tg/2, tb/2);
}
font::print(PR_RIGHT, 316, 224, FILESYSTEM_getUserMainLangDirectory(), tr/2, tg/2, tb/2);
}
break;
case Menu::translator_options:
switch (game.currentmenuoption)
{
case 0:
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Statistics"), tr, tg, tb);
font::print_wrap(PR_CEN, -1, 65, loc::gettext("Count the amount of untranslated strings for this language."), tr, tg, tb);
break;
case 1:
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Translate rooms"), tr, tg, tb);
int next_y = font::print_wrap(PR_CEN, -1, 65, loc::gettext("Enable room name translation mode, so you can translate room names in context. Press I for invincibility."), tr, tg, tb);
if (roomname_translator::enabled)
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Currently ENABLED!"), tr, tg, tb);
}
else
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Currently Disabled."), tr/2, tg/2, tb/2);
}
break;
}
case 2:
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Explore game"), tr, tg, tb);
font::print_wrap(PR_CEN, -1, 65, loc::gettext("Explore the rooms of any level in the game, to find all room names to translate."), tr, tg, tb);
Add level exploring menu for translators I would, of course, recommend translators to translate the roomnames while playing the full game (optionally in invincibility) so they can immediately get all the context and maybe the most inspiration. And if you want to go back into a specific level, then there's always the time trials and intermission replays which will give you full coverage of all the room names. However, the time trials weren't really made for room name translation. They have some annoying features like the instant restart when you press ENTER at the wrong time, they remove context clues like teleporters and companions, but the worst problem is that the last room in a level is often completely untranslatable inside the time trials because you immediately get sent to the results screen... So, I added a new menu in the translator options, "explore game", which gives you access to all the time trials and the two intermissions, from the same menu. All these time trials (which they're still based off of, under the hood) are stripped of the annoying features that come with time trials. These are the changes I made to time trial behavior in translator exploring mode: - No 3-2-1-Go! countdown - No on-screen time/death/shiny/par - ENTER doesn't restart, and the map menu works. The entire map is also revealed. - Prize for the Reckless is in its normal form - The teleporters in Entanglement Generator, Wheeler's Wormhole and Level Complete are restored as context for room names (actually, we should probably restore them in time trials anyway? Their "press to teleport" prompt is already blocked out in time trials and they do nothing other than being a checkpoint. I guess the reason they were removed was to stop people from opening the teleporter menu when that was not specifically blocked out in time trials yet.) - The companions are there at the end of levels, and behave like in no death mode (become happy and follow you to the teleporter). Also for context. - At the end of each level, you're not suddenly sent to the menu, but you can use the teleporter at your leisure just like in the intermission replays. In the Final Level, you do get sent to the menu automatically, but after a longer delay. I made another mark on VVVVVV: don't be startled, I added gamestates. I wanted all teleporters at the end of levels to behave like the ones at the end of the intermission replays, and all handling for teleporting with specific companions is already done in gamestates, so rather than adding conditional blocks across 5 or so different gamestates, it made more sense to make a single gamestate for "teleporting in translator exploring mode" (3090). I also added an alternative to having to use gamestate 3500 or 82 for the end of the final level: 3091-3092. One other thing I want to add to the "explore game" menu: a per-level count of how many room names are left to translate. That shouldn't be too difficult, and I'm planning that for the next commit.
2022-11-26 03:33:17 +01:00
break;
case 3:
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Menu test"), tr, tg, tb);
font::print_wrap(PR_CEN, -1, 65, loc::gettext("Cycle through most menus in the game. The menus will not actually work, all options take you to the next menu instead. Press Escape to stop."), tr, tg, tb);
break;
Add level exploring menu for translators I would, of course, recommend translators to translate the roomnames while playing the full game (optionally in invincibility) so they can immediately get all the context and maybe the most inspiration. And if you want to go back into a specific level, then there's always the time trials and intermission replays which will give you full coverage of all the room names. However, the time trials weren't really made for room name translation. They have some annoying features like the instant restart when you press ENTER at the wrong time, they remove context clues like teleporters and companions, but the worst problem is that the last room in a level is often completely untranslatable inside the time trials because you immediately get sent to the results screen... So, I added a new menu in the translator options, "explore game", which gives you access to all the time trials and the two intermissions, from the same menu. All these time trials (which they're still based off of, under the hood) are stripped of the annoying features that come with time trials. These are the changes I made to time trial behavior in translator exploring mode: - No 3-2-1-Go! countdown - No on-screen time/death/shiny/par - ENTER doesn't restart, and the map menu works. The entire map is also revealed. - Prize for the Reckless is in its normal form - The teleporters in Entanglement Generator, Wheeler's Wormhole and Level Complete are restored as context for room names (actually, we should probably restore them in time trials anyway? Their "press to teleport" prompt is already blocked out in time trials and they do nothing other than being a checkpoint. I guess the reason they were removed was to stop people from opening the teleporter menu when that was not specifically blocked out in time trials yet.) - The companions are there at the end of levels, and behave like in no death mode (become happy and follow you to the teleporter). Also for context. - At the end of each level, you're not suddenly sent to the menu, but you can use the teleporter at your leisure just like in the intermission replays. In the Final Level, you do get sent to the menu automatically, but after a longer delay. I made another mark on VVVVVV: don't be startled, I added gamestates. I wanted all teleporters at the end of levels to behave like the ones at the end of the intermission replays, and all handling for teleporting with specific companions is already done in gamestates, so rather than adding conditional blocks across 5 or so different gamestates, it made more sense to make a single gamestate for "teleporting in translator exploring mode" (3090). I also added an alternative to having to use gamestate 3500 or 82 for the end of the final level: 3091-3092. One other thing I want to add to the "explore game" menu: a per-level count of how many room names are left to translate. That shouldn't be too difficult, and I'm planning that for the next commit.
2022-11-26 03:33:17 +01:00
case 4:
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Cutscene test"), tr, tg, tb);
font::print_wrap(PR_CEN, -1, 65, loc::gettext("Display all text boxes from cutscenes.xml. Only tests the basic appearance of each individual text box."), tr, tg, tb);
break;
case 5:
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Limits check"), tr, tg, tb);
font::print_wrap(PR_CEN, -1, 65, loc::gettext("Find translations that don't fit within their defined bounds."), tr, tg, tb);
break;
}
break;
case Menu::translator_options_limitscheck:
{
size_t of = loc::limitscheck_current_overflow;
if (of >= loc::text_overflows.size())
{
int next_y;
if (loc::text_overflows.empty())
{
next_y = font::print_wrap(PR_CEN, -1, 20, loc::gettext("No text overflows found!"), tr, tg, tb);
}
else
{
next_y = font::print_wrap(PR_CEN, -1, 20, loc::gettext("No text overflows left!"), tr, tg, tb);
}
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Note that this detection isn't perfect."), tr, tg, tb);
}
else
{
loc::TextOverflow& overflow = loc::text_overflows[of];
char buffer[SCREEN_WIDTH_CHARS + 1];
vformat_buf(buffer, sizeof(buffer),
"{page}/{total} {max_w}*{max_h} ({max_w_px}x{max_h_px}) [{lang}]",
"page:int, total:int, max_w:int, max_h:int, max_w_px:int, max_h_px:int, lang:str",
(int) of+1, (int) loc::text_overflows.size(),
overflow.max_w, overflow.max_h,
overflow.max_w_px, overflow.max_h_px,
overflow.lang.c_str()
);
font::print(PR_FONT_8X8, 10, 10, buffer, tr/2, tg/2, tb/2);
int box_x = SDL_min(10, (320-overflow.max_w_px)/2);
graphics.fill_rect(box_x-1, 30-1, overflow.max_w_px+2, overflow.max_h_px+2, tr/3, tg/3, tb/3);
int wraplimit;
if (overflow.multiline)
{
wraplimit = overflow.max_w_px;
}
else
{
wraplimit = 320-box_x;
}
if (overflow.text != NULL)
{
font::print_wrap(overflow.flags, box_x, 30, overflow.text, tr, tg, tb, -1, wraplimit);
}
}
break;
}
case Menu::translator_options_stats:
{
font::print(0, 16, 16, loc::get_langmeta()->nativename, tr, tg, tb);
const char* line_template = "%4d";
char buffer[5];
int coldiv;
#define stat_line(y, filename, untranslated_counter) \
SDL_snprintf(buffer, sizeof(buffer), line_template, \
untranslated_counter \
); \
coldiv = untranslated_counter > 0 ? 1 : 2; \
font::print(PR_FONT_8X8, 16, y, filename, tr/coldiv, tg/coldiv, tb/coldiv); \
font::print(PR_FONT_8X8, 272, y, buffer, tr/coldiv, tg/coldiv, tb/coldiv)
stat_line(48, "strings.xml", loc::n_untranslated[loc::UNTRANSLATED_STRINGS]);
stat_line(64, "numbers.xml", loc::n_untranslated[loc::UNTRANSLATED_NUMBERS]);
stat_line(80, "strings_plural.xml", loc::n_untranslated[loc::UNTRANSLATED_STRINGS_PLURAL]);
stat_line(96, "cutscenes.xml", loc::n_untranslated[loc::UNTRANSLATED_CUTSCENES]);
stat_line(112, "roomnames.xml", loc::n_untranslated_roomnames);
stat_line(128, "roomnames_special.xml", loc::n_untranslated[loc::UNTRANSLATED_ROOMNAMES_SPECIAL]);
#undef stat_line
break;
}
Add level exploring menu for translators I would, of course, recommend translators to translate the roomnames while playing the full game (optionally in invincibility) so they can immediately get all the context and maybe the most inspiration. And if you want to go back into a specific level, then there's always the time trials and intermission replays which will give you full coverage of all the room names. However, the time trials weren't really made for room name translation. They have some annoying features like the instant restart when you press ENTER at the wrong time, they remove context clues like teleporters and companions, but the worst problem is that the last room in a level is often completely untranslatable inside the time trials because you immediately get sent to the results screen... So, I added a new menu in the translator options, "explore game", which gives you access to all the time trials and the two intermissions, from the same menu. All these time trials (which they're still based off of, under the hood) are stripped of the annoying features that come with time trials. These are the changes I made to time trial behavior in translator exploring mode: - No 3-2-1-Go! countdown - No on-screen time/death/shiny/par - ENTER doesn't restart, and the map menu works. The entire map is also revealed. - Prize for the Reckless is in its normal form - The teleporters in Entanglement Generator, Wheeler's Wormhole and Level Complete are restored as context for room names (actually, we should probably restore them in time trials anyway? Their "press to teleport" prompt is already blocked out in time trials and they do nothing other than being a checkpoint. I guess the reason they were removed was to stop people from opening the teleporter menu when that was not specifically blocked out in time trials yet.) - The companions are there at the end of levels, and behave like in no death mode (become happy and follow you to the teleporter). Also for context. - At the end of each level, you're not suddenly sent to the menu, but you can use the teleporter at your leisure just like in the intermission replays. In the Final Level, you do get sent to the menu automatically, but after a longer delay. I made another mark on VVVVVV: don't be startled, I added gamestates. I wanted all teleporters at the end of levels to behave like the ones at the end of the intermission replays, and all handling for teleporting with specific companions is already done in gamestates, so rather than adding conditional blocks across 5 or so different gamestates, it made more sense to make a single gamestate for "teleporting in translator exploring mode" (3090). I also added an alternative to having to use gamestate 3500 or 82 for the end of the final level: 3091-3092. One other thing I want to add to the "explore game" menu: a per-level count of how many room names are left to translate. That shouldn't be too difficult, and I'm planning that for the next commit.
2022-11-26 03:33:17 +01:00
case Menu::translator_options_exploregame:
switch (game.currentmenuoption)
{
case 0:
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Space Station 1"), tr, tg, tb);
Add level exploring menu for translators I would, of course, recommend translators to translate the roomnames while playing the full game (optionally in invincibility) so they can immediately get all the context and maybe the most inspiration. And if you want to go back into a specific level, then there's always the time trials and intermission replays which will give you full coverage of all the room names. However, the time trials weren't really made for room name translation. They have some annoying features like the instant restart when you press ENTER at the wrong time, they remove context clues like teleporters and companions, but the worst problem is that the last room in a level is often completely untranslatable inside the time trials because you immediately get sent to the results screen... So, I added a new menu in the translator options, "explore game", which gives you access to all the time trials and the two intermissions, from the same menu. All these time trials (which they're still based off of, under the hood) are stripped of the annoying features that come with time trials. These are the changes I made to time trial behavior in translator exploring mode: - No 3-2-1-Go! countdown - No on-screen time/death/shiny/par - ENTER doesn't restart, and the map menu works. The entire map is also revealed. - Prize for the Reckless is in its normal form - The teleporters in Entanglement Generator, Wheeler's Wormhole and Level Complete are restored as context for room names (actually, we should probably restore them in time trials anyway? Their "press to teleport" prompt is already blocked out in time trials and they do nothing other than being a checkpoint. I guess the reason they were removed was to stop people from opening the teleporter menu when that was not specifically blocked out in time trials yet.) - The companions are there at the end of levels, and behave like in no death mode (become happy and follow you to the teleporter). Also for context. - At the end of each level, you're not suddenly sent to the menu, but you can use the teleporter at your leisure just like in the intermission replays. In the Final Level, you do get sent to the menu automatically, but after a longer delay. I made another mark on VVVVVV: don't be startled, I added gamestates. I wanted all teleporters at the end of levels to behave like the ones at the end of the intermission replays, and all handling for teleporting with specific companions is already done in gamestates, so rather than adding conditional blocks across 5 or so different gamestates, it made more sense to make a single gamestate for "teleporting in translator exploring mode" (3090). I also added an alternative to having to use gamestate 3500 or 82 for the end of the final level: 3091-3092. One other thing I want to add to the "explore game" menu: a per-level count of how many room names are left to translate. That shouldn't be too difficult, and I'm planning that for the next commit.
2022-11-26 03:33:17 +01:00
break;
case 1:
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("The Laboratory"), tr, tg, tb);
Add level exploring menu for translators I would, of course, recommend translators to translate the roomnames while playing the full game (optionally in invincibility) so they can immediately get all the context and maybe the most inspiration. And if you want to go back into a specific level, then there's always the time trials and intermission replays which will give you full coverage of all the room names. However, the time trials weren't really made for room name translation. They have some annoying features like the instant restart when you press ENTER at the wrong time, they remove context clues like teleporters and companions, but the worst problem is that the last room in a level is often completely untranslatable inside the time trials because you immediately get sent to the results screen... So, I added a new menu in the translator options, "explore game", which gives you access to all the time trials and the two intermissions, from the same menu. All these time trials (which they're still based off of, under the hood) are stripped of the annoying features that come with time trials. These are the changes I made to time trial behavior in translator exploring mode: - No 3-2-1-Go! countdown - No on-screen time/death/shiny/par - ENTER doesn't restart, and the map menu works. The entire map is also revealed. - Prize for the Reckless is in its normal form - The teleporters in Entanglement Generator, Wheeler's Wormhole and Level Complete are restored as context for room names (actually, we should probably restore them in time trials anyway? Their "press to teleport" prompt is already blocked out in time trials and they do nothing other than being a checkpoint. I guess the reason they were removed was to stop people from opening the teleporter menu when that was not specifically blocked out in time trials yet.) - The companions are there at the end of levels, and behave like in no death mode (become happy and follow you to the teleporter). Also for context. - At the end of each level, you're not suddenly sent to the menu, but you can use the teleporter at your leisure just like in the intermission replays. In the Final Level, you do get sent to the menu automatically, but after a longer delay. I made another mark on VVVVVV: don't be startled, I added gamestates. I wanted all teleporters at the end of levels to behave like the ones at the end of the intermission replays, and all handling for teleporting with specific companions is already done in gamestates, so rather than adding conditional blocks across 5 or so different gamestates, it made more sense to make a single gamestate for "teleporting in translator exploring mode" (3090). I also added an alternative to having to use gamestate 3500 or 82 for the end of the final level: 3091-3092. One other thing I want to add to the "explore game" menu: a per-level count of how many room names are left to translate. That shouldn't be too difficult, and I'm planning that for the next commit.
2022-11-26 03:33:17 +01:00
break;
case 2:
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("The Tower"), tr, tg, tb);
Add level exploring menu for translators I would, of course, recommend translators to translate the roomnames while playing the full game (optionally in invincibility) so they can immediately get all the context and maybe the most inspiration. And if you want to go back into a specific level, then there's always the time trials and intermission replays which will give you full coverage of all the room names. However, the time trials weren't really made for room name translation. They have some annoying features like the instant restart when you press ENTER at the wrong time, they remove context clues like teleporters and companions, but the worst problem is that the last room in a level is often completely untranslatable inside the time trials because you immediately get sent to the results screen... So, I added a new menu in the translator options, "explore game", which gives you access to all the time trials and the two intermissions, from the same menu. All these time trials (which they're still based off of, under the hood) are stripped of the annoying features that come with time trials. These are the changes I made to time trial behavior in translator exploring mode: - No 3-2-1-Go! countdown - No on-screen time/death/shiny/par - ENTER doesn't restart, and the map menu works. The entire map is also revealed. - Prize for the Reckless is in its normal form - The teleporters in Entanglement Generator, Wheeler's Wormhole and Level Complete are restored as context for room names (actually, we should probably restore them in time trials anyway? Their "press to teleport" prompt is already blocked out in time trials and they do nothing other than being a checkpoint. I guess the reason they were removed was to stop people from opening the teleporter menu when that was not specifically blocked out in time trials yet.) - The companions are there at the end of levels, and behave like in no death mode (become happy and follow you to the teleporter). Also for context. - At the end of each level, you're not suddenly sent to the menu, but you can use the teleporter at your leisure just like in the intermission replays. In the Final Level, you do get sent to the menu automatically, but after a longer delay. I made another mark on VVVVVV: don't be startled, I added gamestates. I wanted all teleporters at the end of levels to behave like the ones at the end of the intermission replays, and all handling for teleporting with specific companions is already done in gamestates, so rather than adding conditional blocks across 5 or so different gamestates, it made more sense to make a single gamestate for "teleporting in translator exploring mode" (3090). I also added an alternative to having to use gamestate 3500 or 82 for the end of the final level: 3091-3092. One other thing I want to add to the "explore game" menu: a per-level count of how many room names are left to translate. That shouldn't be too difficult, and I'm planning that for the next commit.
2022-11-26 03:33:17 +01:00
break;
case 3:
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Space Station 2"), tr, tg, tb);
Add level exploring menu for translators I would, of course, recommend translators to translate the roomnames while playing the full game (optionally in invincibility) so they can immediately get all the context and maybe the most inspiration. And if you want to go back into a specific level, then there's always the time trials and intermission replays which will give you full coverage of all the room names. However, the time trials weren't really made for room name translation. They have some annoying features like the instant restart when you press ENTER at the wrong time, they remove context clues like teleporters and companions, but the worst problem is that the last room in a level is often completely untranslatable inside the time trials because you immediately get sent to the results screen... So, I added a new menu in the translator options, "explore game", which gives you access to all the time trials and the two intermissions, from the same menu. All these time trials (which they're still based off of, under the hood) are stripped of the annoying features that come with time trials. These are the changes I made to time trial behavior in translator exploring mode: - No 3-2-1-Go! countdown - No on-screen time/death/shiny/par - ENTER doesn't restart, and the map menu works. The entire map is also revealed. - Prize for the Reckless is in its normal form - The teleporters in Entanglement Generator, Wheeler's Wormhole and Level Complete are restored as context for room names (actually, we should probably restore them in time trials anyway? Their "press to teleport" prompt is already blocked out in time trials and they do nothing other than being a checkpoint. I guess the reason they were removed was to stop people from opening the teleporter menu when that was not specifically blocked out in time trials yet.) - The companions are there at the end of levels, and behave like in no death mode (become happy and follow you to the teleporter). Also for context. - At the end of each level, you're not suddenly sent to the menu, but you can use the teleporter at your leisure just like in the intermission replays. In the Final Level, you do get sent to the menu automatically, but after a longer delay. I made another mark on VVVVVV: don't be startled, I added gamestates. I wanted all teleporters at the end of levels to behave like the ones at the end of the intermission replays, and all handling for teleporting with specific companions is already done in gamestates, so rather than adding conditional blocks across 5 or so different gamestates, it made more sense to make a single gamestate for "teleporting in translator exploring mode" (3090). I also added an alternative to having to use gamestate 3500 or 82 for the end of the final level: 3091-3092. One other thing I want to add to the "explore game" menu: a per-level count of how many room names are left to translate. That shouldn't be too difficult, and I'm planning that for the next commit.
2022-11-26 03:33:17 +01:00
break;
case 4:
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("The Warp Zone"), tr, tg, tb);
Add level exploring menu for translators I would, of course, recommend translators to translate the roomnames while playing the full game (optionally in invincibility) so they can immediately get all the context and maybe the most inspiration. And if you want to go back into a specific level, then there's always the time trials and intermission replays which will give you full coverage of all the room names. However, the time trials weren't really made for room name translation. They have some annoying features like the instant restart when you press ENTER at the wrong time, they remove context clues like teleporters and companions, but the worst problem is that the last room in a level is often completely untranslatable inside the time trials because you immediately get sent to the results screen... So, I added a new menu in the translator options, "explore game", which gives you access to all the time trials and the two intermissions, from the same menu. All these time trials (which they're still based off of, under the hood) are stripped of the annoying features that come with time trials. These are the changes I made to time trial behavior in translator exploring mode: - No 3-2-1-Go! countdown - No on-screen time/death/shiny/par - ENTER doesn't restart, and the map menu works. The entire map is also revealed. - Prize for the Reckless is in its normal form - The teleporters in Entanglement Generator, Wheeler's Wormhole and Level Complete are restored as context for room names (actually, we should probably restore them in time trials anyway? Their "press to teleport" prompt is already blocked out in time trials and they do nothing other than being a checkpoint. I guess the reason they were removed was to stop people from opening the teleporter menu when that was not specifically blocked out in time trials yet.) - The companions are there at the end of levels, and behave like in no death mode (become happy and follow you to the teleporter). Also for context. - At the end of each level, you're not suddenly sent to the menu, but you can use the teleporter at your leisure just like in the intermission replays. In the Final Level, you do get sent to the menu automatically, but after a longer delay. I made another mark on VVVVVV: don't be startled, I added gamestates. I wanted all teleporters at the end of levels to behave like the ones at the end of the intermission replays, and all handling for teleporting with specific companions is already done in gamestates, so rather than adding conditional blocks across 5 or so different gamestates, it made more sense to make a single gamestate for "teleporting in translator exploring mode" (3090). I also added an alternative to having to use gamestate 3500 or 82 for the end of the final level: 3091-3092. One other thing I want to add to the "explore game" menu: a per-level count of how many room names are left to translate. That shouldn't be too difficult, and I'm planning that for the next commit.
2022-11-26 03:33:17 +01:00
break;
case 5:
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Intermission 1"), tr, tg, tb);
Add level exploring menu for translators I would, of course, recommend translators to translate the roomnames while playing the full game (optionally in invincibility) so they can immediately get all the context and maybe the most inspiration. And if you want to go back into a specific level, then there's always the time trials and intermission replays which will give you full coverage of all the room names. However, the time trials weren't really made for room name translation. They have some annoying features like the instant restart when you press ENTER at the wrong time, they remove context clues like teleporters and companions, but the worst problem is that the last room in a level is often completely untranslatable inside the time trials because you immediately get sent to the results screen... So, I added a new menu in the translator options, "explore game", which gives you access to all the time trials and the two intermissions, from the same menu. All these time trials (which they're still based off of, under the hood) are stripped of the annoying features that come with time trials. These are the changes I made to time trial behavior in translator exploring mode: - No 3-2-1-Go! countdown - No on-screen time/death/shiny/par - ENTER doesn't restart, and the map menu works. The entire map is also revealed. - Prize for the Reckless is in its normal form - The teleporters in Entanglement Generator, Wheeler's Wormhole and Level Complete are restored as context for room names (actually, we should probably restore them in time trials anyway? Their "press to teleport" prompt is already blocked out in time trials and they do nothing other than being a checkpoint. I guess the reason they were removed was to stop people from opening the teleporter menu when that was not specifically blocked out in time trials yet.) - The companions are there at the end of levels, and behave like in no death mode (become happy and follow you to the teleporter). Also for context. - At the end of each level, you're not suddenly sent to the menu, but you can use the teleporter at your leisure just like in the intermission replays. In the Final Level, you do get sent to the menu automatically, but after a longer delay. I made another mark on VVVVVV: don't be startled, I added gamestates. I wanted all teleporters at the end of levels to behave like the ones at the end of the intermission replays, and all handling for teleporting with specific companions is already done in gamestates, so rather than adding conditional blocks across 5 or so different gamestates, it made more sense to make a single gamestate for "teleporting in translator exploring mode" (3090). I also added an alternative to having to use gamestate 3500 or 82 for the end of the final level: 3091-3092. One other thing I want to add to the "explore game" menu: a per-level count of how many room names are left to translate. That shouldn't be too difficult, and I'm planning that for the next commit.
2022-11-26 03:33:17 +01:00
break;
case 6:
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Intermission 2"), tr, tg, tb);
Add level exploring menu for translators I would, of course, recommend translators to translate the roomnames while playing the full game (optionally in invincibility) so they can immediately get all the context and maybe the most inspiration. And if you want to go back into a specific level, then there's always the time trials and intermission replays which will give you full coverage of all the room names. However, the time trials weren't really made for room name translation. They have some annoying features like the instant restart when you press ENTER at the wrong time, they remove context clues like teleporters and companions, but the worst problem is that the last room in a level is often completely untranslatable inside the time trials because you immediately get sent to the results screen... So, I added a new menu in the translator options, "explore game", which gives you access to all the time trials and the two intermissions, from the same menu. All these time trials (which they're still based off of, under the hood) are stripped of the annoying features that come with time trials. These are the changes I made to time trial behavior in translator exploring mode: - No 3-2-1-Go! countdown - No on-screen time/death/shiny/par - ENTER doesn't restart, and the map menu works. The entire map is also revealed. - Prize for the Reckless is in its normal form - The teleporters in Entanglement Generator, Wheeler's Wormhole and Level Complete are restored as context for room names (actually, we should probably restore them in time trials anyway? Their "press to teleport" prompt is already blocked out in time trials and they do nothing other than being a checkpoint. I guess the reason they were removed was to stop people from opening the teleporter menu when that was not specifically blocked out in time trials yet.) - The companions are there at the end of levels, and behave like in no death mode (become happy and follow you to the teleporter). Also for context. - At the end of each level, you're not suddenly sent to the menu, but you can use the teleporter at your leisure just like in the intermission replays. In the Final Level, you do get sent to the menu automatically, but after a longer delay. I made another mark on VVVVVV: don't be startled, I added gamestates. I wanted all teleporters at the end of levels to behave like the ones at the end of the intermission replays, and all handling for teleporting with specific companions is already done in gamestates, so rather than adding conditional blocks across 5 or so different gamestates, it made more sense to make a single gamestate for "teleporting in translator exploring mode" (3090). I also added an alternative to having to use gamestate 3500 or 82 for the end of the final level: 3091-3092. One other thing I want to add to the "explore game" menu: a per-level count of how many room names are left to translate. That shouldn't be too difficult, and I'm planning that for the next commit.
2022-11-26 03:33:17 +01:00
break;
case 7:
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("The Final Level"), tr, tg, tb);
Add level exploring menu for translators I would, of course, recommend translators to translate the roomnames while playing the full game (optionally in invincibility) so they can immediately get all the context and maybe the most inspiration. And if you want to go back into a specific level, then there's always the time trials and intermission replays which will give you full coverage of all the room names. However, the time trials weren't really made for room name translation. They have some annoying features like the instant restart when you press ENTER at the wrong time, they remove context clues like teleporters and companions, but the worst problem is that the last room in a level is often completely untranslatable inside the time trials because you immediately get sent to the results screen... So, I added a new menu in the translator options, "explore game", which gives you access to all the time trials and the two intermissions, from the same menu. All these time trials (which they're still based off of, under the hood) are stripped of the annoying features that come with time trials. These are the changes I made to time trial behavior in translator exploring mode: - No 3-2-1-Go! countdown - No on-screen time/death/shiny/par - ENTER doesn't restart, and the map menu works. The entire map is also revealed. - Prize for the Reckless is in its normal form - The teleporters in Entanglement Generator, Wheeler's Wormhole and Level Complete are restored as context for room names (actually, we should probably restore them in time trials anyway? Their "press to teleport" prompt is already blocked out in time trials and they do nothing other than being a checkpoint. I guess the reason they were removed was to stop people from opening the teleporter menu when that was not specifically blocked out in time trials yet.) - The companions are there at the end of levels, and behave like in no death mode (become happy and follow you to the teleporter). Also for context. - At the end of each level, you're not suddenly sent to the menu, but you can use the teleporter at your leisure just like in the intermission replays. In the Final Level, you do get sent to the menu automatically, but after a longer delay. I made another mark on VVVVVV: don't be startled, I added gamestates. I wanted all teleporters at the end of levels to behave like the ones at the end of the intermission replays, and all handling for teleporting with specific companions is already done in gamestates, so rather than adding conditional blocks across 5 or so different gamestates, it made more sense to make a single gamestate for "teleporting in translator exploring mode" (3090). I also added an alternative to having to use gamestate 3500 or 82 for the end of the final level: 3091-3092. One other thing I want to add to the "explore game" menu: a per-level count of how many room names are left to translate. That shouldn't be too difficult, and I'm planning that for the next commit.
2022-11-26 03:33:17 +01:00
break;
}
if (roomname_translator::enabled)
{
if (game.currentmenuoption >= 0 && game.currentmenuoption < 8)
{
int names_left = loc::n_untranslated_roomnames_area[game.currentmenuoption + 1];
int coldiv = names_left > 0 ? 1 : 2;
char buffer[4*SCREEN_WIDTH_CHARS + 1];
loc::gettext_plural_fill(
buffer, sizeof(buffer),
"{n} normal room names untranslated",
"{n} normal room name untranslated",
"n:int",
names_left
);
font::print_wrap(PR_CEN, -1, 65, buffer, tr/coldiv, tg/coldiv, tb/coldiv);
}
}
else
Add level exploring menu for translators I would, of course, recommend translators to translate the roomnames while playing the full game (optionally in invincibility) so they can immediately get all the context and maybe the most inspiration. And if you want to go back into a specific level, then there's always the time trials and intermission replays which will give you full coverage of all the room names. However, the time trials weren't really made for room name translation. They have some annoying features like the instant restart when you press ENTER at the wrong time, they remove context clues like teleporters and companions, but the worst problem is that the last room in a level is often completely untranslatable inside the time trials because you immediately get sent to the results screen... So, I added a new menu in the translator options, "explore game", which gives you access to all the time trials and the two intermissions, from the same menu. All these time trials (which they're still based off of, under the hood) are stripped of the annoying features that come with time trials. These are the changes I made to time trial behavior in translator exploring mode: - No 3-2-1-Go! countdown - No on-screen time/death/shiny/par - ENTER doesn't restart, and the map menu works. The entire map is also revealed. - Prize for the Reckless is in its normal form - The teleporters in Entanglement Generator, Wheeler's Wormhole and Level Complete are restored as context for room names (actually, we should probably restore them in time trials anyway? Their "press to teleport" prompt is already blocked out in time trials and they do nothing other than being a checkpoint. I guess the reason they were removed was to stop people from opening the teleporter menu when that was not specifically blocked out in time trials yet.) - The companions are there at the end of levels, and behave like in no death mode (become happy and follow you to the teleporter). Also for context. - At the end of each level, you're not suddenly sent to the menu, but you can use the teleporter at your leisure just like in the intermission replays. In the Final Level, you do get sent to the menu automatically, but after a longer delay. I made another mark on VVVVVV: don't be startled, I added gamestates. I wanted all teleporters at the end of levels to behave like the ones at the end of the intermission replays, and all handling for teleporting with specific companions is already done in gamestates, so rather than adding conditional blocks across 5 or so different gamestates, it made more sense to make a single gamestate for "teleporting in translator exploring mode" (3090). I also added an alternative to having to use gamestate 3500 or 82 for the end of the final level: 3091-3092. One other thing I want to add to the "explore game" menu: a per-level count of how many room names are left to translate. That shouldn't be too difficult, and I'm planning that for the next commit.
2022-11-26 03:33:17 +01:00
{
font::print_wrap(PR_CEN, -1, 65, loc::gettext("You have not enabled room name translation mode!"), tr, tg, tb);
Add level exploring menu for translators I would, of course, recommend translators to translate the roomnames while playing the full game (optionally in invincibility) so they can immediately get all the context and maybe the most inspiration. And if you want to go back into a specific level, then there's always the time trials and intermission replays which will give you full coverage of all the room names. However, the time trials weren't really made for room name translation. They have some annoying features like the instant restart when you press ENTER at the wrong time, they remove context clues like teleporters and companions, but the worst problem is that the last room in a level is often completely untranslatable inside the time trials because you immediately get sent to the results screen... So, I added a new menu in the translator options, "explore game", which gives you access to all the time trials and the two intermissions, from the same menu. All these time trials (which they're still based off of, under the hood) are stripped of the annoying features that come with time trials. These are the changes I made to time trial behavior in translator exploring mode: - No 3-2-1-Go! countdown - No on-screen time/death/shiny/par - ENTER doesn't restart, and the map menu works. The entire map is also revealed. - Prize for the Reckless is in its normal form - The teleporters in Entanglement Generator, Wheeler's Wormhole and Level Complete are restored as context for room names (actually, we should probably restore them in time trials anyway? Their "press to teleport" prompt is already blocked out in time trials and they do nothing other than being a checkpoint. I guess the reason they were removed was to stop people from opening the teleporter menu when that was not specifically blocked out in time trials yet.) - The companions are there at the end of levels, and behave like in no death mode (become happy and follow you to the teleporter). Also for context. - At the end of each level, you're not suddenly sent to the menu, but you can use the teleporter at your leisure just like in the intermission replays. In the Final Level, you do get sent to the menu automatically, but after a longer delay. I made another mark on VVVVVV: don't be startled, I added gamestates. I wanted all teleporters at the end of levels to behave like the ones at the end of the intermission replays, and all handling for teleporting with specific companions is already done in gamestates, so rather than adding conditional blocks across 5 or so different gamestates, it made more sense to make a single gamestate for "teleporting in translator exploring mode" (3090). I also added an alternative to having to use gamestate 3500 or 82 for the end of the final level: 3091-3092. One other thing I want to add to the "explore game" menu: a per-level count of how many room names are left to translate. That shouldn't be too difficult, and I'm planning that for the next commit.
2022-11-26 03:33:17 +01:00
}
break;
case Menu::translator_maintenance:
switch (game.currentmenuoption)
{
case 0:
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Sync language files"), tr, tg, tb);
font::print_wrap(PR_CEN, -1, 65, loc::gettext("Merge all new strings from the template files into the translation files, keeping existing translations."), tr, tg, tb);
break;
case 1:
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Statistics"), tr, tg, tb);
font::print_wrap(PR_CEN, -1, 65, loc::gettext("Count the amount of untranslated strings for each language."), tr, tg, tb);
break;
case 2:
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Limits check"), tr, tg, tb);
font::print_wrap(PR_CEN, -1, 65, loc::gettext("Find translations that don't fit within their defined bounds."), tr, tg, tb);
}
break;
case Menu::translator_maintenance_sync:
{
int next_y = font::print_wrap(PR_CEN, -1, 20, loc::gettext("If new strings were added to the English template language files, this feature will insert them in the translation files for all languages. Make a backup, just in case."), tr, tg, tb);
font::print(PR_CEN, -1, next_y, loc::gettext("Full syncing EN→All:"), tr, tg, tb);
next_y = font::print_wrap(PR_CEN | PR_FONT_8X8, -1, next_y+10, "meta.xml\nstrings.xml\nstrings_plural.xml\ncutscenes.xml\nroomnames.xml\nroomnames_special.xml", tr/2, tg/2, tb/2);
font::print(PR_CEN, -1, next_y, loc::gettext("Syncing not supported:"), tr, tg, tb);
font::print_wrap(PR_CEN | PR_FONT_8X8, -1, next_y+10, "numbers.xml", tr/2, tg/2, tb/2);
break;
}
case Menu::translator_error_setlangwritedir:
font::print_wrap(PR_CEN, -1, 95, loc::gettext("ERROR: Could not write to language folder! Make sure there is no \"lang\" folder next to the regular saves."), tr, tg, tb);
break;
case Menu::speedrunneroptions:
switch (game.currentmenuoption)
{
case 0:
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Glitchrunner Mode"), tr, tg, tb);
int next_y = font::print_wrap(PR_CEN, -1, 65, loc::gettext("Re-enable glitches that existed in previous versions of the game."), tr, tg, tb);
drawglitchrunnertext(next_y);
break;
}
case 1:
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Input Delay"), tr, tg, tb);
int next_y = font::print_wrap(PR_CEN, -1, 65, loc::gettext("Re-enable the 1-frame input delay from previous versions of the game."), tr, tg, tb);
if (game.inputdelay)
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Input delay is ON"), tr, tg, tb);
}
else
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Input delay is OFF"), tr / 2, tg / 2, tb / 2);
}
break;
}
case 2:
{
char buffer[SCREEN_WIDTH_CHARS + 1];
const char* button;
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Interact Button"), tr, tg, tb);
int next_y = font::print_wrap(PR_CEN, -1, 65, loc::gettext("Toggle whether you interact with prompts using ENTER or E."), tr, tg, tb);
if (game.separate_interact)
{
button = loc::gettext("E");
}
else
{
button = loc::gettext("ENTER");
}
vformat_buf(buffer, sizeof(buffer), loc::gettext("Interact button: {button}"), "button:str", button);
font::print_wrap(PR_CEN, -1, next_y, buffer, tr, tg, tb);
break;
}
case 3:
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Fake Load Screen"), tr, tg, tb);
int next_y = font::print_wrap(PR_CEN, -1, 65, loc::gettext("Disable the fake loading screen which appears on game launch."), tr, tg, tb);
if (game.skipfakeload)
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Fake loading screen is OFF"), tr / 2, tg / 2, tb / 2);
else
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Fake loading screen is ON"), tr, tg, tb);
break;
}
2021-08-05 23:31:20 +02:00
case 4:
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("In-Game Timer"), tr, tg, tb);
int next_y = font::print_wrap(PR_CEN, -1, 65, loc::gettext("Toggle the in-game timer outside of time trials."), tr, tg, tb);
2021-08-05 23:31:20 +02:00
if (game.showingametimer)
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("In-Game Timer is ON"), tr, tg, tb);
}
else
2021-08-05 23:31:20 +02:00
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("In-Game Timer is OFF"), tr / 2, tg / 2, tb / 2);
2021-08-05 23:31:20 +02:00
}
break;
}
break;
case Menu::setglitchrunner:
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Glitchrunner Mode"), tr, tg, tb);
int next_y = font::print_wrap(PR_CEN, -1, 65, loc::gettext("Select a new glitchrunner version below."), tr, tg, tb);
drawglitchrunnertext(next_y);
break;
}
case Menu::advancedoptions:
switch (game.currentmenuoption)
{
case 0:
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Unfocus Pause"), tr, tg, tb);
int next_y = font::print_wrap(PR_CEN, -1, 65, loc::gettext("Toggle if the game will pause when the window is unfocused."), tr, tg, tb);
if (game.disablepause)
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Unfocus pause is OFF"), tr/2, tg/2, tb/2);
}
else
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Unfocus pause is ON"), tr, tg, tb);
}
break;
}
case 1:
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Unfocus Audio"), tr, tg, tb);
int next_y = font::print_wrap(PR_CEN, -1, 65, loc::gettext("Toggle if the audio will pause when the window is unfocused."), tr, tg, tb);
if (game.disableaudiopause)
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Unfocus audio pause is OFF"), tr/2, tg/2, tb/2);
}
else
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Unfocus audio pause is ON"), tr, tg, tb);
}
break;
}
case 2:
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Room Name BG"), tr, tg, tb);
int next_y = font::print_wrap(PR_CEN, -1, 65, loc::gettext("Lets you see through what is behind the name at the bottom of the screen."), tr, tg, tb);
if (graphics.translucentroomname)
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Room name background is TRANSLUCENT"), tr/2, tg/2, tb/2);
else
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Room name background is OPAQUE"), tr, tg, tb);
break;
}
break;
case Menu::accessibility:
{
#ifdef MAKEANDPLAY
#define OFFSET 0
#else
#define OFFSET 1
#endif
switch (game.currentmenuoption)
{
#if !defined(MAKEANDPLAY)
case 0:
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Unlock Play Modes"), tr, tg, tb);
font::print_wrap(PR_CEN, -1, 65, loc::gettext("Unlock parts of the game normally unlocked as you progress."), tr, tg, tb);
break;
#endif
case OFFSET+0:
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Invincibility"), tr, tg, tb);
int next_y = font::print_wrap(PR_CEN, -1, 65, loc::gettext("Explore the game freely without dying. (Can cause glitches.)"), tr, tg, tb);
if (map.invincibility)
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Invincibility is ON."), tr, tg, tb);
}
else
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Invincibility is OFF."), tr / 2, tg / 2, tb / 2);
}
break;
}
case OFFSET+1:
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Slowdown"), tr, tg, tb);
int next_y = font::print_wrap(PR_CEN, -1, 65, loc::gettext("Reduce the game speed."), tr, tg, tb);
drawslowdowntext(next_y);
break;
}
case OFFSET+2:
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Backgrounds"), tr, tg, tb);
int next_y = font::print_wrap(PR_CEN, -1, 65, loc::gettext("Disable animated backgrounds in menus and during gameplay."), tr, tg, tb);
if (!game.colourblindmode)
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Backgrounds are ON."), tr, tg, tb);
}
else
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Backgrounds are OFF."), tr / 2, tg / 2, tb / 2);
}
break;
}
case OFFSET+3:
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Screen Effects"), tr, tg, tb);
int next_y = font::print_wrap(PR_CEN, -1, 65, loc::gettext("Disables screen shakes and flashes."), tr, tg, tb);
if (!game.noflashingmode)
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Screen Effects are ON."), tr, tg, tb);
}
else
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Screen Effects are OFF."), tr / 2, tg / 2, tb / 2);
}
break;
}
case OFFSET+4:
{
const char* text;
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Text Outline"), tr, tg, tb);
int next_y = font::print_wrap(PR_CEN, -1, 65, loc::gettext("Disables outline on game text."), tr, tg, tb);
graphics.fill_rect(0, next_y-4, 320, 16, tr, tg, tb);
if (!graphics.notextoutline)
{
text = loc::gettext("Text outlines are ON.");
}
else
{
text = loc::gettext("Text outlines are OFF.");
}
font::print(PR_BOR | PR_CEN, -1, next_y, text, 255, 255, 255);
break;
}
}
break;
#undef OFFSET
}
case Menu::playint1:
case Menu::playint2:
font::print_wrap(PR_CEN, -1, 65, loc::gettext("Who do you want to play the level with?"), tr, tg, tb);
break;
case Menu::playmodes:
switch (game.currentmenuoption)
{
case 0:
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Time Trials"), tr, tg, tb);
int next_y = font::print_wrap(PR_CEN, -1, 65, loc::gettext("Replay any level in the game in a competitive time trial mode."), tr, tg, tb);
if (game.nocompetitive())
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Time Trials are not available with slowdown or invincibility."), tr, tg, tb);
}
break;
}
case 1:
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Intermissions"), tr, tg, tb);
int next_y = font::print_wrap(PR_CEN, -1, 65, loc::gettext("Replay the intermission levels."), tr, tg, tb);
if (!game.unlock[Unlock_INTERMISSION_REPLAYS])
2020-01-01 21:29:24 +01:00
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("TO UNLOCK: Complete the intermission levels in-game."), tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
break;
}
case 2:
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("No Death Mode"), tr, tg, tb);
int next_y = font::print_wrap(PR_CEN, -1, 65, loc::gettext("Play the entire game without dying once."), tr, tg, tb);
if (game.nocompetitive())
2020-01-01 21:29:24 +01:00
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("No Death Mode is not available with slowdown or invincibility."), tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
else if (!game.unlock[Unlock_NODEATHMODE])
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("TO UNLOCK: Achieve an S-rank or above in at least 4 time trials."), tr, tg, tb);
}
break;
}
case 3:
// WARNING: Partially duplicated in Menu::options
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Flip Mode"), tr, tg, tb);
int next_y = font::print_wrap(PR_CEN, -1, 65, loc::gettext("Flip the entire game vertically. Compatible with other game modes."), tr, tg, tb);
if (game.unlock[Unlock_FLIPMODE])
2020-01-01 21:29:24 +01:00
{
if (graphics.setflipmode)
2020-01-01 21:29:24 +01:00
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Currently ENABLED!"), tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
else
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("Currently Disabled."), tr/2, tg/2, tb/2);
2020-01-01 21:29:24 +01:00
}
}
else
{
font::print_wrap(PR_CEN, -1, next_y, loc::gettext("TO UNLOCK: Complete the game."), tr, tg, tb);
}
break;
2020-01-01 21:29:24 +01:00
}
break;
case Menu::youwannaquit:
font::print_wrap(PR_CEN, -1, 75, loc::gettext("Are you sure you want to quit?"), tr, tg, tb);
break;
case Menu::continuemenu:
switch (game.currentmenuoption)
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{
case 0:
{
//Show teleporter save info
graphics.drawpixeltextbox(17, 65-20, 286, 90, 65, 185, 207);
2020-01-01 21:29:24 +01:00
font::print(PR_2X | PR_CEN, -1, 20, loc::gettext("Tele Save"), tr, tg, tb);
font::print(PR_CEN, -1, 80-20, game.tele_currentarea, 25, 255 - (help.glow / 2), 255 - (help.glow / 2));
for (int i = 0; i < 6; i++)
2020-01-01 21:29:24 +01:00
{
graphics.drawcrewman(169-(3*42)+(i*42), 95-20, i, game.tele_crewstats[i], true);
2020-01-01 21:29:24 +01:00
}
font::print(0, 59, 132-20, game.tele_gametime, 255 - (help.glow / 2), 255 - (help.glow / 2), 255 - (help.glow / 2));
char buffer[SCREEN_WIDTH_CHARS + 1];
vformat_buf(buffer, sizeof(buffer),
loc::gettext("{savebox_n_trinkets|wordy}"),
"savebox_n_trinkets:int",
game.tele_trinkets
);
font::print(PR_RIGHT, 262, 132-20, buffer, 255 - (help.glow / 2), 255 - (help.glow / 2), 255 - (help.glow / 2));
2020-01-01 21:29:24 +01:00
graphics.draw_sprite(34, 126-20, 50, graphics.col_clock);
graphics.draw_sprite(270, 126-20, 22, graphics.col_trinket);
break;
}
case 1:
{
//Show quick save info
graphics.drawpixeltextbox(17, 65-20, 286, 90, 65, 185, 207);
2020-01-01 21:29:24 +01:00
font::print(PR_2X | PR_CEN, -1, 20, loc::gettext("Quick Save"), tr, tg, tb);
font::print(PR_CEN, -1, 80-20, game.quick_currentarea, 25, 255 - (help.glow / 2), 255 - (help.glow / 2));
for (int i = 0; i < 6; i++)
{
graphics.drawcrewman(169-(3*42)+(i*42), 95-20, i, game.quick_crewstats[i], true);
2020-01-01 21:29:24 +01:00
}
font::print(0, 59, 132-20, game.quick_gametime, 255 - (help.glow / 2), 255 - (help.glow / 2), 255 - (help.glow / 2));
char buffer[SCREEN_WIDTH_CHARS + 1];
vformat_buf(buffer, sizeof(buffer),
loc::gettext("{savebox_n_trinkets|wordy}"),
"savebox_n_trinkets:int",
game.quick_trinkets
);
font::print(PR_RIGHT, 262, 132-20, buffer, 255 - (help.glow / 2), 255 - (help.glow / 2), 255 - (help.glow / 2));
graphics.draw_sprite(34, 126-20, 50, graphics.col_clock);
graphics.draw_sprite(270, 126-20, 22, graphics.col_trinket);
break;
2020-01-01 21:29:24 +01:00
}
}
break;
case Menu::gameover:
case Menu::gameover2:
{
font::print(PR_3X | PR_CEN, -1, 25, loc::gettext("GAME OVER"), tr, tg, tb);
for (size_t i = 0; i < SDL_arraysize(game.ndmresultcrewstats); i++)
2020-01-01 21:29:24 +01:00
{
graphics.drawcrewman(169-(3*42)+(i*42), 68, i, game.ndmresultcrewstats[i], true);
}
char buffer[2*SCREEN_WIDTH_CHARS + 1];
loc::gettext_plural_fill(
buffer, sizeof(buffer),
"You rescued {n_crew|wordy} crewmates",
"You rescued {n_crew|wordy} crewmate",
"n_crew:int",
game.ndmresultcrewrescued
);
font::print(PR_CEN, -1, 100, buffer, tr, tg, tb);
loc::gettext_plural_fill(
buffer, sizeof(buffer),
"and found {n_trinkets|wordy} trinkets.",
"and found {n_trinkets|wordy} trinket.",
"n_trinkets:int",
game.ndmresulttrinkets
);
font::print_wrap(PR_CEN | PR_CJK_LOW, -1, 110, buffer, tr, tg, tb);
font::print(PR_CEN, -1, 145, loc::gettext("You managed to reach:"), tr, tg, tb);
font::print(PR_CEN | PR_CJK_LOW, -1, 155, game.ndmresulthardestroom, tr, tg, tb);
2020-01-01 21:29:24 +01:00
const char* encouragement;
switch (game.ndmresultcrewrescued)
{
case 1:
encouragement = loc::gettext("Keep trying! You'll get there!");
break;
case 2:
encouragement = loc::gettext("Nice one!");
break;
case 3:
encouragement = loc::gettext("Wow! Congratulations!");
break;
case 4:
encouragement = loc::gettext("Incredible!");
break;
case 5:
encouragement = loc::gettext("Unbelievable! Well done!");
break;
default:
encouragement = loc::gettext("Er, how did you do that?");
break;
}
2020-01-01 21:29:24 +01:00
font::print_wrap(PR_CEN, -1, 190, encouragement, tr, tg, tb);
break;
}
case Menu::nodeathmodecomplete:
case Menu::nodeathmodecomplete2:
{
font::print(PR_4X | PR_CEN | PR_CJK_LOW, -1, 8, loc::gettext("WOW"), tr, tg, tb);
for (size_t i = 0; i < SDL_arraysize(game.ndmresultcrewstats); i++)
2020-01-01 21:29:24 +01:00
{
graphics.drawcrewman(169-(3*42)+(i*42), 68, i, game.ndmresultcrewstats[i], true);
}
font::print(PR_CEN, -1, 100, loc::gettext("You rescued all the crewmates!"), tr, tg, tb);
char buffer[3*SCREEN_WIDTH_CHARS + 1];
loc::gettext_plural_fill(
buffer, sizeof(buffer),
"And you found {n_trinkets|wordy} trinkets.",
"And you found {n_trinkets|wordy} trinket.",
"n_trinkets:int",
game.ndmresulttrinkets
);
font::print_wrap(PR_CEN | PR_CJK_LOW, -1, 110, buffer, tr, tg, tb);
font::print_wrap(PR_CEN, -1, 160, loc::gettext("A new trophy has been awarded and placed in the secret lab to acknowledge your achievement!"), tr, tg, tb);
break;
}
case Menu::timetrialcomplete:
case Menu::timetrialcomplete2:
case Menu::timetrialcomplete3:
{
font::print(PR_3X | PR_CEN, -1, 20, loc::gettext("Results"), tr, tg, tb);
2020-01-01 21:29:24 +01:00
std::string tempstring = game.resulttimestring() + loc::gettext(" / ") + game.timetstring(game.timetrialresultpar) + loc::gettext(".99");
2020-01-01 21:29:24 +01:00
graphics.drawspritesetcol(22, 80-15, 50, 22);
font::print(PR_CJK_HIGH, 49, 80-15, loc::gettext("TIME TAKEN:"), 255, 255, 255);
font::print(PR_CJK_LOW, 49, 90-15, tempstring, tr, tg, tb);
if (game.timetrialresulttime <= game.timetrialresultpar)
{
font::print(PR_RIGHT | PR_CJK_LOW, 292, 90-15, loc::gettext("+1 Rank!"), 255, 255, 255);
}
2020-01-01 21:29:24 +01:00
tempstring = help.String(game.timetrialresultdeaths);
graphics.drawspritesetcol(22-4, 80+20-4, 12, 22);
font::print(PR_CJK_HIGH, 49, 80+20, loc::gettext("NUMBER OF DEATHS:"), 255, 255, 255);
font::print(PR_CJK_LOW, 49, 90+20, tempstring, tr, tg, tb);
if (game.timetrialresultdeaths == 0)
{
font::print(PR_RIGHT | PR_CJK_LOW, 292, 90+20, loc::gettext("+1 Rank!"), 255, 255, 255);
2020-01-01 21:29:24 +01:00
}
char buffer[SCREEN_WIDTH_CHARS + 1];
vformat_buf(
buffer, sizeof(buffer),
loc::gettext("{n_trinkets} of {max_trinkets}"),
"n_trinkets:int, max_trinkets:int",
game.timetrialresulttrinkets, game.timetrialresultshinytarget
);
graphics.drawspritesetcol(22, 80+55, 22, 22);
font::print(PR_CJK_HIGH, 49, 80+55, loc::gettext("SHINY TRINKETS:"), 255, 255, 255);
font::print(PR_CJK_LOW, 49, 90+55, buffer, tr, tg, tb);
if (game.timetrialresulttrinkets >= game.timetrialresultshinytarget)
2020-01-01 21:29:24 +01:00
{
font::print(PR_RIGHT | PR_CJK_LOW, 292, 90+55, loc::gettext("+1 Rank!"), 255, 255, 255);
}
2020-01-01 21:29:24 +01:00
const char* rank = "";
switch(game.timetrialrank)
{
case 0:
rank = loc::gettext("B");
break;
case 1:
rank = loc::gettext("A");
break;
case 2:
rank = loc::gettext("S");
break;
case 3:
rank = loc::gettext("V");
break;
}
int rankw = font::len(PR_4X, rank);
int ranktextw = font::len(PR_2X, loc::gettext("Rank:")) + 16 + rankw;
int ranktextx = (320-ranktextw)/2;
int rankx = ranktextx + ranktextw - rankw;
if (game.currentmenuname == Menu::timetrialcomplete2 || game.currentmenuname == Menu::timetrialcomplete3)
{
font::print(PR_2X, ranktextx, 175, loc::gettext("Rank:"), tr, tg, tb);
}
if (game.currentmenuname == Menu::timetrialcomplete3)
{
font::print(PR_4X, rankx, 165, rank, 255, 255, 255);
2020-01-01 21:29:24 +01:00
}
break;
}
case Menu::unlockmenutrials:
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Unlock Time Trials"), tr, tg, tb);
font::print_wrap(PR_CEN, -1, 65, loc::gettext("You can unlock each time trial separately."), tr, tg, tb);
break;
case Menu::timetrials:
{
bool unlocked = false;
int id_trial = game.currentmenuoption;
int par;
int max_trinkets;
switch (game.currentmenuoption)
2020-01-01 21:29:24 +01:00
{
case 0:
if (game.unlock[Unlock_TIMETRIAL_SPACESTATION1])
2020-01-01 21:29:24 +01:00
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Space Station 1"), tr, tg, tb);
unlocked = true;
par = 75;
max_trinkets = 2;
2020-01-01 21:29:24 +01:00
}
else
2020-01-01 21:29:24 +01:00
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("???"), tr, tg, tb);
font::print(PR_CEN, -1, 60, loc::gettext("TO UNLOCK:"), tr, tg, tb);
font::print(PR_CEN, -1, 75, loc::gettext("Rescue Violet"), tr, tg, tb);
font::print(PR_CEN, -1, 87, loc::gettext("Find three trinkets"), tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
break;
case 1:
if (game.unlock[Unlock_TIMETRIAL_LABORATORY])
2020-01-01 21:29:24 +01:00
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("The Laboratory"), tr, tg, tb);
unlocked = true;
par = 165;
max_trinkets = 4;
2020-01-01 21:29:24 +01:00
}
else
2020-01-01 21:29:24 +01:00
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("???"), tr, tg, tb);
font::print(PR_CEN, -1, 60, loc::gettext("TO UNLOCK:"), tr, tg, tb);
font::print(PR_CEN, -1, 75, loc::gettext("Rescue Victoria"), tr, tg, tb);
font::print(PR_CEN, -1, 87, loc::gettext("Find six trinkets"), tr, tg, tb);
}
break;
case 2:
if (game.unlock[Unlock_TIMETRIAL_TOWER])
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("The Tower"), tr, tg, tb);
unlocked = true;
par = 105;
max_trinkets = 2;
}
else
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("???"), tr, tg, tb);
font::print(PR_CEN, -1, 60, loc::gettext("TO UNLOCK:"), tr, tg, tb);
font::print(PR_CEN, -1, 75, loc::gettext("Rescue Vermilion"), tr, tg, tb);
font::print(PR_CEN, -1, 87, loc::gettext("Find nine trinkets"), tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
break;
case 3:
if (game.unlock[Unlock_TIMETRIAL_SPACESTATION2])
2020-01-01 21:29:24 +01:00
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Space Station 2"), tr, tg, tb);
unlocked = true;
par = 200;
max_trinkets = 5;
}
else
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("???"), tr, tg, tb);
font::print(PR_CEN, -1, 60, loc::gettext("TO UNLOCK:"), tr, tg, tb);
font::print(PR_CEN, -1, 75, loc::gettext("Rescue Vitellary"), tr, tg, tb);
font::print(PR_CEN, -1, 87, loc::gettext("Find twelve trinkets"), tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
break;
case 4:
if (game.unlock[Unlock_TIMETRIAL_WARPZONE])
2020-01-01 21:29:24 +01:00
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("The Warp Zone"), tr, tg, tb);
unlocked = true;
par = 120;
max_trinkets = 1;
}
else
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("???"), tr, tg, tb);
font::print(PR_CEN, -1, 60, loc::gettext("TO UNLOCK:"), tr, tg, tb);
font::print(PR_CEN, -1, 75, loc::gettext("Rescue Verdigris"), tr, tg, tb);
font::print(PR_CEN, -1, 87, loc::gettext("Find fifteen trinkets"), tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
break;
case 5:
if (game.unlock[Unlock_TIMETRIAL_FINALLEVEL])
2020-01-01 21:29:24 +01:00
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("The Final Level"), tr, tg, tb);
unlocked = true;
par = 135;
max_trinkets = 1;
}
else
{
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("???"), tr, tg, tb);
font::print(PR_CEN, -1, 60, loc::gettext("TO UNLOCK:"), tr, tg, tb);
font::print(PR_CEN, -1, 75, loc::gettext("Complete the game"), tr, tg, tb);
font::print(PR_CEN, -1, 87, loc::gettext("Find eighteen trinkets"), tr, tg, tb);
}
break;
}
if (unlocked)
{
if (game.besttimes[id_trial] == -1)
{
font::print_wrap(PR_CEN, -1, 75, loc::gettext("Not yet attempted"), tr, tg, tb);
}
else
{
int sp = SDL_max(10, font::height(0));
font::print(0, 32, 65, loc::gettext("RECORDS"), tr, tg, tb);
const char* label = loc::gettext("TIME");
int label_len = font::len(0, label);
font::print(0, 32, 65+sp, label, tr, tg, tb);
label = loc::gettext("SHINY");
label_len = SDL_max(label_len, font::len(0, label));
font::print(0, 32, 65+sp*2, label, tr, tg, tb);
label = loc::gettext("LIVES");
label_len = SDL_max(label_len, font::len(0, label));
font::print(0, 32, 65+sp*3, label, tr, tg, tb);
font::print(0, label_len+48, 65+sp, game.timetstring(game.besttimes[id_trial]), tr, tg, tb);
char buffer[SCREEN_WIDTH_CHARS + 1];
vformat_buf(
buffer, sizeof(buffer),
loc::gettext("{n_trinkets}/{max_trinkets}"),
"n_trinkets:int, max_trinkets:int",
game.besttrinkets[id_trial], max_trinkets
);
font::print(0, label_len+48, 65+sp*2, buffer, tr, tg, tb);
font::print(0, label_len+48, 65+sp*3, help.String(game.bestlives[id_trial]), tr, tg, tb);
const char* str_par_time = loc::gettext("PAR TIME");
const std::string par_time = game.timetstring(par);
const char* str_best_rank = loc::gettext("BEST RANK");
const char* rank;
switch(game.bestrank[id_trial])
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{
case 0:
rank = loc::gettext("B");
break;
case 1:
rank = loc::gettext("A");
break;
case 2:
rank = loc::gettext("S");
break;
case 3:
rank = loc::gettext("V");
break;
default:
rank = "?";
2020-01-01 21:29:24 +01:00
}
int w[4] = {
font::len(0, str_par_time),
font::len(0, par_time.c_str()),
font::len(0, str_best_rank),
font::len(PR_2X, rank)
};
int longest_w = 0;
for (size_t i = 0; i < 4; i++)
{
if (w[i] > longest_w)
{
longest_w = w[i];
}
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}
int center_x = 288 - longest_w/2;
font::print(PR_CEN, center_x, 65, str_par_time, tr, tg, tb);
font::print(PR_CEN, center_x, 65+sp, par_time, tr, tg, tb);
font::print(PR_CEN, center_x, 65+sp*3, str_best_rank, tr, tg, tb);
font::print(
PR_2X | PR_CEN,
center_x,
66+sp*4,
rank,
225, 225, 225
);
}
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}
break;
}
case Menu::gamecompletecontinue:
font::print(PR_2X | PR_CEN | PR_CJK_HIGH, -1, 25, loc::gettext("Congratulations!"), tr, tg, tb);
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font::print_wrap(PR_CEN, -1, 45, loc::gettext("Your save files have been updated."), tr, tg, tb);
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font::print_wrap(PR_CEN, -1, 110, loc::gettext("If you want to keep exploring the game, select CONTINUE from the play menu."), tr, tg, tb);
break;
case Menu::unlockmenu:
font::print(PR_2X | PR_CEN, -1, 30, loc::gettext("Unlock Play Modes"), tr, tg, tb);
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font::print_wrap(PR_CEN, -1, 65, loc::gettext("From here, you may unlock parts of the game that are normally unlocked as you play."), tr, tg, tb);
break;
case Menu::unlocktimetrial:
font::print(PR_2X | PR_CEN, -1, 45, loc::gettext("Congratulations!"), tr, tg, tb);
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font::print_wrap(PR_CEN, -1, 125, loc::gettext("You have unlocked a new Time Trial."), tr, tg, tb);
break;
case Menu::unlocktimetrials:
font::print(PR_2X | PR_CEN, -1, 45, loc::gettext("Congratulations!"), tr, tg, tb);
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font::print_wrap(PR_CEN, -1, 125, loc::gettext("You have unlocked some new Time Trials."), tr, tg, tb);
break;
case Menu::unlocknodeathmode:
font::print(PR_2X | PR_CEN, -1, 45, loc::gettext("Congratulations!"), tr, tg, tb);
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font::print_wrap(PR_CEN, -1, 125, loc::gettext("You have unlocked No Death Mode."), tr, tg, tb);
break;
case Menu::unlockflipmode:
font::print(PR_2X | PR_CEN, -1, 45, loc::gettext("Congratulations!"), tr, tg, tb);
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font::print_wrap(PR_CEN, -1, 125, loc::gettext("You have unlocked Flip Mode."), tr, tg, tb);
break;
case Menu::unlockintermission:
font::print(PR_2X | PR_CEN, -1, 45, loc::gettext("Congratulations!"), tr, tg, tb);
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font::print_wrap(PR_CEN, -1, 125, loc::gettext("You have unlocked the intermission levels."), tr, tg, tb);
break;
case Menu::playerworlds:
font::print_wrap(PR_CEN, -1, 180, loc::gettext("To install new player levels, copy the .vvvvvv files to the levels folder."), tr, tg, tb);
break;
case Menu::confirmshowlevelspath:
font::print_wrap(PR_CEN, -1, 80, loc::gettext("Are you sure you want to show the levels path? This may reveal sensitive information if you are streaming."), tr, tg, tb);
break;
case Menu::showlevelspath:
{
int next_y = font::print_wrap(PR_CEN, -1, 40, loc::gettext("The levels path is:"), tr, tg, tb);
font::print_wrap(0, 0, next_y, FILESYSTEM_getUserLevelDirectory(), tr, tg, tb, 10, 320);
break;
}
case Menu::errorsavingsettings:
font::print_wrap(PR_CEN, -1, 95, loc::gettext("ERROR: Could not save settings file!"), tr, tg, tb);
break;
case Menu::errorloadinglevel:
{
Use levelDirError for graphics errors too This will actually do several things: (1) Make the tile size checks apply to the appropriate graphics files once again. (2) Make the game print a fallback error message if the error message hasn't been set on the levelDirError error screen. (3) Use levelDirError for graphics errors too. (4) Make the error message for tile size checks failing specify both width and height, not just a square dimension. (5) Make the error messages mentioned above translatable. It turns out that (1) didn't happen after #923 was merged, since #923 removed needing to process a tilesheet into a vector of surfaces for all graphics files except sprites.png and flipsprites.png. Thus, the game ended up only checking the correct tile sizes for those files only. In the process of fixing this, I also got rid of the PROCESS_TILESHEET macros and turned them into two different functions: One to make the array, and one to check the tile size of the tilesheet. I also did (2) just in case FILESYSTEM_levelDirHasError() returns false even though we know we have an error. And (3) is needed so things are unified and we have one user-facing error message system when users load levels. To facilitate this, I removed the title string, since it's really not needed. Unfortunately, (1) doesn't apply to font.png again, but that's because of the new font stuff and I'm not sure what Dav999 has in store for error checking. But that's also why I did (4), because it looks like tile sizes in font.png files can be different (i.e. non-square).
2023-05-18 02:00:33 +02:00
const char* message;
if (FILESYSTEM_levelDirHasError())
{
Use levelDirError for graphics errors too This will actually do several things: (1) Make the tile size checks apply to the appropriate graphics files once again. (2) Make the game print a fallback error message if the error message hasn't been set on the levelDirError error screen. (3) Use levelDirError for graphics errors too. (4) Make the error message for tile size checks failing specify both width and height, not just a square dimension. (5) Make the error messages mentioned above translatable. It turns out that (1) didn't happen after #923 was merged, since #923 removed needing to process a tilesheet into a vector of surfaces for all graphics files except sprites.png and flipsprites.png. Thus, the game ended up only checking the correct tile sizes for those files only. In the process of fixing this, I also got rid of the PROCESS_TILESHEET macros and turned them into two different functions: One to make the array, and one to check the tile size of the tilesheet. I also did (2) just in case FILESYSTEM_levelDirHasError() returns false even though we know we have an error. And (3) is needed so things are unified and we have one user-facing error message system when users load levels. To facilitate this, I removed the title string, since it's really not needed. Unfortunately, (1) doesn't apply to font.png again, but that's because of the new font stuff and I'm not sure what Dav999 has in store for error checking. But that's also why I did (4), because it looks like tile sizes in font.png files can be different (i.e. non-square).
2023-05-18 02:00:33 +02:00
message = FILESYSTEM_getLevelDirError();
}
else
{
message = loc::gettext("Something went wrong, but we forgot the error message.");
}
font::print(PR_2X | PR_CEN, -1, 45, loc::gettext("ERROR"), tr, tg, tb);
Use levelDirError for graphics errors too This will actually do several things: (1) Make the tile size checks apply to the appropriate graphics files once again. (2) Make the game print a fallback error message if the error message hasn't been set on the levelDirError error screen. (3) Use levelDirError for graphics errors too. (4) Make the error message for tile size checks failing specify both width and height, not just a square dimension. (5) Make the error messages mentioned above translatable. It turns out that (1) didn't happen after #923 was merged, since #923 removed needing to process a tilesheet into a vector of surfaces for all graphics files except sprites.png and flipsprites.png. Thus, the game ended up only checking the correct tile sizes for those files only. In the process of fixing this, I also got rid of the PROCESS_TILESHEET macros and turned them into two different functions: One to make the array, and one to check the tile size of the tilesheet. I also did (2) just in case FILESYSTEM_levelDirHasError() returns false even though we know we have an error. And (3) is needed so things are unified and we have one user-facing error message system when users load levels. To facilitate this, I removed the title string, since it's really not needed. Unfortunately, (1) doesn't apply to font.png again, but that's because of the new font stuff and I'm not sure what Dav999 has in store for error checking. But that's also why I did (4), because it looks like tile sizes in font.png files can be different (i.e. non-square).
2023-05-18 02:00:33 +02:00
font::print_wrap(PR_CEN, -1, 65, message, tr, tg, tb);
break;
}
case Menu::warninglevellist:
Use levelDirError for graphics errors too This will actually do several things: (1) Make the tile size checks apply to the appropriate graphics files once again. (2) Make the game print a fallback error message if the error message hasn't been set on the levelDirError error screen. (3) Use levelDirError for graphics errors too. (4) Make the error message for tile size checks failing specify both width and height, not just a square dimension. (5) Make the error messages mentioned above translatable. It turns out that (1) didn't happen after #923 was merged, since #923 removed needing to process a tilesheet into a vector of surfaces for all graphics files except sprites.png and flipsprites.png. Thus, the game ended up only checking the correct tile sizes for those files only. In the process of fixing this, I also got rid of the PROCESS_TILESHEET macros and turned them into two different functions: One to make the array, and one to check the tile size of the tilesheet. I also did (2) just in case FILESYSTEM_levelDirHasError() returns false even though we know we have an error. And (3) is needed so things are unified and we have one user-facing error message system when users load levels. To facilitate this, I removed the title string, since it's really not needed. Unfortunately, (1) doesn't apply to font.png again, but that's because of the new font stuff and I'm not sure what Dav999 has in store for error checking. But that's also why I did (4), because it looks like tile sizes in font.png files can be different (i.e. non-square).
2023-05-18 02:00:33 +02:00
{
const char* message;
if (FILESYSTEM_levelDirHasError())
{
message = FILESYSTEM_getLevelDirError();
}
else
{
message = loc::gettext("Something went wrong, but we forgot the error message.");
Use levelDirError for graphics errors too This will actually do several things: (1) Make the tile size checks apply to the appropriate graphics files once again. (2) Make the game print a fallback error message if the error message hasn't been set on the levelDirError error screen. (3) Use levelDirError for graphics errors too. (4) Make the error message for tile size checks failing specify both width and height, not just a square dimension. (5) Make the error messages mentioned above translatable. It turns out that (1) didn't happen after #923 was merged, since #923 removed needing to process a tilesheet into a vector of surfaces for all graphics files except sprites.png and flipsprites.png. Thus, the game ended up only checking the correct tile sizes for those files only. In the process of fixing this, I also got rid of the PROCESS_TILESHEET macros and turned them into two different functions: One to make the array, and one to check the tile size of the tilesheet. I also did (2) just in case FILESYSTEM_levelDirHasError() returns false even though we know we have an error. And (3) is needed so things are unified and we have one user-facing error message system when users load levels. To facilitate this, I removed the title string, since it's really not needed. Unfortunately, (1) doesn't apply to font.png again, but that's because of the new font stuff and I'm not sure what Dav999 has in store for error checking. But that's also why I did (4), because it looks like tile sizes in font.png files can be different (i.e. non-square).
2023-05-18 02:00:33 +02:00
}
font::print(PR_2X | PR_CEN, -1, 45, loc::gettext("WARNING"), tr, tg, tb);
Use levelDirError for graphics errors too This will actually do several things: (1) Make the tile size checks apply to the appropriate graphics files once again. (2) Make the game print a fallback error message if the error message hasn't been set on the levelDirError error screen. (3) Use levelDirError for graphics errors too. (4) Make the error message for tile size checks failing specify both width and height, not just a square dimension. (5) Make the error messages mentioned above translatable. It turns out that (1) didn't happen after #923 was merged, since #923 removed needing to process a tilesheet into a vector of surfaces for all graphics files except sprites.png and flipsprites.png. Thus, the game ended up only checking the correct tile sizes for those files only. In the process of fixing this, I also got rid of the PROCESS_TILESHEET macros and turned them into two different functions: One to make the array, and one to check the tile size of the tilesheet. I also did (2) just in case FILESYSTEM_levelDirHasError() returns false even though we know we have an error. And (3) is needed so things are unified and we have one user-facing error message system when users load levels. To facilitate this, I removed the title string, since it's really not needed. Unfortunately, (1) doesn't apply to font.png again, but that's because of the new font stuff and I'm not sure what Dav999 has in store for error checking. But that's also why I did (4), because it looks like tile sizes in font.png files can be different (i.e. non-square).
2023-05-18 02:00:33 +02:00
font::print_wrap(PR_CEN, -1, 65, message, tr, tg, tb);
break;
Use levelDirError for graphics errors too This will actually do several things: (1) Make the tile size checks apply to the appropriate graphics files once again. (2) Make the game print a fallback error message if the error message hasn't been set on the levelDirError error screen. (3) Use levelDirError for graphics errors too. (4) Make the error message for tile size checks failing specify both width and height, not just a square dimension. (5) Make the error messages mentioned above translatable. It turns out that (1) didn't happen after #923 was merged, since #923 removed needing to process a tilesheet into a vector of surfaces for all graphics files except sprites.png and flipsprites.png. Thus, the game ended up only checking the correct tile sizes for those files only. In the process of fixing this, I also got rid of the PROCESS_TILESHEET macros and turned them into two different functions: One to make the array, and one to check the tile size of the tilesheet. I also did (2) just in case FILESYSTEM_levelDirHasError() returns false even though we know we have an error. And (3) is needed so things are unified and we have one user-facing error message system when users load levels. To facilitate this, I removed the title string, since it's really not needed. Unfortunately, (1) doesn't apply to font.png again, but that's because of the new font stuff and I'm not sure what Dav999 has in store for error checking. But that's also why I did (4), because it looks like tile sizes in font.png files can be different (i.e. non-square).
2023-05-18 02:00:33 +02:00
}
default:
break;
}
}
void titlerender(void)
{
graphics.clear();
if (!game.menustart)
{
tr = graphics.col_tr;
tg = graphics.col_tg;
tb = graphics.col_tb;
int temp = 50;
graphics.draw_sprite((160 - 96) + 0 * 32, temp, 23, tr, tg, tb);
graphics.draw_sprite((160 - 96) + 1 * 32, temp, 23, tr, tg, tb);
graphics.draw_sprite((160 - 96) + 2 * 32, temp, 23, tr, tg, tb);
graphics.draw_sprite((160 - 96) + 3 * 32, temp, 23, tr, tg, tb);
graphics.draw_sprite((160 - 96) + 4 * 32, temp, 23, tr, tg, tb);
graphics.draw_sprite((160 - 96) + 5 * 32, temp, 23, tr, tg, tb);
#if defined(MAKEANDPLAY)
font::print(PR_RIGHT, 264, temp+35, loc::gettext("MAKE AND PLAY EDITION"), tr, tg, tb);
#endif
char buffer[SCREEN_WIDTH_CHARS*2 + 1];
vformat_buf(
buffer, sizeof(buffer),
loc::gettext("[ Press {button} to Start ]"),
"button:but",
vformat_button(ActionSet_Menu, Action_Menu_Accept)
);
font::print_wrap(PR_CEN, -1, 175, buffer, tr, tg, tb);
if (BUTTONGLYPHS_keyboard_is_active())
{
font::print_wrap(PR_CEN, -1, 195, loc::gettext("ACTION = Space, Z, or V"), int(tr*0.5f), int(tg*0.5f), int(tb*0.5f));
}
}
else
{
if(!game.colourblindmode) graphics.drawtowerbackground(graphics.titlebg);
tr = graphics.col_tr;
tg = graphics.col_tg;
tb = graphics.col_tb;
menurender();
2020-01-01 21:29:24 +01:00
tr = int(tr * .8f);
tg = int(tg * .8f);
tb = int(tb * .8f);
if (tr < 0) tr = 0;
if(tr>255) tr=255;
if (tg < 0) tg = 0;
if(tg>255) tg=255;
if (tb < 0) tb = 0;
if(tb>255) tb=255;
graphics.drawmenu(tr, tg, tb, game.currentmenuname);
2020-01-01 21:29:24 +01:00
}
graphics.drawfade();
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graphics.renderwithscreeneffects();
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}
void gamecompleterender(void)
2020-01-01 21:29:24 +01:00
{
graphics.clear();
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if(!game.colourblindmode) graphics.drawtowerbackground(graphics.titlebg);
2020-01-01 21:29:24 +01:00
tr = graphics.col_tr;
tg = graphics.col_tg;
tb = graphics.col_tb;
2020-01-01 21:29:24 +01:00
//rendering starts... here!
int position = graphics.lerp(game.oldcreditposition, game.creditposition);
if (graphics.onscreen(220 + position))
2020-01-01 21:29:24 +01:00
{
int temp = 220 + position;
graphics.draw_sprite((160 - 96) + 0 * 32, temp, 23, tr, tg, tb);
graphics.draw_sprite((160 - 96) + 1 * 32, temp, 23, tr, tg, tb);
graphics.draw_sprite((160 - 96) + 2 * 32, temp, 23, tr, tg, tb);
graphics.draw_sprite((160 - 96) + 3 * 32, temp, 23, tr, tg, tb);
graphics.draw_sprite((160 - 96) + 4 * 32, temp, 23, tr, tg, tb);
graphics.draw_sprite((160 - 96) + 5 * 32, temp, 23, tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
if (graphics.onscreen(290 + position)) font::print(PR_2X | PR_CEN, -1, 290 + position, loc::gettext("Starring"), tr, tg, tb);
2020-01-01 21:29:24 +01:00
if (graphics.onscreen(320 + position))
2020-01-01 21:29:24 +01:00
{
graphics.drawcrewman(70, 320 + position, 0, true);
font::print(0, 100, 330 + position, loc::gettext("Captain Viridian"), tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
if (graphics.onscreen(350 + position))
2020-01-01 21:29:24 +01:00
{
graphics.drawcrewman(70, 350 + position, 1, true);
font::print(0, 100, 360 + position, loc::gettext("Doctor Violet"), tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
if (graphics.onscreen(380 + position))
2020-01-01 21:29:24 +01:00
{
graphics.drawcrewman(70, 380 + position, 2, true);
font::print(0, 100, 390 + position, loc::gettext("Professor Vitellary"), tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
if (graphics.onscreen(410 + position))
2020-01-01 21:29:24 +01:00
{
graphics.drawcrewman(70, 410 + position, 3, true);
font::print(0, 100, 420 + position, loc::gettext("Officer Vermilion"), tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
if (graphics.onscreen(440 + position))
2020-01-01 21:29:24 +01:00
{
graphics.drawcrewman(70, 440 + position, 4, true);
font::print(0, 100, 450 + position, loc::gettext("Chief Verdigris"), tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
if (graphics.onscreen(470 + position))
2020-01-01 21:29:24 +01:00
{
graphics.drawcrewman(70, 470 + position, 5, true);
font::print(0, 100, 480 + position, loc::gettext("Doctor Victoria"), tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
if (graphics.onscreen(520 + position))
{
uint32_t flag = PR_3X;
const char* text = loc::gettext("Credits");
if (font::len(flag, text) > SCREEN_WIDTH_PIXELS)
{
flag = PR_2X;
}
font::print(flag | PR_CEN, -1, 520 + position, text, tr, tg, tb);
}
2020-01-01 21:29:24 +01:00
if (graphics.onscreen(560 + position))
2020-01-01 21:29:24 +01:00
{
font::print(PR_CJK_HIGH, 40, 560 + position, loc::gettext("Created by"), tr, tg, tb);
font::print(PR_2X | PR_FONT_8X8, 60, 570 + position, "Terry Cavanagh", tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
if (graphics.onscreen(600 + position))
2020-01-01 21:29:24 +01:00
{
font::print(PR_CJK_HIGH, 40, 600 + position, loc::gettext("With Music by"), tr, tg, tb);
font::print(PR_2X | PR_FONT_8X8, 60, 610 + position, "Magnus Pålsson", tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
if (graphics.onscreen(640 + position))
2020-01-01 21:29:24 +01:00
{
font::print(PR_CJK_HIGH, 40, 640 + position, loc::gettext("Rooms Named by"), tr, tg, tb);
font::print(PR_2X | PR_FONT_8X8, 60, 650 + position, "Bennett Foddy", tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
if (graphics.onscreen(710 + position))
2020-01-01 21:29:24 +01:00
{
font::print(PR_CJK_HIGH, 40, 680 + position, loc::gettext("C++ Port by"), tr, tg, tb);
font::print(PR_2X | PR_FONT_8X8, 60, 690 + position, "Simon Roth", tr, tg, tb);
font::print(PR_2X | PR_FONT_8X8, 60, 710 + position, "Ethan Lee", tr, tg, tb);
font::print(PR_2X | PR_FONT_8X8, 60, 730 + position, "Misa Kai", tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
if (graphics.onscreen(770 + position))
2020-01-01 21:29:24 +01:00
{
font::print(PR_CJK_HIGH, 40, 760 + position, loc::gettext("Beta Testing by"), tr, tg, tb);
font::print(PR_2X | PR_FONT_8X8, 60, 770 + position, "Sam Kaplan", tr, tg, tb);
font::print(PR_2X | PR_FONT_8X8, 60, 790 + position, "Pauli Kohberger", tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
if (graphics.onscreen(820 + position))
2020-01-01 21:29:24 +01:00
{
font::print(PR_CJK_HIGH, 40, 820 + position, loc::gettext("Ending Picture by"), tr, tg, tb);
font::print(PR_2X | PR_FONT_8X8, 60, 830 + position, "Pauli Kohberger", tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
if (graphics.onscreen(910 + position)) font::print(PR_3X | PR_CEN, -1, 890 + position, loc::gettext("Patrons"), tr, tg, tb);
int creditOffset = 950;
for (size_t i = 0; i < SDL_arraysize(Credits::superpatrons); i += 1)
{
if (graphics.onscreen(creditOffset + position))
{
font::print(PR_CEN | PR_FONT_8X8, -1, creditOffset + position, Credits::superpatrons[i], tr, tg, tb);
}
creditOffset += 10;
}
creditOffset += 10;
if (graphics.onscreen(creditOffset + position)) font::print(PR_CEN, -1, creditOffset + position, loc::gettext("and"), tr, tg, tb);
creditOffset += 20;
for (size_t i = 0; i < SDL_arraysize(Credits::patrons); i += 1)
{
if (graphics.onscreen(creditOffset + position))
{
font::print(PR_CEN | PR_FONT_8X8, -1, creditOffset + position, Credits::patrons[i], tr, tg, tb);
}
creditOffset += 10;
}
creditOffset += 20;
if (graphics.onscreen(creditOffset + position)) font::print(PR_2X | PR_CEN, -1, creditOffset + position, loc::gettext("GitHub Contributors"), tr, tg, tb);
creditOffset += 30;
for (size_t i = 0; i < SDL_arraysize(Credits::githubfriends); i += 1)
{
if (graphics.onscreen(creditOffset + position))
{
font::print(PR_CEN | PR_FONT_8X8, -1, creditOffset + position, Credits::githubfriends[i], tr, tg, tb);
}
creditOffset += 10;
}
creditOffset += 140;
if (graphics.onscreen(creditOffset + position))
{
font::print(PR_2X | PR_CEN | PR_CJK_HIGH, -1, creditOffset + position, loc::gettext("Thanks for"), tr, tg, tb);
creditOffset += 20;
font::print(PR_2X | PR_CEN | PR_CJK_LOW, -1, creditOffset + position, loc::gettext("playing!"), tr, tg, tb);
}
2020-01-01 21:29:24 +01:00
draw_skip_message();
graphics.drawfade();
2020-01-01 21:29:24 +01:00
graphics.render();
2020-01-01 21:29:24 +01:00
}
void gamecompleterender2(void)
2020-01-01 21:29:24 +01:00
{
graphics.clear();
2020-01-01 21:29:24 +01:00
graphics.drawimage(IMAGE_ENDING, 0, 0);
2020-01-01 21:29:24 +01:00
for (int j = 0; j < 30; j++)
{
for (int i = 0; i < 40; i++)
{
if (j == game.creditposy)
{
if (i > game.creditposx)
{
graphics.fill_rect(i * 8, j * 8, 8, 8, 0, 0, 0);
2020-01-01 21:29:24 +01:00
}
}
if (j > game.creditposy)
{
graphics.fill_rect(i * 8, j * 8, 8, 8, 0, 0, 0);
2020-01-01 21:29:24 +01:00
}
}
}
graphics.fill_rect(graphics.lerp(game.oldcreditposx * 8, game.creditposx * 8) + 8, game.creditposy * 8, 8, 8, 0, 0, 0);
draw_skip_message();
graphics.drawfade();
2020-01-01 21:29:24 +01:00
graphics.render();
2020-01-01 21:29:24 +01:00
}
static const char* interact_prompt(
char* buffer,
const size_t buffer_size,
const char* raw
) {
vformat_buf(
buffer, buffer_size,
raw,
"button:but",
vformat_button(ActionSet_InGame, Action_InGame_Interact)
);
return buffer;
}
void gamerender(void)
2020-01-01 21:29:24 +01:00
{
graphics.set_render_target(graphics.gameplayTexture);
graphics.set_color(0, 0, 0, 255);
2020-01-01 21:29:24 +01:00
if(!game.blackout)
{
if (map.towermode)
{
if (!game.colourblindmode)
{
graphics.drawtowerbackground(graphics.towerbg);
}
else
{
graphics.clear();
}
graphics.drawtowermap();
2020-01-01 21:29:24 +01:00
}
else
{
if(!game.colourblindmode)
{
graphics.drawbackground(map.background);
}
else
{
graphics.clear();
}
if ((map.finalmode || map.custommode) && map.final_colormode)
{
graphics.drawfinalmap();
}
else
{
graphics.drawmap();
}
2020-01-01 21:29:24 +01:00
}
graphics.drawentities();
if (map.towermode)
{
graphics.drawtowerspikes();
}
2020-01-01 21:29:24 +01:00
}
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
if (graphics.fademode == FADE_NONE
&& !game.intimetrial
&& !game.isingamecompletescreen()
&& (!game.swnmode || game.swngame != SWN_SUPERGRAVITRON)
&& game.showingametimer
&& !roomname_translator::enabled)
2021-08-05 23:31:20 +02:00
{
const char* tempstring = loc::gettext("TIME:");
int label_len = font::len(0, tempstring);
font::print(PR_BOR, 6, 6, tempstring, 255,255,255);
Simplify time formatting functions Here's my notes on all the existing functions and what kind of time formats they output: - Game::giventimestring(int hrs, int min, int sec) H:MM:SS MM:SS - Game::timestring() // uses game.hours/minutes/seconds H:MM:SS MM:SS - Game::partimestring() // uses game.timetrialpar (seconds) MM:SS - Game::resulttimestring() // uses game.timetrialresulttime (sec) + timetrialresultframes (1/30s) MM:SS.CC - Game::timetstring(int t) // t = seconds MM:SS - Game::timestringcenti(char* buffer, const size_t buffer_size) // uses game.hours/minutes/seconds/frames H:MM:SS.CC MM:SS.CC - UtilityClass::timestring(int t) // t = frames, 30 frames = 1 second S:CC M:SS:CC This is kind of a mess, and there's a lot of functions that do the same thing except using different variables. For localization, I also want translators to be able to localize all these time formats - many languages use the decimal comma instead of the decimal point (12:34,56) maybe some languages really prefer something like 1時02分11秒44瞬... Which I don't know to be correct, but it's good to be prepared for it and not restrict translators arbitrarily to only changing ":" and "." when we can start making the system better in the first place. I added a new function, UtilityClass::format_time. This is the place where all time formats come together, given the number of seconds and optionally frames. I have simplified the above-mentioned functions somewhat, but I haven't given them a complete refactor or renaming - I mainly made sure that they all use the same backend so I can make the formats consistent and properly localizable. (And before we start shoving more temporary char buffers everywhere just to get rid of the std::string's, maybe we need to think of a globally used working buffer of size SCREEN_WIDTH_CHARS+1, as a register of sorts, for when any line of text needs to be made or processed, then printed, and then goes unused. Maybe help.textrow, or something like that.) As for this commit, the available time formats are now more consistent and changed a little in some places. Leading zeroes for the first unit are now no longer included, time trial results and the Super Gravitron can now display hours when they went to 60 minutes before, and we now always use .CC instead of :CC. These are the formats: - H:MM:SS - H:MM:SS.CC - M:SS - M:SS.CC - S.CC (only used when always_minutes=false, for the Gravitrons) Here's what changes to the current functions: - Game::partimestring() is removed - it was used in two places, and could be replaced by game.timetstring(game.timetrialpar) - Game::giventimestring(h,m,s) and Game::timestring() are now wrappers for the other functions - The four remaining functions (Game::resulttimestring(), Game::timetstring(t), Game::timestringcenti(buffer, buffer_size) and UtilityClass::timestring(t)) are now wrappers for the "central function", UtilityClass::format_time. - UtilityClass::twodigits(int t) is now unused so it's also removed. - I also added int UtilityClass::hms_to_seconds(int h, int m, int s)
2021-12-25 17:13:46 +01:00
char buffer[SCREEN_WIDTH_CHARS + 1];
game.timestringcenti(buffer, sizeof(buffer));
font::print(PR_BOR, 6+label_len, 6, buffer, 196,196,196);
2021-08-05 23:31:20 +02:00
}
bool force_roomname_hidden = false;
bool roomname_untranslated = false;
int roomname_r = 196, roomname_g = 196, roomname_b = 255 - help.glow;
if (roomname_translator::enabled)
2020-01-01 21:29:24 +01:00
{
roomname_translator::overlay_render(
&force_roomname_hidden,
&roomname_untranslated,
&roomname_r, &roomname_g, &roomname_b
);
}
if ((map.extrarow==0 || (map.custommode && map.roomname[0] != '\0')) && !force_roomname_hidden)
{
const char* roomname = loc::gettext_roomname(map.custommode, game.roomx, game.roomy, map.roomname, map.roomname_special);
2020-01-01 21:29:24 +01:00
graphics.render_roomname(
roomname_untranslated ? PR_FONT_8X8 : PR_FONT_LEVEL,
roomname,
roomname_r, roomname_g, roomname_b
);
2020-01-01 21:29:24 +01:00
}
if (map.roomtexton)
{
//Draw room text!
Refactor roomtext to not use ad-hoc objects / separate length trackers This refactors the roomtext code to (1) not use ad-hoc objects and (2) not use a separate length-tracking variable to keep track of the actual amount of roomtext in a room. What I mean by ad-hoc object is, instead of formally creating a fully-fledged struct or class and storing one vector containing that object, this game instead hacks together an object by storing each attribute of an object in different vectors. In the case of roomtext, instead of making a Roomtext object that has attributes 'x', 'y', and 'text', the 'text' attribute of each is stored in the vector 'roomtext', the 'x' attribute of each is stored in the vector 'roomtextx', and the 'y' attribute of each is stored in the vector 'roomtexty'. It's only an object in the sense that you can grab the attributes of each roomtext by using the same index across all three vectors. This makes it somewhat annoying to maintain and deal with, like when I wanted add sub-tile positions to roomtext in VVVVVV: Community Edition. Instead of being able to add attributes to an already-existing formalized Roomtext object, I would instead have to add two more vectors, which is inelegant. Or I could refactor the whole system, which is what I decided to do instead. Furthermore, this removes the separate length-tracking variable 'roomtextnumlines', which makes the code much more easy to maintain and deal with, as the amount of roomtext is naturally tracked by C++ instead of us having to keep track of the actual amount of roomtext manually.
2020-03-01 03:26:12 +01:00
for (size_t i = 0; i < map.roomtext.size(); i++)
2020-01-01 21:29:24 +01:00
{
font::print(PR_FONT_LEVEL | PR_CJK_LOW, map.roomtext[i].x*8, (map.roomtext[i].y*8), map.roomtext[i].text, 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
}
}
#if !defined(NO_CUSTOM_LEVELS) && !defined(NO_EDITOR)
2023-01-31 02:22:43 +01:00
if(map.custommode && !map.custommodeforreal && !game.advancetext){
2020-01-01 21:29:24 +01:00
//Return to level editor
int alpha = graphics.lerp(ed.old_return_message_timer, ed.return_message_timer);
2023-01-31 02:22:43 +01:00
if (alpha > 100)
{
char buffer[SCREEN_WIDTH_CHARS + 1];
vformat_buf(
buffer, sizeof(buffer),
loc::gettext("[Press {button} to return to editor]"),
"button:but",
vformat_button(ActionSet_InGame, Action_InGame_Map)
);
font::print(PR_BRIGHTNESS(alpha) | PR_BOR, 5, 5, buffer, 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
2023-01-31 02:22:43 +01:00
}
}
#endif
2020-01-01 21:29:24 +01:00
graphics.cutscenebars();
graphics.drawfade();
graphics.drawgui();
graphics.set_render_target(graphics.gameTexture);
graphics.copy_texture(graphics.gameplayTexture, NULL, NULL);
2020-01-01 21:29:24 +01:00
if (game.advancetext)
2020-01-01 21:29:24 +01:00
{
char buffer_adv[SCREEN_WIDTH_CHARS + 1];
vformat_buf(
buffer_adv, sizeof(buffer_adv),
loc::gettext("- Press {button} to advance text -"),
"button:but",
vformat_button(ActionSet_InGame, Action_InGame_ACTION)
);
font::print(PR_CEN | PR_BOR, -1, graphics.flipmode ? 228 : 5, buffer_adv, 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
2020-01-01 21:29:24 +01:00
}
if (game.readytotele > 100 || game.oldreadytotele > 100)
2020-01-01 21:29:24 +01:00
{
char buffer[SCREEN_WIDTH_CHARS + 1];
const char* final_string = interact_prompt(
buffer,
sizeof(buffer),
loc::gettext("- Press {button} to Teleport -")
);
int alpha = graphics.lerp(game.oldreadytotele, game.readytotele);
Implement first font::print function, fix most fading of colored glyphs There has always been a mess of different print functions that all had slightly different specifics and called each other: Print(x, y, text, r, g, b, cen) nothing special here, just does what the arguments say PrintAlpha(x, y, text, r, g, b, a, cen) just Print but with an alpha argument PrintWrap(x, y, text, r, g, b, cen, linespacing, maxwidth) added for wordwrapping, heavily used now bprint(x, y, text, r, g, b, cen) prints an outline, then just PrintAlpha bprintalpha(x, y, text, r, g, b, a, cen) just bprint but with an alpha argument bigprint(x, y, text, r, g, b, cen, sc) nothing special here, just does what the arguments say bigbprint(x, y, text, r, g, b, cen, sc) prints an outline, then just bigprint bigrprint(x, y, text, r, g, b, cen, sc) right-aligns text, unless cen is given in which case it just centers text like other functions already do? bigbrprint(x, y, text, r, g, b, cen, sc) prints an outline, then just bigrprint We need even more specifics with the new font system: we need to be able to specify whether CJK characters should be vertically centered or stick out on the top/bottom, and we sometimes need to pass in brightness variables for colored glyphs. And text printing functions now fit better in Font.cpp anyway. So there's now a big overhaul of print functions: all these functions will be replaced by font::print and font::print_wrap (the former of which now exists). These take flags as their first argument, which can be 0 for a basic left-aligned print, PR_CEN for centered text (set X to -1!!!) PR_BOR for a border (instead of functions like bprint and bigbprint), PR_2X, PR_3X etc for scaling, and these can be combined with |. Some text, for example [Press ESC to return to editor], fades in/out using the alpha value, which is passed to the print function. In some other places (like Press ENTER to teleport, textboxes, trophy text...) text can fade in or out by direct changes to the RGB values. This means regular color-adjusted white text can change color, but colored button glyphs can't, since there's no way to know in the print system what the maximum RGB values of a specific textbox are supposed to be, so the only thing it can do is draw the button glyphs at full brightness, which looks bad. Therefore, you can now also pass in the brightness value via the flags, with PR_COLORGLYPH_BRI(255).
2023-01-06 04:43:21 +01:00
font::print(
2023-01-31 02:22:43 +01:00
PR_BRIGHTNESS(alpha) | PR_CEN | PR_BOR,
Implement first font::print function, fix most fading of colored glyphs There has always been a mess of different print functions that all had slightly different specifics and called each other: Print(x, y, text, r, g, b, cen) nothing special here, just does what the arguments say PrintAlpha(x, y, text, r, g, b, a, cen) just Print but with an alpha argument PrintWrap(x, y, text, r, g, b, cen, linespacing, maxwidth) added for wordwrapping, heavily used now bprint(x, y, text, r, g, b, cen) prints an outline, then just PrintAlpha bprintalpha(x, y, text, r, g, b, a, cen) just bprint but with an alpha argument bigprint(x, y, text, r, g, b, cen, sc) nothing special here, just does what the arguments say bigbprint(x, y, text, r, g, b, cen, sc) prints an outline, then just bigprint bigrprint(x, y, text, r, g, b, cen, sc) right-aligns text, unless cen is given in which case it just centers text like other functions already do? bigbrprint(x, y, text, r, g, b, cen, sc) prints an outline, then just bigrprint We need even more specifics with the new font system: we need to be able to specify whether CJK characters should be vertically centered or stick out on the top/bottom, and we sometimes need to pass in brightness variables for colored glyphs. And text printing functions now fit better in Font.cpp anyway. So there's now a big overhaul of print functions: all these functions will be replaced by font::print and font::print_wrap (the former of which now exists). These take flags as their first argument, which can be 0 for a basic left-aligned print, PR_CEN for centered text (set X to -1!!!) PR_BOR for a border (instead of functions like bprint and bigbprint), PR_2X, PR_3X etc for scaling, and these can be combined with |. Some text, for example [Press ESC to return to editor], fades in/out using the alpha value, which is passed to the print function. In some other places (like Press ENTER to teleport, textboxes, trophy text...) text can fade in or out by direct changes to the RGB values. This means regular color-adjusted white text can change color, but colored button glyphs can't, since there's no way to know in the print system what the maximum RGB values of a specific textbox are supposed to be, so the only thing it can do is draw the button glyphs at full brightness, which looks bad. Therefore, you can now also pass in the brightness value via the flags, with PR_COLORGLYPH_BRI(255).
2023-01-06 04:43:21 +01:00
-1,
graphics.flipmode ? 20 : 210,
final_string,
2023-01-31 02:22:43 +01:00
235 - (help.glow / 2),
235 - (help.glow / 2),
255
Implement first font::print function, fix most fading of colored glyphs There has always been a mess of different print functions that all had slightly different specifics and called each other: Print(x, y, text, r, g, b, cen) nothing special here, just does what the arguments say PrintAlpha(x, y, text, r, g, b, a, cen) just Print but with an alpha argument PrintWrap(x, y, text, r, g, b, cen, linespacing, maxwidth) added for wordwrapping, heavily used now bprint(x, y, text, r, g, b, cen) prints an outline, then just PrintAlpha bprintalpha(x, y, text, r, g, b, a, cen) just bprint but with an alpha argument bigprint(x, y, text, r, g, b, cen, sc) nothing special here, just does what the arguments say bigbprint(x, y, text, r, g, b, cen, sc) prints an outline, then just bigprint bigrprint(x, y, text, r, g, b, cen, sc) right-aligns text, unless cen is given in which case it just centers text like other functions already do? bigbrprint(x, y, text, r, g, b, cen, sc) prints an outline, then just bigrprint We need even more specifics with the new font system: we need to be able to specify whether CJK characters should be vertically centered or stick out on the top/bottom, and we sometimes need to pass in brightness variables for colored glyphs. And text printing functions now fit better in Font.cpp anyway. So there's now a big overhaul of print functions: all these functions will be replaced by font::print and font::print_wrap (the former of which now exists). These take flags as their first argument, which can be 0 for a basic left-aligned print, PR_CEN for centered text (set X to -1!!!) PR_BOR for a border (instead of functions like bprint and bigbprint), PR_2X, PR_3X etc for scaling, and these can be combined with |. Some text, for example [Press ESC to return to editor], fades in/out using the alpha value, which is passed to the print function. In some other places (like Press ENTER to teleport, textboxes, trophy text...) text can fade in or out by direct changes to the RGB values. This means regular color-adjusted white text can change color, but colored button glyphs can't, since there's no way to know in the print system what the maximum RGB values of a specific textbox are supposed to be, so the only thing it can do is draw the button glyphs at full brightness, which looks bad. Therefore, you can now also pass in the brightness value via the flags, with PR_COLORGLYPH_BRI(255).
2023-01-06 04:43:21 +01:00
);
2020-01-01 21:29:24 +01:00
}
if (game.swnmode)
{
if (game.swngame == SWN_GRAVITRON)
2020-01-01 21:29:24 +01:00
{
std::string tempstring = help.timestring(game.swntimer);
font::print(PR_2X | PR_CEN | PR_BOR, -1, 20, tempstring, 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
2020-01-01 21:29:24 +01:00
}
else if (game.swngame == SWN_SUPERGRAVITRON)
2020-01-01 21:29:24 +01:00
{
if (game.swnmessage == 0)
{
std::string tempstring = help.timestring(game.swntimer);
font::print(PR_BOR, 10, 10, loc::gettext("Current Time"), 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
font::print(PR_2X | PR_BOR | PR_FONT_8X8, 25, 24, tempstring, 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
2020-01-01 21:29:24 +01:00
tempstring = help.timestring(game.swnrecord);
font::print(PR_BOR | PR_RIGHT, 320-8, 10, loc::gettext("Best Time"), 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
font::print(PR_2X | PR_BOR | PR_FONT_8X8 | PR_RIGHT, 300, 24, tempstring, 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
2020-01-01 21:29:24 +01:00
switch(game.swnbestrank)
{
case 0:
font::print_wrap(PR_CEN, -1, 204, loc::gettext("Next Trophy at 5 seconds"), 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
2020-01-01 21:29:24 +01:00
break;
case 1:
font::print_wrap(PR_CEN, -1, 204, loc::gettext("Next Trophy at 10 seconds"), 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
2020-01-01 21:29:24 +01:00
break;
case 2:
font::print_wrap(PR_CEN, -1, 204, loc::gettext("Next Trophy at 15 seconds"), 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
2020-01-01 21:29:24 +01:00
break;
case 3:
font::print_wrap(PR_CEN, -1, 204, loc::gettext("Next Trophy at 20 seconds"), 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
2020-01-01 21:29:24 +01:00
break;
case 4:
font::print_wrap(PR_CEN, -1, 204, loc::gettext("Next Trophy at 30 seconds"), 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
2020-01-01 21:29:24 +01:00
break;
case 5:
font::print_wrap(PR_CEN, -1, 204, loc::gettext("Next Trophy at 1 minute"), 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
2020-01-01 21:29:24 +01:00
break;
case 6:
font::print_wrap(PR_CEN, -1, 204, loc::gettext("All Trophies collected!"), 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
2020-01-01 21:29:24 +01:00
break;
}
}
else if (game.swnmessage == 1)
{
std::string tempstring = help.timestring(game.swntimer);
font::print(PR_BOR, 10, 10, loc::gettext("Current Time"), 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
font::print(PR_2X | PR_BOR | PR_FONT_8X8, 25, 24, tempstring, 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
2020-01-01 21:29:24 +01:00
tempstring = help.timestring(game.swnrecord);
if (int(game.deathseq / 5) % 2 == 1)
{
font::print(PR_BOR | PR_RIGHT, 320-8, 10, loc::gettext("Best Time"), 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
font::print(PR_2X | PR_BOR | PR_FONT_8X8 | PR_RIGHT, 300, 24, tempstring, 128 - (help.glow), 220 - (help.glow), 128 - (help.glow / 2));
2020-01-01 21:29:24 +01:00
font::print(PR_2X | PR_BOR | PR_CEN, -1, 200, loc::gettext("New Record!"), 128 - (help.glow), 220 - (help.glow), 128 - (help.glow / 2));
2020-01-01 21:29:24 +01:00
}
}
else if (game.swnmessage >= 2)
{
game.swnmessage--;
if (game.swnmessage == 2) game.swnmessage = 0;
std::string tempstring = help.timestring(game.swntimer);
font::print(PR_BOR, 10, 10, loc::gettext("Current Time"), 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
font::print(PR_2X | PR_BOR | PR_FONT_8X8, 25, 24, tempstring, 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
2020-01-01 21:29:24 +01:00
tempstring = help.timestring(game.swnrecord);
font::print(PR_BOR | PR_RIGHT, 320-8, 10, loc::gettext("Best Time"), 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
font::print(PR_2X | PR_BOR | PR_FONT_8X8 | PR_RIGHT, 300, 24, tempstring, 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
2020-01-01 21:29:24 +01:00
if (int(game.swnmessage / 5) % 2 == 1)
{
font::print(PR_2X | PR_BOR | PR_CEN, -1, 200, loc::gettext("New Trophy!"), 220 - (help.glow), 128 - (help.glow), 128 - (help.glow / 2));
2020-01-01 21:29:24 +01:00
}
}
char buffer[SCREEN_WIDTH_CHARS + 1];
vformat_buf(
buffer, sizeof(buffer),
loc::gettext("[Press {button} to stop]"),
"button:but",
vformat_button(ActionSet_InGame, Action_InGame_Map)
);
font::print(PR_BOR | PR_CEN, -1, 228, buffer, 160 - (help.glow/2), 160 - (help.glow/2), 160 - (help.glow/2));
2020-01-01 21:29:24 +01:00
}
else if (game.swngame == SWN_START_GRAVITRON_STEP_3)
2020-01-01 21:29:24 +01:00
{
if (int(game.swndelay / 15) % 2 == 1 || game.swndelay >= 120)
{
int y1;
int y2;
if (graphics.flipmode)
2020-01-01 21:29:24 +01:00
{
y1 = 30;
y2 = 10;
2020-01-01 21:29:24 +01:00
}
else
{
y1 = 10;
y2 = 30;
2020-01-01 21:29:24 +01:00
}
font::print(PR_2X | PR_CEN | PR_BOR | PR_CJK_HIGH, -1, y1, loc::gettext("Survive for"), 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
font::print(PR_2X | PR_CEN | PR_BOR, -1, y2, loc::gettext("60 seconds!"), 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
2020-01-01 21:29:24 +01:00
}
}
else if (game.swngame == SWN_START_SUPERGRAVITRON_STEP_2)
2020-01-01 21:29:24 +01:00
{
if (game.swndelay >= 60)
{
font::print(PR_2X | PR_BOR | PR_CEN, -1, 20, loc::gettext("SUPER GRAVITRON"), 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
2020-01-01 21:29:24 +01:00
std::string tempstring = help.timestring(game.swnrecord);
font::print(PR_BOR | PR_CEN, -1, 190, loc::gettext("Best Time"), 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
font::print(PR_2X | PR_BOR | PR_CEN, -1, 205, tempstring, 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
2020-01-01 21:29:24 +01:00
}
else if (int(game.swndelay / 10) % 2 == 1)
2020-01-01 21:29:24 +01:00
{
font::print(PR_2X | PR_BOR | PR_CEN, -1, 20, loc::gettext("SUPER GRAVITRON"), 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
font::print(PR_3X | PR_BOR | PR_CEN, -1, 200, loc::gettext("GO!"), 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
2020-01-01 21:29:24 +01:00
}
}
}
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
if (game.intimetrial && graphics.fademode == FADE_NONE)
2020-01-01 21:29:24 +01:00
{
//Draw countdown!
if (game.timetrialcountdown > 0)
{
if (game.timetrialcountdown < 30)
{
if (int(game.timetrialcountdown / 4) % 2 == 0)
{
font::print(PR_4X | PR_CEN | PR_BOR, -1, 100, loc::gettext("Go!"), 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
}
2020-01-01 21:29:24 +01:00
}
else if (game.timetrialcountdown < 60)
{
font::print(PR_4X | PR_CEN | PR_BOR, -1, 100, "1", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
2020-01-01 21:29:24 +01:00
}
else if (game.timetrialcountdown < 90)
{
font::print(PR_4X | PR_CEN | PR_BOR, -1, 100, "2", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
2020-01-01 21:29:24 +01:00
}
else if (game.timetrialcountdown < 120)
{
font::print(PR_4X | PR_CEN | PR_BOR, -1, 100, "3", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
2020-01-01 21:29:24 +01:00
}
}
Add level exploring menu for translators I would, of course, recommend translators to translate the roomnames while playing the full game (optionally in invincibility) so they can immediately get all the context and maybe the most inspiration. And if you want to go back into a specific level, then there's always the time trials and intermission replays which will give you full coverage of all the room names. However, the time trials weren't really made for room name translation. They have some annoying features like the instant restart when you press ENTER at the wrong time, they remove context clues like teleporters and companions, but the worst problem is that the last room in a level is often completely untranslatable inside the time trials because you immediately get sent to the results screen... So, I added a new menu in the translator options, "explore game", which gives you access to all the time trials and the two intermissions, from the same menu. All these time trials (which they're still based off of, under the hood) are stripped of the annoying features that come with time trials. These are the changes I made to time trial behavior in translator exploring mode: - No 3-2-1-Go! countdown - No on-screen time/death/shiny/par - ENTER doesn't restart, and the map menu works. The entire map is also revealed. - Prize for the Reckless is in its normal form - The teleporters in Entanglement Generator, Wheeler's Wormhole and Level Complete are restored as context for room names (actually, we should probably restore them in time trials anyway? Their "press to teleport" prompt is already blocked out in time trials and they do nothing other than being a checkpoint. I guess the reason they were removed was to stop people from opening the teleporter menu when that was not specifically blocked out in time trials yet.) - The companions are there at the end of levels, and behave like in no death mode (become happy and follow you to the teleporter). Also for context. - At the end of each level, you're not suddenly sent to the menu, but you can use the teleporter at your leisure just like in the intermission replays. In the Final Level, you do get sent to the menu automatically, but after a longer delay. I made another mark on VVVVVV: don't be startled, I added gamestates. I wanted all teleporters at the end of levels to behave like the ones at the end of the intermission replays, and all handling for teleporting with specific companions is already done in gamestates, so rather than adding conditional blocks across 5 or so different gamestates, it made more sense to make a single gamestate for "teleporting in translator exploring mode" (3090). I also added an alternative to having to use gamestate 3500 or 82 for the end of the final level: 3091-3092. One other thing I want to add to the "explore game" menu: a per-level count of how many room names are left to translate. That shouldn't be too difficult, and I'm planning that for the next commit.
2022-11-26 03:33:17 +01:00
else if (!roomname_translator::is_pausing() && !game.translator_exploring)
2020-01-01 21:29:24 +01:00
{
Simplify time formatting functions Here's my notes on all the existing functions and what kind of time formats they output: - Game::giventimestring(int hrs, int min, int sec) H:MM:SS MM:SS - Game::timestring() // uses game.hours/minutes/seconds H:MM:SS MM:SS - Game::partimestring() // uses game.timetrialpar (seconds) MM:SS - Game::resulttimestring() // uses game.timetrialresulttime (sec) + timetrialresultframes (1/30s) MM:SS.CC - Game::timetstring(int t) // t = seconds MM:SS - Game::timestringcenti(char* buffer, const size_t buffer_size) // uses game.hours/minutes/seconds/frames H:MM:SS.CC MM:SS.CC - UtilityClass::timestring(int t) // t = frames, 30 frames = 1 second S:CC M:SS:CC This is kind of a mess, and there's a lot of functions that do the same thing except using different variables. For localization, I also want translators to be able to localize all these time formats - many languages use the decimal comma instead of the decimal point (12:34,56) maybe some languages really prefer something like 1時02分11秒44瞬... Which I don't know to be correct, but it's good to be prepared for it and not restrict translators arbitrarily to only changing ":" and "." when we can start making the system better in the first place. I added a new function, UtilityClass::format_time. This is the place where all time formats come together, given the number of seconds and optionally frames. I have simplified the above-mentioned functions somewhat, but I haven't given them a complete refactor or renaming - I mainly made sure that they all use the same backend so I can make the formats consistent and properly localizable. (And before we start shoving more temporary char buffers everywhere just to get rid of the std::string's, maybe we need to think of a globally used working buffer of size SCREEN_WIDTH_CHARS+1, as a register of sorts, for when any line of text needs to be made or processed, then printed, and then goes unused. Maybe help.textrow, or something like that.) As for this commit, the available time formats are now more consistent and changed a little in some places. Leading zeroes for the first unit are now no longer included, time trial results and the Super Gravitron can now display hours when they went to 60 minutes before, and we now always use .CC instead of :CC. These are the formats: - H:MM:SS - H:MM:SS.CC - M:SS - M:SS.CC - S.CC (only used when always_minutes=false, for the Gravitrons) Here's what changes to the current functions: - Game::partimestring() is removed - it was used in two places, and could be replaced by game.timetstring(game.timetrialpar) - Game::giventimestring(h,m,s) and Game::timestring() are now wrappers for the other functions - The four remaining functions (Game::resulttimestring(), Game::timetstring(t), Game::timestringcenti(buffer, buffer_size) and UtilityClass::timestring(t)) are now wrappers for the "central function", UtilityClass::format_time. - UtilityClass::twodigits(int t) is now unused so it's also removed. - I also added int UtilityClass::hms_to_seconds(int h, int m, int s)
2021-12-25 17:13:46 +01:00
char buffer[SCREEN_WIDTH_CHARS + 1];
game.timestringcenti(buffer, sizeof(buffer));
2020-01-01 21:29:24 +01:00
//Draw OSD stuff
const char* tempstring = loc::gettext("TIME:");
int label_len = font::len(0, tempstring);
font::print(PR_BOR, 6, 18, tempstring, 255,255,255);
tempstring = loc::gettext("DEATH:");
label_len = SDL_max(label_len, font::len(0, tempstring));
font::print(PR_BOR, 6, 30, tempstring, 255,255,255);
tempstring = loc::gettext("SHINY:");
label_len = SDL_max(label_len, font::len(0, tempstring));
font::print(PR_BOR, 6, 42, tempstring, 255,255,255);
2020-01-01 21:29:24 +01:00
if(game.timetrialparlost)
{
font::print(PR_BOR, 8+label_len, 18, buffer, 196, 80, 80);
2020-01-01 21:29:24 +01:00
}
else
{
font::print(PR_BOR, 8+label_len, 18, buffer, 196, 196, 196);
2020-01-01 21:29:24 +01:00
}
if(game.deathcounts>0)
{
font::print(PR_BOR, 8+label_len, 30,help.String(game.deathcounts), 196, 80, 80);
2020-01-01 21:29:24 +01:00
}
else
{
font::print(PR_BOR, 8+label_len, 30,help.String(game.deathcounts), 196, 196, 196);
2020-01-01 21:29:24 +01:00
}
vformat_buf(
buffer, sizeof(buffer),
loc::gettext("{n_trinkets} of {max_trinkets}"),
"n_trinkets:int, max_trinkets:int",
game.trinkets(), game.timetrialshinytarget
);
if(game.trinkets()<game.timetrialshinytarget)
2020-01-01 21:29:24 +01:00
{
font::print(PR_BOR, 8+label_len, 42, buffer, 196, 80, 80);
2020-01-01 21:29:24 +01:00
}
else
{
font::print(PR_BOR, 8+label_len, 42, buffer, 196, 196, 196);
2020-01-01 21:29:24 +01:00
}
std::string time = game.timetstring(game.timetrialpar);
label_len = font::len(0, time.c_str());
2020-01-01 21:29:24 +01:00
if(game.timetrialparlost)
{
font::print(PR_BOR | PR_RIGHT, 307-label_len-8, 214, loc::gettext("PAR TIME:"), 80, 80, 80);
font::print(PR_BOR, 307-label_len, 214, time, 80, 80, 80);
2020-01-01 21:29:24 +01:00
}
else
{
font::print(PR_BOR | PR_RIGHT, 307-label_len-8, 214, loc::gettext("PAR TIME:"), 255, 255, 255);
font::print(PR_BOR, 307-label_len, 214, time, 196, 196, 196);
2020-01-01 21:29:24 +01:00
}
}
}
float act_alpha = graphics.lerp(game.prev_act_fade, game.act_fade) / 10.0f;
if(game.act_fade>5 || game.prev_act_fade>5)
2020-01-01 21:29:24 +01:00
{
char buffer[SCREEN_WIDTH_CHARS + 1];
const char* final_string = interact_prompt(
buffer,
sizeof(buffer),
game.activity_lastprompt.c_str()
);
uint8_t text_r, text_g, text_b;
uint32_t text_flags = game.activity_print_flags | PR_BRIGHTNESS(act_alpha*255) | PR_CJK_LOW | PR_CEN;
if (game.activity_r == 0 && game.activity_g == 0 && game.activity_b == 0)
{
text_r = 196;
text_g = 196;
text_b = 255 - help.glow;
}
else
{
short lines;
font::string_wordwrap(text_flags, final_string, 37*8, &lines);
graphics.drawpixeltextbox(
4,
Implement first font::print function, fix most fading of colored glyphs There has always been a mess of different print functions that all had slightly different specifics and called each other: Print(x, y, text, r, g, b, cen) nothing special here, just does what the arguments say PrintAlpha(x, y, text, r, g, b, a, cen) just Print but with an alpha argument PrintWrap(x, y, text, r, g, b, cen, linespacing, maxwidth) added for wordwrapping, heavily used now bprint(x, y, text, r, g, b, cen) prints an outline, then just PrintAlpha bprintalpha(x, y, text, r, g, b, a, cen) just bprint but with an alpha argument bigprint(x, y, text, r, g, b, cen, sc) nothing special here, just does what the arguments say bigbprint(x, y, text, r, g, b, cen, sc) prints an outline, then just bigprint bigrprint(x, y, text, r, g, b, cen, sc) right-aligns text, unless cen is given in which case it just centers text like other functions already do? bigbrprint(x, y, text, r, g, b, cen, sc) prints an outline, then just bigrprint We need even more specifics with the new font system: we need to be able to specify whether CJK characters should be vertically centered or stick out on the top/bottom, and we sometimes need to pass in brightness variables for colored glyphs. And text printing functions now fit better in Font.cpp anyway. So there's now a big overhaul of print functions: all these functions will be replaced by font::print and font::print_wrap (the former of which now exists). These take flags as their first argument, which can be 0 for a basic left-aligned print, PR_CEN for centered text (set X to -1!!!) PR_BOR for a border (instead of functions like bprint and bigbprint), PR_2X, PR_3X etc for scaling, and these can be combined with |. Some text, for example [Press ESC to return to editor], fades in/out using the alpha value, which is passed to the print function. In some other places (like Press ENTER to teleport, textboxes, trophy text...) text can fade in or out by direct changes to the RGB values. This means regular color-adjusted white text can change color, but colored button glyphs can't, since there's no way to know in the print system what the maximum RGB values of a specific textbox are supposed to be, so the only thing it can do is draw the button glyphs at full brightness, which looks bad. Therefore, you can now also pass in the brightness value via the flags, with PR_COLORGLYPH_BRI(255).
2023-01-06 04:43:21 +01:00
game.activity_y + 4,
39*8,
16 + font::height(text_flags)*lines,
Implement first font::print function, fix most fading of colored glyphs There has always been a mess of different print functions that all had slightly different specifics and called each other: Print(x, y, text, r, g, b, cen) nothing special here, just does what the arguments say PrintAlpha(x, y, text, r, g, b, a, cen) just Print but with an alpha argument PrintWrap(x, y, text, r, g, b, cen, linespacing, maxwidth) added for wordwrapping, heavily used now bprint(x, y, text, r, g, b, cen) prints an outline, then just PrintAlpha bprintalpha(x, y, text, r, g, b, a, cen) just bprint but with an alpha argument bigprint(x, y, text, r, g, b, cen, sc) nothing special here, just does what the arguments say bigbprint(x, y, text, r, g, b, cen, sc) prints an outline, then just bigprint bigrprint(x, y, text, r, g, b, cen, sc) right-aligns text, unless cen is given in which case it just centers text like other functions already do? bigbrprint(x, y, text, r, g, b, cen, sc) prints an outline, then just bigrprint We need even more specifics with the new font system: we need to be able to specify whether CJK characters should be vertically centered or stick out on the top/bottom, and we sometimes need to pass in brightness variables for colored glyphs. And text printing functions now fit better in Font.cpp anyway. So there's now a big overhaul of print functions: all these functions will be replaced by font::print and font::print_wrap (the former of which now exists). These take flags as their first argument, which can be 0 for a basic left-aligned print, PR_CEN for centered text (set X to -1!!!) PR_BOR for a border (instead of functions like bprint and bigbprint), PR_2X, PR_3X etc for scaling, and these can be combined with |. Some text, for example [Press ESC to return to editor], fades in/out using the alpha value, which is passed to the print function. In some other places (like Press ENTER to teleport, textboxes, trophy text...) text can fade in or out by direct changes to the RGB values. This means regular color-adjusted white text can change color, but colored button glyphs can't, since there's no way to know in the print system what the maximum RGB values of a specific textbox are supposed to be, so the only thing it can do is draw the button glyphs at full brightness, which looks bad. Therefore, you can now also pass in the brightness value via the flags, with PR_COLORGLYPH_BRI(255).
2023-01-06 04:43:21 +01:00
game.activity_r*act_alpha,
game.activity_g*act_alpha,
game.activity_b*act_alpha
);
text_r = game.activity_r;
text_g = game.activity_g;
text_b = game.activity_b;
}
font::print_wrap(
text_flags,
-1,
game.activity_y + 12,
final_string,
text_r,
text_g,
text_b,
8,
37*8
);
2020-01-01 21:29:24 +01:00
}
if (obj.trophytext > 0 || obj.oldtrophytext > 0)
2020-01-01 21:29:24 +01:00
{
graphics.drawtrophytext();
2020-01-01 21:29:24 +01:00
}
graphics.renderwithscreeneffects();
2020-01-01 21:29:24 +01:00
}
static void draw_roomname_menu(void)
2020-01-01 21:29:24 +01:00
{
const char* name;
if (map.hiddenname[0] != '\0')
2020-01-01 21:29:24 +01:00
{
name = loc::gettext_roomname_special(map.hiddenname);
}
2020-01-01 21:29:24 +01:00
else
{
name = loc::gettext_roomname(map.custommode, game.roomx, game.roomy, map.roomname, map.roomname_special);
2020-01-01 21:29:24 +01:00
}
font::print(PR_FONT_LEVEL | PR_CEN, -1, 2, name, 196, 196, 255 - help.glow);
}
/* Used to keep some graphics positions on the map screen
* the same in Flip Mode. */
#define FLIP(y, h) (graphics.flipmode ? 220 - (y) - (h) : (y))
static MapRenderData getmaprenderdata(void)
{
MapRenderData data;
data.zoom = map.custommode ? map.customzoom : 1;
data.xoff = map.custommode ? map.custommmxoff : 0;
data.yoff = map.custommode ? map.custommmyoff : 0;
2022-11-30 20:02:05 +01:00
data.legendxoff = 40 + data.xoff;
data.legendyoff = 21 + data.yoff;
2022-11-30 20:02:05 +01:00
// Magic numbers for centering legend tiles.
switch (data.zoom)
{
case 4:
2022-11-30 20:02:05 +01:00
data.legendxoff += 21;
data.legendyoff += 16;
break;
case 2:
2022-11-30 20:02:05 +01:00
data.legendxoff += 9;
data.legendyoff += 5;
break;
default:
2022-11-30 20:02:05 +01:00
data.legendxoff += 3;
data.legendyoff += 1;
break;
}
return data;
}
static void rendermap(void)
2022-11-07 01:51:07 +01:00
{
#ifndef NO_CUSTOM_LEVELS
if (map.custommode && map.customshowmm)
2022-11-07 01:51:07 +01:00
{
graphics.drawpixeltextbox(35 + map.custommmxoff, 16 + map.custommmyoff, map.custommmxsize + 10, map.custommmysize + 10, 65, 185, 207);
graphics.drawpartimage(graphics.minimap_mounted ? IMAGE_MINIMAP : IMAGE_CUSTOMMINIMAP, 40 + map.custommmxoff, 21 + map.custommmyoff, map.custommmxsize, map.custommmysize);
2022-11-07 01:51:07 +01:00
return;
}
#endif /* NO_CUSTOM_LEVELS */
graphics.drawpixeltextbox(35, 16, 250, 190, 65, 185, 207);
graphics.drawimage(IMAGE_MINIMAP, 40, 21, false);
2022-11-07 01:51:07 +01:00
}
static void rendermapfog(void)
2022-11-07 01:51:07 +01:00
{
const MapRenderData data = getmaprenderdata();
2022-11-07 01:51:07 +01:00
for (int j = 0; j < map.getheight(); j++)
2022-11-07 01:51:07 +01:00
{
for (int i = 0; i < map.getwidth(); i++)
2022-11-07 01:51:07 +01:00
{
if (!map.isexplored(i, j))
{
// Draw the fog, depending on the custom zoom size
for (int x = 0; x < data.zoom; x++)
2022-11-07 01:51:07 +01:00
{
for (int y = 0; y < data.zoom; y++)
2022-11-07 01:51:07 +01:00
{
graphics.drawimage(IMAGE_COVERED, data.xoff + 40 + (x * 12) + (i * (12 * data.zoom)), data.yoff + 21 + (y * 9) + (j * (9 * data.zoom)), false);
2022-11-07 01:51:07 +01:00
}
}
}
}
}
}
static void rendermaplegend(void)
2022-11-07 01:51:07 +01:00
{
// Draw the map legend, aka teleports/targets/trinkets
const MapRenderData data = getmaprenderdata();
2022-11-07 01:51:07 +01:00
const int tile_offset = graphics.flipmode ? 3 : 0;
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for (size_t i = 0; i < map.teleporters.size(); i++)
{
if (map.showteleporters && map.isexplored(map.teleporters[i].x, map.teleporters[i].y))
{
graphics.drawtile(data.legendxoff + (map.teleporters[i].x * 12 * data.zoom), data.legendyoff + (map.teleporters[i].y * 9 * data.zoom), 1127 + tile_offset);
2022-11-07 01:51:07 +01:00
}
else if (map.showtargets && !map.isexplored(map.teleporters[i].x, map.teleporters[i].y))
{
graphics.drawtile(data.legendxoff + (map.teleporters[i].x * 12 * data.zoom), data.legendyoff + (map.teleporters[i].y * 9 * data.zoom), 1126 + tile_offset);
2022-11-07 01:51:07 +01:00
}
}
if (map.showtrinkets)
{
for (size_t i = 0; i < map.shinytrinkets.size(); i++)
{
if (!obj.collect[i])
{
graphics.drawtile(data.legendxoff + (map.shinytrinkets[i].x * 12 * data.zoom), data.legendyoff + (map.shinytrinkets[i].y * 9 * data.zoom), 1086 + tile_offset);
2022-11-07 01:51:07 +01:00
}
}
}
}
static void rendermapcursor(const bool flashing)
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{
const MapRenderData data = getmaprenderdata();
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if (!map.custommode && game.roomx == 109)
{
// Draw the tower specially
if (!flashing || game.noflashingmode)
2022-11-07 01:51:07 +01:00
{
graphics.drawrect(40 + ((game.roomx - 100) * 12) + 2, 21 + 2, 12 - 4, 180 - 4, 16, 245 - (help.glow * 2), 245 - (help.glow * 2));
}
else if (map.cursorstate == 1)
{
if (int(map.cursordelay / 4) % 2 == 0)
{
graphics.drawrect(40 + ((game.roomx - 100) * 12), 21, 12, 180, 255, 255, 255);
graphics.drawrect(40 + ((game.roomx - 100) * 12) + 2, 21 + 2, 12 - 4, 180 - 4, 255, 255, 255);
}
}
else if (map.cursorstate == 2 && (int(map.cursordelay / 15) % 2 == 0))
{
graphics.drawrect(40 + ((game.roomx - 100) * 12) + 2, 21 + 2, 12 - 4, 180 - 4, 16, 245 - (help.glow), 245 - (help.glow));
}
return;
}
if (!flashing || ((map.cursorstate == 2 && int(map.cursordelay / 15) % 2 == 0) || game.noflashingmode))
2022-11-07 02:03:33 +01:00
{
graphics.drawrect(40 + ((game.roomx - 100) * 12 * data.zoom) + 2 + data.xoff, 21 + ((game.roomy - 100) * 9 * data.zoom) + 2 + data.yoff, (12 * data.zoom) - 4, (9 * data.zoom) - 4, 16, 245 - (help.glow), 245 - (help.glow));
2022-11-07 01:51:07 +01:00
}
else if (map.cursorstate == 1 && int(map.cursordelay / 4) % 2 == 0)
2022-11-07 02:03:33 +01:00
{
graphics.drawrect(40 + ((game.roomx - 100) * 12 * data.zoom) + data.xoff, 21 + ((game.roomy - 100) * 9 * data.zoom) + data.yoff, 12 * data.zoom, 9 * data.zoom, 255, 255, 255);
graphics.drawrect(40 + ((game.roomx - 100) * 12 * data.zoom) + 2 + data.xoff, 21 + ((game.roomy - 100) * 9 * data.zoom) + 2 + data.yoff, (12 * data.zoom) - 4, (9 * data.zoom) - 4, 255, 255, 255);
2022-11-07 01:51:07 +01:00
}
}
void maprender(void)
{
graphics.set_render_target(graphics.menuTexture);
graphics.clear();
draw_roomname_menu();
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//Background color
graphics.fill_rect(0, 12, 320, 240, 10, 24, 26 );
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//Menubar:
graphics.drawpixeltextbox( -10, 212, 43*8, 16 + font::height(PR_FONT_INTERFACE), 65, 185, 207);
2022-11-25 22:32:16 +01:00
// Draw the selected page name at the bottom
// menupage 0 - 3 is the pause screen
if (script.running && game.menupage == 3)
{
// While in a cutscene, you can only save
char buffer[SCREEN_WIDTH_CHARS + 1];
vformat_buf(buffer, sizeof(buffer), loc::get_langmeta()->menu_select_tight.c_str(), "label:str", loc::gettext("SAVE"));
font::print(PR_CEN | PR_CJK_LOW, -1, 220, buffer, 196, 196, 255 - help.glow);
}
else if (game.menupage <= 3)
2020-01-01 21:29:24 +01:00
{
const char* tab1;
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if (game.insecretlab)
{
tab1 = loc::gettext("GRAV");
2020-01-01 21:29:24 +01:00
}
else if (obj.flags[67] && !map.custommode)
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{
tab1 = loc::gettext("SHIP");
2020-01-01 21:29:24 +01:00
}
else
{
tab1 = loc::gettext("CREW");
2020-01-01 21:29:24 +01:00
}
#define TAB(opt, text) graphics.map_tab(opt, text, game.menupage == opt)
TAB(0, loc::gettext("MAP"));
TAB(1, tab1);
TAB(2, loc::gettext("STATS"));
TAB(3, loc::gettext("SAVE"));
#undef TAB
}
2020-01-01 21:29:24 +01:00
// Draw menu header
switch (game.menupage)
{
case 30:
case 31:
case 32:
case 33:
font::print(PR_CEN | PR_CJK_LOW, -1, 220, loc::gettext("[ PAUSE ]"), 196, 196, 255 - help.glow);
}
// Draw menu options
if (game.menupage >= 30 && game.menupage <= 33)
{
#define OPTION(opt, text) graphics.map_option(opt, 4, text, game.menupage - 30 == opt)
OPTION(0, loc::gettext("return to game"));
OPTION(1, loc::gettext("options"));
OPTION(2, loc::gettext("quit to menu"));
#undef OPTION
}
// Draw the actual menu
switch(game.menupage)
{
case 0:
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rendermap();
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if (map.finalmode || (map.custommode&&!map.customshowmm))
{
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// Cover the whole map
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for (int j = 0; j < 20; j++)
{
for (int i = 0; i < 20; i++)
{
graphics.drawimage(IMAGE_COVERED, 40 + (i * 12), 21 + (j * 9), false);
2020-01-01 21:29:24 +01:00
}
}
font::print(PR_CEN | PR_BOR, -1, 105, loc::gettext("NO SIGNAL"), 245, 245, 245);
}
else
{
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rendermapfog();
rendermapcursor(true);
rendermaplegend();
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}
break;
case 1:
if (game.insecretlab)
{
if (graphics.flipmode)
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{
font::print_wrap(PR_CEN, -1, 174, loc::gettext("SUPER GRAVITRON HIGHSCORE"), 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
std::string tempstring = help.timestring(game.swnrecord);
font::print(PR_CEN, -1, 124, loc::gettext("Best Time"), 196, 196, 255 - help.glow);
font::print(PR_2X | PR_CEN, -1, 102, tempstring, 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
switch(game.swnbestrank)
{
case 0:
font::print_wrap(PR_CEN, -1, 40, loc::gettext("Next Trophy at 5 seconds"), 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 1:
font::print_wrap(PR_CEN, -1, 40, loc::gettext("Next Trophy at 10 seconds"), 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 2:
font::print_wrap(PR_CEN, -1, 40, loc::gettext("Next Trophy at 15 seconds"), 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 3:
font::print_wrap(PR_CEN, -1, 40, loc::gettext("Next Trophy at 20 seconds"), 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 4:
font::print_wrap(PR_CEN, -1, 40, loc::gettext("Next Trophy at 30 seconds"), 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 5:
font::print_wrap(PR_CEN, -1, 40, loc::gettext("Next Trophy at 1 minute"), 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 6:
font::print_wrap(PR_CEN, -1, 40, loc::gettext("All Trophies collected!"), 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
}
}
else
{
font::print_wrap(PR_CEN, -1, 40, loc::gettext("SUPER GRAVITRON HIGHSCORE"), 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
std::string tempstring = help.timestring(game.swnrecord);
font::print(PR_CEN, -1, 90, loc::gettext("Best Time"), 196, 196, 255 - help.glow);
font::print(PR_2X | PR_CEN, -1, 104, tempstring, 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
switch(game.swnbestrank)
{
case 0:
font::print_wrap(PR_CEN, -1, 174, loc::gettext("Next Trophy at 5 seconds"), 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 1:
font::print_wrap(PR_CEN, -1, 174, loc::gettext("Next Trophy at 10 seconds"), 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 2:
font::print_wrap(PR_CEN, -1, 174, loc::gettext("Next Trophy at 15 seconds"), 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 3:
font::print_wrap(PR_CEN, -1, 174, loc::gettext("Next Trophy at 20 seconds"), 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 4:
font::print_wrap(PR_CEN, -1, 174, loc::gettext("Next Trophy at 30 seconds"), 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 5:
font::print_wrap(PR_CEN, -1, 174, loc::gettext("Next Trophy at 1 minute"), 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 6:
font::print_wrap(PR_CEN, -1, 174, loc::gettext("All Trophies collected!"), 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
}
}
}
else if (obj.flags[67] && !map.custommode)
2020-01-01 21:29:24 +01:00
{
char buffer[SCREEN_WIDTH_CHARS + 1];
vformat_buf(
buffer, sizeof(buffer),
loc::gettext("Press {button} to warp to the ship."),
"button:but",
vformat_button(ActionSet_InGame, Action_InGame_ACTION)
);
font::print_wrap(PR_CEN, -1, 105, buffer, 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
}
#if !defined(NO_CUSTOM_LEVELS)
2020-01-01 21:29:24 +01:00
else if(map.custommode){
LevelMetaData& meta = cl.ListOfMetaData[game.playcustomlevel];
uint32_t title_flags = meta.title_is_gettext ? PR_FONT_INTERFACE : PR_FONT_LEVEL;
uint32_t creator_flags = meta.creator_is_gettext ? PR_FONT_INTERFACE : PR_FONT_LEVEL;
font::print(title_flags | PR_2X | PR_CEN, -1, FLIP(45, 8), meta.title, 196, 196, 255 - help.glow);
int sp = SDL_max(10, font::height(PR_FONT_LEVEL));
Replace "by" for level authors with happy face "by {author}" is a string that will cause a lot of localization-related problems, which then become much worse when different languages and levels can also need different fonts: - If the author name is set to something in English instead of a name, then it'll come out a bit weird if your VVVVVV is set to a different language: "de various people", "por various people", etc. It's the same problem with Discord bots completing "playing" or "watching" in their statuses. - Translators can't always fit "by" in two letters, and level creators have understandably always assumed, and will continue to assume, that "by" is two letters. So if you have your VVVVVV set to a language that translates "by" as something long, then: | by Various People and Others | ...may suddenly show up as something like: |thorer Various People and Othe| - "by" and author may need mutually incompatible fonts. For example, a Japanese level in a Korean VVVVVV needs to be displayed with "by" in Korean characters and the author name with Japanese characters, which would need some very special code since languages may want to add text both before and after the name. - It's very possible that some languages can't translate "by" without knowing the gender of the name, and I know some languages even inflect names in really interesting ways (adding and even replacing letters in first names, surnames, and anything in between, depending on gender and what else is in the sentence). So to solve all of this, the "by" is now replaced by a 10x10 face from sprites.png, like a :viridian: emote. See it as a kind of avatar next to a username, to clarify and assert that this line is for the author's name. It should be a fairly obvious/recognizable icon, it fixes all the above problems, and it's a bonus that we now have more happy faces in VVVVVV.
2023-01-31 00:41:46 +01:00
graphics.print_level_creator(creator_flags, FLIP(70, 8), meta.creator, 196, 196, 255 - help.glow);
font::print(PR_FONT_LEVEL | PR_CEN, -1, FLIP(70+sp, 8), meta.website, 196, 196, 255 - help.glow);
font::print(PR_FONT_LEVEL | PR_CEN, -1, FLIP(70+sp*3, 8), meta.Desc1, 196, 196, 255 - help.glow);
font::print(PR_FONT_LEVEL | PR_CEN, -1, FLIP(70+sp*4, 8), meta.Desc2, 196, 196, 255 - help.glow);
if (sp <= 10)
{
font::print(PR_FONT_LEVEL | PR_CEN, -1, FLIP(70+sp*5, 8), meta.Desc3, 196, 196, 255 - help.glow);
}
int remaining = cl.numcrewmates() - game.crewmates();
Replace "by" for level authors with happy face "by {author}" is a string that will cause a lot of localization-related problems, which then become much worse when different languages and levels can also need different fonts: - If the author name is set to something in English instead of a name, then it'll come out a bit weird if your VVVVVV is set to a different language: "de various people", "por various people", etc. It's the same problem with Discord bots completing "playing" or "watching" in their statuses. - Translators can't always fit "by" in two letters, and level creators have understandably always assumed, and will continue to assume, that "by" is two letters. So if you have your VVVVVV set to a language that translates "by" as something long, then: | by Various People and Others | ...may suddenly show up as something like: |thorer Various People and Othe| - "by" and author may need mutually incompatible fonts. For example, a Japanese level in a Korean VVVVVV needs to be displayed with "by" in Korean characters and the author name with Japanese characters, which would need some very special code since languages may want to add text both before and after the name. - It's very possible that some languages can't translate "by" without knowing the gender of the name, and I know some languages even inflect names in really interesting ways (adding and even replacing letters in first names, surnames, and anything in between, depending on gender and what else is in the sentence). So to solve all of this, the "by" is now replaced by a 10x10 face from sprites.png, like a :viridian: emote. See it as a kind of avatar next to a username, to clarify and assert that this line is for the author's name. It should be a fairly obvious/recognizable icon, it fixes all the above problems, and it's a bonus that we now have more happy faces in VVVVVV.
2023-01-31 00:41:46 +01:00
char buffer[SCREEN_WIDTH_CHARS + 1];
loc::gettext_plural_fill(
buffer, sizeof(buffer),
"{n_crew|wordy} crewmates remain",
"{n_crew|wordy} crewmate remains",
"n_crew:int",
remaining
);
font::print(PR_CEN, -1, FLIP(165, 8), buffer, 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
}
#endif
2020-01-01 21:29:24 +01:00
else
{
if (graphics.flipmode)
2020-01-01 21:29:24 +01:00
{
for (int i = 0; i < 3; i++)
{
graphics.drawcrewman(16, 32 + (i * 64), 2-i, game.crewstats[2-i]);
2020-01-01 21:29:24 +01:00
if (game.crewstats[(2-i)])
{
graphics.printcrewname(44, 32 + (i * 64)+4+10, 2-i);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.printcrewnamedark(44, 32 + (i * 64)+4+10, 2-i);
2020-01-01 21:29:24 +01:00
}
graphics.printcrewnamestatus(44, 32 + (i * 64)+4, 2-i, game.crewstats[(2-i)]);
2020-01-01 21:29:24 +01:00
graphics.drawcrewman(16+160, 32 + (i * 64), (2-i)+3, game.crewstats[(2-i)+3]);
2020-01-01 21:29:24 +01:00
if (game.crewstats[(2-i)+3])
{
graphics.printcrewname(44+160, 32 + (i * 64)+4+10, (2-i)+3);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.printcrewnamedark(44+160, 32 + (i * 64)+4+10, (2-i)+3);
2020-01-01 21:29:24 +01:00
}
graphics.printcrewnamestatus(44+160, 32 + (i * 64)+4, (2-i)+3, game.crewstats[(2-i)+3]);
2020-01-01 21:29:24 +01:00
}
}
else
{
for (int i = 0; i < 3; i++)
{
graphics.drawcrewman(16, 32 + (i * 64), i, game.crewstats[i]);
2020-01-01 21:29:24 +01:00
if (game.crewstats[i])
{
graphics.printcrewname(44, 32 + (i * 64)+4, i);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.printcrewnamedark(44, 32 + (i * 64)+4, i);
2020-01-01 21:29:24 +01:00
}
graphics.printcrewnamestatus(44, 32 + (i * 64)+4+10, i, game.crewstats[i]);
2020-01-01 21:29:24 +01:00
graphics.drawcrewman(16+160, 32 + (i * 64), i+3, game.crewstats[i+3]);
2020-01-01 21:29:24 +01:00
if (game.crewstats[i+3])
{
graphics.printcrewname(44+160, 32 + (i * 64)+4, i+3);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.printcrewnamedark(44+160, 32 + (i * 64)+4, i+3);
2020-01-01 21:29:24 +01:00
}
graphics.printcrewnamestatus(44+160, 32 + (i * 64)+4+10, i+3, game.crewstats[i+3]);
2020-01-01 21:29:24 +01:00
}
}
}
break;
case 2:
{
int max_trinkets;
#ifndef NO_CUSTOM_LEVELS
if (map.custommode)
{
max_trinkets = cl.numtrinkets();
}
else
#endif
{
max_trinkets = 20;
}
2020-01-01 21:29:24 +01:00
/* Stats. */
font::print(PR_CEN | PR_CJK_HIGH, -1, FLIP(52, 8), loc::gettext("[Trinkets found]"), 196, 196, 255 - help.glow);
char buffer[SCREEN_WIDTH_CHARS + 1];
vformat_buf(
buffer, sizeof(buffer),
loc::gettext("{n_trinkets|wordy} out of {max_trinkets|wordy}"),
"n_trinkets:int, max_trinkets:int",
game.trinkets(), max_trinkets
);
font::print(PR_CEN | PR_CJK_LOW, -1, FLIP(64, 8), buffer, 96, 96, 96);
2020-01-01 21:29:24 +01:00
font::print(PR_CEN | PR_CJK_HIGH, -1, FLIP(102, 8), loc::gettext("[Number of Deaths]"), 196, 196, 255 - help.glow);
font::print(PR_CEN | PR_CJK_LOW, -1, FLIP(114, 8), help.String(game.deathcounts), 96, 96, 96);
2020-01-01 21:29:24 +01:00
font::print(PR_CEN | PR_CJK_HIGH, -1, FLIP(152, 8), loc::gettext("[Time Taken]"), 196, 196, 255 - help.glow);
font::print(PR_CEN | PR_CJK_LOW, -1, FLIP(164, 8), game.timestring(), 96, 96, 96);
2020-01-01 21:29:24 +01:00
break;
}
2020-01-01 21:29:24 +01:00
case 3:
{
Add level exploring menu for translators I would, of course, recommend translators to translate the roomnames while playing the full game (optionally in invincibility) so they can immediately get all the context and maybe the most inspiration. And if you want to go back into a specific level, then there's always the time trials and intermission replays which will give you full coverage of all the room names. However, the time trials weren't really made for room name translation. They have some annoying features like the instant restart when you press ENTER at the wrong time, they remove context clues like teleporters and companions, but the worst problem is that the last room in a level is often completely untranslatable inside the time trials because you immediately get sent to the results screen... So, I added a new menu in the translator options, "explore game", which gives you access to all the time trials and the two intermissions, from the same menu. All these time trials (which they're still based off of, under the hood) are stripped of the annoying features that come with time trials. These are the changes I made to time trial behavior in translator exploring mode: - No 3-2-1-Go! countdown - No on-screen time/death/shiny/par - ENTER doesn't restart, and the map menu works. The entire map is also revealed. - Prize for the Reckless is in its normal form - The teleporters in Entanglement Generator, Wheeler's Wormhole and Level Complete are restored as context for room names (actually, we should probably restore them in time trials anyway? Their "press to teleport" prompt is already blocked out in time trials and they do nothing other than being a checkpoint. I guess the reason they were removed was to stop people from opening the teleporter menu when that was not specifically blocked out in time trials yet.) - The companions are there at the end of levels, and behave like in no death mode (become happy and follow you to the teleporter). Also for context. - At the end of each level, you're not suddenly sent to the menu, but you can use the teleporter at your leisure just like in the intermission replays. In the Final Level, you do get sent to the menu automatically, but after a longer delay. I made another mark on VVVVVV: don't be startled, I added gamestates. I wanted all teleporters at the end of levels to behave like the ones at the end of the intermission replays, and all handling for teleporting with specific companions is already done in gamestates, so rather than adding conditional blocks across 5 or so different gamestates, it made more sense to make a single gamestate for "teleporting in translator exploring mode" (3090). I also added an alternative to having to use gamestate 3500 or 82 for the end of the final level: 3091-3092. One other thing I want to add to the "explore game" menu: a per-level count of how many room names are left to translate. That shouldn't be too difficult, and I'm planning that for the next commit.
2022-11-26 03:33:17 +01:00
if (game.inintermission || game.translator_exploring)
2020-01-01 21:29:24 +01:00
{
font::print_wrap(PR_CEN, -1, 115, loc::gettext("Cannot Save in Level Replay"), 146, 146, 180);
break;
2020-01-01 21:29:24 +01:00
}
if (game.nodeathmode)
2020-01-01 21:29:24 +01:00
{
font::print_wrap(PR_CEN, -1, 115, loc::gettext("Cannot Save in No Death Mode"), 146, 146, 180);
break;
2020-01-01 21:29:24 +01:00
}
if (game.intimetrial)
2020-01-01 21:29:24 +01:00
{
font::print_wrap(PR_CEN, -1, 115, loc::gettext("How'd you get here?"), 146, 146, 180);
break;
2020-01-01 21:29:24 +01:00
}
if (game.insecretlab)
2020-01-01 21:29:24 +01:00
{
font::print_wrap(PR_CEN, -1, 115, loc::gettext("Cannot Save in Secret Lab"), 146, 146, 180);
break;
2020-01-01 21:29:24 +01:00
}
if (game.gamesavefailed)
2020-11-04 03:45:33 +01:00
{
font::print_wrap(PR_CEN, -1, 115, loc::gettext("ERROR: Could not save game!"), 146, 146, 180);
break;
2020-11-04 03:45:33 +01:00
}
2020-01-01 21:29:24 +01:00
/* We are not in a special case, so draw the save screen now... */
2020-01-01 21:29:24 +01:00
if (!map.custommode)
{
/* FIXME: The text here should be automatically "balance-wrapped" instead of hardcoding the width.
* In fact, maybe print_wrap should balance-wrap by default. */
font::print_wrap(PR_CEN, -1, 174, loc::gettext("(Note: The game is autosaved at every teleporter.)"), 146, 146, 180, 12);
2020-01-01 21:29:24 +01:00
}
if (!game.gamesaved)
2020-01-01 21:29:24 +01:00
{
char buffer[SCREEN_WIDTH_CHARS + 1];
vformat_buf(
buffer, sizeof(buffer),
loc::gettext("[Press {button} to save your game]"),
"button:but",
vformat_button(ActionSet_InGame, Action_InGame_ACTION)
);
font::print(PR_CEN, -1, 80, buffer, 255 - help.glow*2, 255 - help.glow*2, 255 - help.glow);
if (map.custommode || game.quicksummary == "")
2020-01-01 21:29:24 +01:00
{
break;
2020-01-01 21:29:24 +01:00
}
font::print(PR_CEN, -1, FLIP(100, 8), loc::gettext("Last Save:"), 164 - help.glow/4, 164 - help.glow/4, 164);
font::print(PR_CEN, -1, FLIP(112, 8), game.quicksummary, 164 - help.glow/4, 164 - help.glow/4, 164);
break;
}
2020-01-01 21:29:24 +01:00
/* We are only still here if the game has been quicksaved... */
2020-01-01 21:29:24 +01:00
font::print_wrap(PR_CEN, -1, 36, loc::gettext("Game saved ok!"), 255 - help.glow/2, 255 - help.glow/2, 255 - help.glow/2);
2020-01-01 21:29:24 +01:00
graphics.drawpixeltextbox(17, 65, 286, 90, 65, 185, 207);
2020-01-01 21:29:24 +01:00
if (map.custommode)
{
font::print(PR_CEN | PR_FONT_LEVEL, -1, FLIP(90, 8), game.customleveltitle, 25, 255 - help.glow/2, 255 - help.glow/2);
}
else
{
size_t i;
font::print(PR_CEN, -1, FLIP(80, 8), game.savearea, 25, 255 - help.glow/2, 255 - help.glow/2);
for (i = 0; i < SDL_arraysize(game.crewstats); ++i)
2020-01-01 21:29:24 +01:00
{
/* Crewmates are annoying. Their height is 21 pixels, but to flip them,
* we also have to account for their 2-pixel y-offset (and multiply it by 2). */
graphics.drawcrewman(169 - 3*42 + i*42, FLIP(95, 21 + 2*2), i, game.crewstats[i], true);
2020-01-01 21:29:24 +01:00
}
}
font::print(0, 59, FLIP(132, 8), game.savetime, 255 - help.glow/2, 255 - help.glow/2, 255 - help.glow/2);
char buffer[SCREEN_WIDTH_CHARS + 1];
vformat_buf(buffer, sizeof(buffer),
loc::gettext("{savebox_n_trinkets|wordy}"),
"savebox_n_trinkets:int",
game.savetrinkets
);
font::print(PR_RIGHT, 262, FLIP(132, 8), buffer, 255 - help.glow/2, 255 - help.glow/2, 255 - help.glow/2);
if (graphics.flipmode)
{
graphics.draw_flipsprite(34, FLIP(126, 17), 50, graphics.col_clock);
graphics.draw_flipsprite(270, FLIP(126, 17), 22, graphics.col_trinket);
}
else
{
graphics.draw_sprite(34, FLIP(126, 17), 50, graphics.col_clock);
graphics.draw_sprite(270, FLIP(126, 17), 22, graphics.col_trinket);
}
2020-01-01 21:29:24 +01:00
break;
}
2020-01-01 21:29:24 +01:00
case 10:
font::print(PR_CEN | PR_CJK_LOW, -1, 220, loc::gettext("[ QUIT ]"), 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
if (graphics.flipmode)
2020-01-01 21:29:24 +01:00
{
if (game.inspecial())
2020-01-01 21:29:24 +01:00
{
font::print_wrap(PR_CEN, -1, 135, loc::gettext("Return to main menu?"), 196, 196, 255 - help.glow, 12);
2020-01-01 21:29:24 +01:00
}
else
{
font::print_wrap(PR_CEN, -1, 142, loc::gettext("Do you want to quit? You will lose any unsaved progress."), 196, 196, 255 - help.glow, 12);
2020-01-01 21:29:24 +01:00
}
font::print(0, 80-16, 88, loc::gettext("[ NO, KEEP PLAYING ]"), 196, 196, 255 - help.glow);
font::print(0, 80 + 32, 76, loc::gettext("yes, quit to menu"), 96, 96, 96);
2020-01-01 21:29:24 +01:00
}
else
{
if (game.inspecial())
2020-01-01 21:29:24 +01:00
{
font::print_wrap(PR_CEN, -1, 80, loc::gettext("Return to main menu?"), 196, 196, 255 - help.glow, 12);
2020-01-01 21:29:24 +01:00
}
else
{
font::print_wrap(PR_CEN, -1, 76, loc::gettext("Do you want to quit? You will lose any unsaved progress."), 196, 196, 255 - help.glow, 12);
2020-01-01 21:29:24 +01:00
}
font::print(0, 80-16, 130, loc::gettext("[ NO, KEEP PLAYING ]"), 196, 196, 255 - help.glow);
font::print(0, 80 + 32, 142, loc::gettext("yes, quit to menu"), 96, 96, 96);
2020-01-01 21:29:24 +01:00
}
break;
case 11:
font::print(PR_CEN | PR_CJK_LOW, -1, 220, loc::gettext("[ QUIT ]"), 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
if (graphics.flipmode)
2020-01-01 21:29:24 +01:00
{
if (game.inspecial())
2020-01-01 21:29:24 +01:00
{
font::print_wrap(PR_CEN, -1, 135, loc::gettext("Return to main menu?"), 196, 196, 255 - help.glow, 12);
2020-01-01 21:29:24 +01:00
}
else
{
font::print_wrap(PR_CEN, -1, 142, loc::gettext("Do you want to quit? You will lose any unsaved progress."), 196, 196, 255 - help.glow, 12);
2020-01-01 21:29:24 +01:00
}
font::print(0, 80, 88, loc::gettext("no, keep playing"), 96,96,96);
font::print(0, 80+32-16, 76, loc::gettext("[ YES, QUIT TO MENU ]"), 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
}
else
{
if (game.inspecial())
2020-01-01 21:29:24 +01:00
{
font::print_wrap(PR_CEN, -1, 80, loc::gettext("Return to main menu?"), 196, 196, 255 - help.glow, 12);
2020-01-01 21:29:24 +01:00
}
else
{
font::print_wrap(PR_CEN, -1, 76, loc::gettext("Do you want to quit? You will lose any unsaved progress."), 196, 196, 255 - help.glow, 12);
2020-01-01 21:29:24 +01:00
}
font::print(0, 80, 130, loc::gettext("no, keep playing"), 96,96,96);
font::print(0, 80+32-16, 142, loc::gettext("[ YES, QUIT TO MENU ]"), 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
}
break;
case 20:
font::print(PR_CEN | PR_CJK_LOW, -1, 220, loc::gettext("[ GRAVITRON ]"), 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
if (graphics.flipmode)
2020-01-01 21:29:24 +01:00
{
font::print_wrap(PR_CEN, -1, 88, loc::gettext("Do you want to return to the secret laboratory?"), 196, 196, 255 - help.glow, 12);
font::print(0, 80-16, 142, loc::gettext("[ NO, KEEP PLAYING ]"), 196, 196, 255 - help.glow);
font::print(0, 80 + 32, 130, loc::gettext("yes, return"), 96, 96, 96);
2020-01-01 21:29:24 +01:00
}
else
{
font::print_wrap(PR_CEN, -1, 76, loc::gettext("Do you want to return to the secret laboratory?"), 196, 196, 255 - help.glow, 12);
font::print(0, 80-16, 130, loc::gettext("[ NO, KEEP PLAYING ]"), 196, 196, 255 - help.glow);
font::print(0, 80 + 32, 142, loc::gettext("yes, return"), 96, 96, 96);
2020-01-01 21:29:24 +01:00
}
break;
case 21:
font::print(PR_CEN | PR_CJK_LOW, -1, 220, loc::gettext("[ GRAVITRON ]"), 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
if (graphics.flipmode)
2020-01-01 21:29:24 +01:00
{
font::print_wrap(PR_CEN, -1, 88, loc::gettext("Do you want to return to the secret laboratory?"), 196, 196, 255 - help.glow, 12);
font::print(0, 80, 142, loc::gettext("no, keep playing"), 96, 96, 96);
font::print(0, 80 + 32-16, 130, loc::gettext("[ YES, RETURN ]"), 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
}
else
{
font::print_wrap(PR_CEN, -1, 76, loc::gettext("Do you want to return to the secret laboratory?"), 196, 196, 255 - help.glow, 12);
font::print(0, 80, 130, loc::gettext("no, keep playing"), 96, 96, 96);
font::print(0, 80 + 32-16, 142, loc::gettext("[ YES, RETURN ]"), 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
}
}
graphics.set_render_target(graphics.gameTexture);
2020-01-01 21:29:24 +01:00
if (graphics.resumegamemode || graphics.menuoffset > 0 || graphics.oldmenuoffset > 0)
{
graphics.menuoffrender();
}
else
{
graphics.copy_texture(graphics.menuTexture, NULL, NULL);
}
2020-01-01 21:29:24 +01:00
// We need to draw the black screen above the menu in order to disguise it
// being jankily brought down in glitchrunner mode when exiting to the title
// Otherwise, there's no reason to obscure the menu
if (GlitchrunnerMode_less_than_or_equal(Glitchrunner2_2)
|| FADEMODE_IS_FADING(graphics.fademode)
|| game.fadetomenu
|| game.fadetolab)
{
graphics.drawfade();
}
2020-01-01 21:29:24 +01:00
graphics.renderwithscreeneffects();
2020-01-01 21:29:24 +01:00
}
#undef FLIP
void teleporterrender(void)
2020-01-01 21:29:24 +01:00
{
graphics.set_render_target(graphics.menuTexture);
graphics.clear();
const int telex = map.teleporters[game.teleport_to_teleporter].x;
const int teley = map.teleporters[game.teleport_to_teleporter].y;
draw_roomname_menu();
2020-01-01 21:29:24 +01:00
//Background color
graphics.fill_rect(0, 12, 320, 240, 10, 24, 26);
2020-01-01 21:29:24 +01:00
2022-11-07 01:51:07 +01:00
rendermap();
rendermapfog();
rendermapcursor(false);
2020-01-01 21:29:24 +01:00
2022-11-07 01:51:07 +01:00
// Draw a box around the currently selected teleporter
const MapRenderData data = getmaprenderdata();
2020-01-01 21:29:24 +01:00
if (game.useteleporter)
{
//Draw the chosen destination coordinate!
//TODO
2020-01-01 21:29:24 +01:00
//draw the coordinates //destination
graphics.drawrect(40 + data.xoff + (telex * 12 * data.zoom) + 1, 21 + data.yoff + (teley * 9 * data.zoom) + 1, 12 * data.zoom - 2, 9 * data.zoom - 2, 245 - (help.glow * 2), 16, 16);
graphics.drawrect(40 + data.xoff + (telex * 12 * data.zoom) + 3, 21 + data.yoff + (teley * 9 * data.zoom) + 3, 12 * data.zoom - 6, 9 * data.zoom - 6, 245 - (help.glow * 2), 16, 16);
2020-01-01 21:29:24 +01:00
}
2022-11-07 01:51:07 +01:00
// Draw the legend itself
2020-01-01 21:29:24 +01:00
2022-11-07 01:51:07 +01:00
rendermaplegend();
// Highlight the currently selected teleporter
if (game.useteleporter && (help.slowsine % 16 > 8 || game.noflashingmode))
2020-01-01 21:29:24 +01:00
{
graphics.drawtile(data.legendxoff + data.xoff + (telex * 12 * data.zoom), data.legendyoff + data.yoff + (teley * 9 * data.zoom), 1128 + (graphics.flipmode ? 3 : 0));
2020-01-01 21:29:24 +01:00
}
graphics.cutscenebars();
2020-01-01 21:29:24 +01:00
if (game.useteleporter)
{
char buffer[SCREEN_WIDTH_CHARS + 1];
const char* final_string = interact_prompt(
buffer,
sizeof(buffer),
loc::gettext("Press {button} to Teleport")
);
2020-01-01 21:29:24 +01:00
//Instructions!
font::print(PR_CEN, -1, 210, loc::gettext("Press Left/Right to choose a Teleporter"), 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
font::print(PR_CEN, -1, 225, final_string, 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
2020-01-01 21:29:24 +01:00
}
graphics.drawgui();
2020-01-01 21:29:24 +01:00
if (game.advancetext)
2020-01-01 21:29:24 +01:00
{
char buffer_adv[SCREEN_WIDTH_CHARS + 1];
vformat_buf(
buffer_adv, sizeof(buffer_adv),
loc::gettext("- Press {button} to advance text -"),
"button:but",
vformat_button(ActionSet_InGame, Action_InGame_ACTION)
);
font::print(PR_CEN | PR_BOR, -1, graphics.flipmode ? 228 : 5, buffer_adv, 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
2020-01-01 21:29:24 +01:00
}
graphics.set_render_target(graphics.gameTexture);
2020-01-01 21:29:24 +01:00
if (graphics.resumegamemode || graphics.menuoffset > 0 || graphics.oldmenuoffset > 0)
2020-01-01 21:29:24 +01:00
{
graphics.menuoffrender();
2020-01-01 21:29:24 +01:00
}
else
{
graphics.copy_texture(graphics.menuTexture, NULL, NULL);
2020-01-01 21:29:24 +01:00
}
graphics.render();
2020-01-01 21:29:24 +01:00
}