1
0
Fork 0
mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-12-22 17:49:43 +01:00

Add more info, add lang string

This commit is contained in:
AllyTally 2023-07-02 11:27:20 -03:00 committed by Misa Elizabeth Kai
parent 91f87fa126
commit be77047440
3 changed files with 101 additions and 29 deletions

View file

@ -432,6 +432,7 @@
<string english="- Press {button} to advance text -" translation="" explanation="to dismiss a textbox. Expect `ACTION`" max="40"/> <string english="- Press {button} to advance text -" translation="" explanation="to dismiss a textbox. Expect `ACTION`" max="40"/>
<string english="Press ACTION to continue" translation="" explanation="***OUTDATED***" max="34"/> <string english="Press ACTION to continue" translation="" explanation="***OUTDATED***" max="34"/>
<string english="Press {button} to continue" translation="" explanation="Expect `ACTION`" max="34"/> <string english="Press {button} to continue" translation="" explanation="Expect `ACTION`" max="34"/>
<string english="[Press TAB to toggle movement]" translation="" explanation="Tab toggles whether the game is paused or not" max="40"/>
<string english="Current Time" translation="" explanation="super gravitron, stopwatch time" max="20"/> <string english="Current Time" translation="" explanation="super gravitron, stopwatch time" max="20"/>
<string english="Best Time" translation="" explanation="super gravitron, best stopwatch time" max="20"/> <string english="Best Time" translation="" explanation="super gravitron, best stopwatch time" max="20"/>
<string english="Next Trophy at 5 seconds" translation="" explanation="" max="38*2"/> <string english="Next Trophy at 5 seconds" translation="" explanation="" max="38*2"/>

View file

@ -2437,18 +2437,18 @@ void gameinput(void)
} }
} }
level_debugger::input();
if (level_debugger::is_pausing())
{
return;
}
game.press_map = false; game.press_map = false;
if (key.isDown(KEYBOARD_ENTER) || key.isDown(SDLK_KP_ENTER) || key.isDown(game.controllerButton_map) ) if (key.isDown(KEYBOARD_ENTER) || key.isDown(SDLK_KP_ENTER) || key.isDown(game.controllerButton_map) )
{ {
game.press_map = true; game.press_map = true;
} }
level_debugger::input();
if (level_debugger::is_pausing())
{
return;
}
if (game.advancetext) if (game.advancetext)
{ {
if (game.pausescript) if (game.pausescript)

View file

@ -24,6 +24,8 @@ namespace level_debugger
int grabber_offset_x = 0; int grabber_offset_x = 0;
int grabber_offset_y = 0; int grabber_offset_y = 0;
bool right_mouse_held = false;
bool is_pausing(void) bool is_pausing(void)
{ {
return active && should_pause; return active && should_pause;
@ -71,6 +73,16 @@ namespace level_debugger
return; return;
} }
if ((game.press_map || key.isDown(27)) && !game.mapheld)
{
/* If we press enter, allow the rest of the code in Input.cpp to fire
* Intended to return to the editor, but it's fine if it activates
* something instead */
active = false;
return;
}
if (key.isDown(SDLK_TAB)) if (key.isDown(SDLK_TAB))
{ {
if (!tab_held) if (!tab_held)
@ -124,6 +136,24 @@ namespace level_debugger
held_entity = -1; held_entity = -1;
held_block = -1; held_block = -1;
} }
if (key.rightbutton)
{
if (mouse_within(&bounding_box))
{
if (!right_mouse_held)
{
right_mouse_held = true;
obj.entities[i].state = obj.entities[i].onentity;
obj.entities[i].statedelay = -1;
}
break;
}
}
else
{
right_mouse_held = false;
}
} }
if (held_entity == -1) if (held_entity == -1)
@ -190,13 +220,18 @@ namespace level_debugger
} }
} }
void render_info(int y, const char* text, const char* value) void render_info(int y, const char* text, std::string value)
{ {
char buffer[SCREEN_WIDTH_CHARS + 1]; char buffer[SCREEN_WIDTH_CHARS + 1];
vformat_buf(buffer, sizeof(buffer), text, "value:str", value); vformat_buf(buffer, sizeof(buffer), text, "value:str", value.c_str());
font::print(PR_BOR | PR_FONT_8X8, 5, 32 + (10 * y), buffer, 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2)); font::print(PR_BOR | PR_FONT_8X8, 5, 32 + (10 * y), buffer, 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
} }
void render_info(int y, const char* text)
{
font::print(PR_BOR | PR_FONT_8X8, 5, 32 + (10 * y), text, 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
}
void render(void) void render(void)
{ {
if (!active) if (!active)
@ -260,43 +295,79 @@ namespace level_debugger
if (hovered_entity) if (hovered_entity)
{ {
entclass* entity = &obj.entities[hovered]; entclass* entity = &obj.entities[hovered];
render_info(line++, "Index: {value}", help.String(hovered).c_str()); render_info(line++, "Index: {value}", help.String(hovered));
render_info(line++, "X: {value}", help.String(entity->xp).c_str()); render_info(line++, "X: {value}", help.String(entity->xp));
render_info(line++, "Y: {value}", help.String(entity->yp).c_str()); render_info(line++, "Y: {value}", help.String(entity->yp));
render_info(line++, "Width: {value}", help.String(entity->w).c_str()); render_info(line++, "Width: {value}", help.String(entity->w));
render_info(line++, "Height: {value}", help.String(entity->h).c_str()); render_info(line++, "Height: {value}", help.String(entity->h));
line++; line++;
render_info(line++, "Rule: {value}", help.String(entity->rule).c_str()); render_info(line++, "Rule: {value}", help.String(entity->rule));
render_info(line++, "Type: {value}", help.String(entity->type).c_str()); render_info(line++, "Type: {value}", help.String(entity->type));
render_info(line++, "Behave: {value}", help.String(entity->behave).c_str()); render_info(line++, "Behave: {value}", help.String(entity->behave));
render_info(line++, "Para: {value}", help.String(entity->para).c_str()); render_info(line++, "Para: {value}", help.String(entity->para));
render_info(line++, "State: {value}", help.String(entity->state));
line++; line++;
render_info(line++, "Tile: {value}", help.String(entity->tile).c_str()); render_info(line++, "Tile: {value}", help.String(entity->tile));
render_info(line++, "Draw Frame: {value}", help.String(entity->drawframe).c_str()); render_info(line++, "Draw Frame: {value}", help.String(entity->drawframe));
render_info(line++, "Size: {value}", help.String(entity->size).c_str()); render_info(line++, "Size: {value}", help.String(entity->size));
render_info(line++, "Direction: {value}", help.String(entity->dir).c_str()); render_info(line++, "Direction: {value}", help.String(entity->dir));
line++;
// Mostly contains duplicates, but for ease of use
switch (entity->type)
{
case 0:
// Player
render_info(line++, "Gravity: {value}", help.String(game.gravitycontrol));
render_info(line++, "Checkpoint: {value}", help.String(game.savepoint));
break;
case 1:
// Moving platforms and enemies
render_info(line++, "Speed: {value}", help.String(entity->para));
render_info(line++, "Movement type: {value}", help.String(entity->behave));
break;
case 7:
// Trinkets
render_info(line++, "ID: {value}", help.String(entity->para));
break;
case 8:
// Checkpoints
render_info(line++, "ID: {value}", help.String(entity->para));
render_info(line++, "Active: {value}", game.savepoint == entity->para ? "True" : "False");
break;
case 9:
// Horizontal gravity lines
render_info(line++, "Horizontal");
break;
case 10:
// Vertical gravity lines
render_info(line++, "Vertical");
break;
}
graphics.draw_rect(hover_box.x, hover_box.y, hover_box.w, hover_box.h, graphics.getRGB(32, 255 - help.glow, 255 - help.glow)); graphics.draw_rect(hover_box.x, hover_box.y, hover_box.w, hover_box.h, graphics.getRGB(32, 255 - help.glow, 255 - help.glow));
} }
else else
{ {
blockclass* block = &obj.blocks[hovered]; blockclass* block = &obj.blocks[hovered];
render_info(line++, "Index: {value}", help.String(hovered).c_str()); render_info(line++, "Index: {value}", help.String(hovered));
render_info(line++, "X: {value}", help.String(block->rect.x).c_str()); render_info(line++, "X: {value}", help.String(block->rect.x));
render_info(line++, "Y: {value}", help.String(block->rect.y).c_str()); render_info(line++, "Y: {value}", help.String(block->rect.y));
render_info(line++, "Width: {value}", help.String(block->rect.w).c_str()); render_info(line++, "Width: {value}", help.String(block->rect.w));
render_info(line++, "Height: {value}", help.String(block->rect.h).c_str()); render_info(line++, "Height: {value}", help.String(block->rect.h));
line++; line++;
if (block->type == TRIGGER || block->type == ACTIVITY) if (block->type == TRIGGER || block->type == ACTIVITY)
{ {
render_info(line++, "Script: {value}", block->script.c_str()); render_info(line++, "Script: {value}", block->script);
render_info(line++, "State: {value}", help.String(block->trigger).c_str()); render_info(line++, "State: {value}", help.String(block->trigger));
} }
else if (block->type == DIRECTIONAL) else if (block->type == DIRECTIONAL)
{ {
render_info(line++, "Direction: {value}", help.String(block->trigger).c_str()); render_info(line++, "Direction: {value}", help.String(block->trigger));
} }
graphics.draw_rect(hover_box.x, hover_box.y, hover_box.w, hover_box.h, graphics.getRGB(255 - help.glow, 32, 32)); graphics.draw_rect(hover_box.x, hover_box.y, hover_box.w, hover_box.h, graphics.getRGB(255 - help.glow, 32, 32));