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745 commits

Author SHA1 Message Date
Dav999-v
0023c821db Make menus automatically centered and narrowed
All menus had a hardcoded X position (offset to an arbitrary starting
point of 110) and a hardcoded horizontal spacing for the "staircasing"
(mostly 30 pixels, but for some specific menus hardcoded to 15, 20 or
something else). Not all menus were centered, and seem to have been
manually made narrower (with lower horizontal spacing) whenever text
ran offscreen during development.

This system may already be hard to work with in an English-only menu
system, since you may need to adjust horizontal spacing or positioning
when adding an option. The main reason I made this change is that it's
even less optimal when menu options have to be translated, since
maximum string lengths are hard to determine, and it's easy to have
menu options running offscreen, especially when not all menus are
checked for all languages and when options could be added in the middle
of a menu after translations of that menu are already checked.

Now, menus are automatically centered based on their options, and they
are automatically made narrower if they won't fit with the default
horizontal spacing of 30 pixels (with some padding). The game.menuxoff
variable for the menu X position is now also offset to 0 instead of 110

The _default_ horizontal spacing can be changed on a per-menu basis,
and most menus (not all) which already had a narrower spacing set,
retain that as a maximum spacing, simply because they looked odd with
30 pixels of spacing (especially the main menu). They will be made even
narrower automatically if needed. In the most extreme case, the spacing
can go down to 0 and options will be displayed right below each other.
This isn't in the usual style of the game, but at least we did the best
we could to prevent options running offscreen.

The only exception to automatic menu centering and narrowing is the
list of player levels, because it's a special case and existing
behavior would be better than automatic centering there.
2020-06-29 02:09:52 +02:00
Misa
22738cdb97 Remove unused/useless vars music.custompd/musicfade(in)/volume
I have no idea why these are here, but it'll simplify readability and
reduce the chance of confusion if I remove them.
2020-06-27 17:23:07 -04:00
Misa
facb079b35 Fix resumemusic/musicfadein not working
It seems like they were unfinished. This commit makes them properly
work.

When a track is stopped with stopmusic() or musicfadeout(),
resumemusic() will resume from where the track stopped. musicfadein()
does the same but does it with a gradual fade instead of suddenly
playing it at full volume.

I changed several interfaces around for this. First, setting currentsong
to -1 when music is stopped is handled in the hook callback that gets
called by SDL_mixer whenever the music stops. Otherwise, it'd be
problematic if currentsong was set to -1 when the song starts fading out
instead of when the song actually ends.

Also, music.play() has a few optional arguments now, to reduce the
copying-and-pasting of music code.

Lastly, we have to roll our own tracker of music length by using
SDL_GetPerformanceCounter(), because there's no way to get the music
position if a song fades out. (We could implicitly keep the music
position if we abruptly stopped the song using Mix_PauseMusic(), and
resume it using Mix_ResumeMusic(), but ignoring the fact that those two
functions are also used on the unfocus-pause (which, as it turns out, is
basically a non-issue because the unfocus-pause can use some other
functions), there's no equivalent for fading out, i.e. there's no
"fade out and pause when it fully fades out" function in SDL_mixer.) And
then we have to account for the unfocus-pause in our manual tracker.

Other than that, these commands are now fully functional.
2020-06-27 17:23:07 -04:00
Misa
2662cd4d06 Refactor KeyPoll::Poll() to use case-switch statements
Reduces the amount of copy-pasted if-expressions.
2020-06-27 17:23:07 -04:00
Misa
a87ebd2945 Remove unnecessary middleman game.infocus
It does the same thing as key.isActive, so no need to make it a separate
variable.
2020-06-27 17:23:07 -04:00
Misa
5052391f60 Make warpdir only re-draw BG if targeted room is current room
It's unnecessary to re-draw the background if you're modifying the warp
direction of some other room.
2020-06-26 10:22:05 -04:00
Misa
1cbecdda86 Use returntomenu(timetrials) instead of returnmenu in timetrialcomplete3
This fixes a corner case where using gamestate 82 from the editor would
put you in a softlock because it would return to the editor settings
menu, which only functions in EDITORMODE and results in a softlock in
TITLEMODE.
2020-06-25 20:27:51 -04:00
Ethan Lee
9804fbc383 Fix gamecontrollerdb.txt path 2020-06-23 19:08:08 -04:00
Misa
94a67ca0aa Only check Secret Lab/Time Trial/NDM for slowdown if ingame_titlemode
This is already done for invincibility. It's kind of unnecessary, but
it's just to make sure if for some reason in the future variables like
insecretlab/intimetrial/nodeathmode don't get reset when exiting to the
menu.
2020-06-23 15:23:57 -04:00
Misa
a3f171b018 Allow toggling invincibility/slowdown in intermission replays
inspecial() includes being in intermission replays, but it's not
necessary to disable invincibility/slowdown for them.
2020-06-23 15:23:57 -04:00
Misa
65f84b15f4 Fix deltaframe tower BG flicker when exiting menu in H/V warp room
To fix this annoying flicker (which, btw, took me WAY too long to do), I
had to introduce yet another kludge variable to signal that the
horizontal/vertical warp background should be re-initialized on the
pause screen.

I think I could technically keep the 'graphics.backgrounddrawn = false;'
in maplogic() and remove the 'graphics.backgrounddrawn = false;' in
Game::returntopausemenu(), but I'm keeping that other one around because
it doesn't hurt and just as a general precaution and safety measure.
2020-06-23 15:23:57 -04:00
Misa
16ebb807db Set backgrounddrawn to false when returning to pause menu
This makes it so the tower background doesn't persist and scroll upwards
if you exit the menu in a warp zone horizontal or vertical room.

Ugh, and while we're on the subject of separating the in-game tower
background and the menu tower background, could we PLEASE separate the
horizontal / vertical warp backgrounds from the tower backgrounds, too?!
2020-06-23 15:23:57 -04:00
Misa
441e7babd7 Fix Flip Mode persisting in in-game options menu
Now graphics.flipmode is turned off when going into the menu, and turned
back on if necessary when exiting.
2020-06-23 15:23:57 -04:00
Misa
c5a5589ce5 Allow pressing Esc to close Esc menu
Another thing that's annoyed me a lot is being unable to simply press
Esc to close the pause menu. You'd have to hover over the "return to
game" or "keep playing" option. This would be even more annoying with
more options on the menu, so allowing to press Esc is a nice
quality-of-life thing.
2020-06-23 15:23:57 -04:00
Misa
f6d73c62ec Allow pressing Esc to go back to pause menu from quit prompt
Allowing for more actions makes things feel smoother.
2020-06-23 15:23:57 -04:00
Misa
b63347b70c Prevent menu input if fading out
Otherwise you could keep re-pressing ACTION on the "yes" option and keep
stalling it until it finally faded out, or quickly go back past menu
options or something.
2020-06-23 15:23:57 -04:00
Misa
3c5ed04678 Make "no, keep playing" go back to pause menu
This is so the menus can stack on top of each other. Well, technically
they don't, but it's the same thing.
2020-06-23 15:23:57 -04:00
Misa
f6330c57fd Reset map.bypos when entering options menus in-game
Otherwise the menu background would have this rendering glitch where the
bypos of the in-game tower wouldn't divide easily and have a bunch of
jitters in an otherwise smooth but overall still somewhat smooth
background.
2020-06-23 15:23:57 -04:00
Misa
ccd6cfab7f Round map.colstate to nearest 5 when entering options menus
Also set map.tdrawback to true when leaving the menu.

This is to fix the interpolated color of the tower background
persisting, as well as making sure the menu background doesn't persist
when exiting.
2020-06-23 15:23:57 -04:00
Misa
8ed9ee1ca2 Fix Graphics::map_option() not uppercasing selected text
Forgot to do this earlier, whoops.
2020-06-23 15:23:57 -04:00
Misa
8c4b48fbfd Fix toggling MMMMMM always playing Presenting VVVVVV
This would be fine, under the assumption that you could never reach the
menu from outside the menu. Well, now you can, so now this has to play
the correct song instead of track 6.
2020-06-23 15:23:57 -04:00
Misa
caa4f0f5c9 Prevent turning on invincibility/slowdown in in-game options menu
Would've been the easiest exploit ever! But I gotta patch it.
2020-06-23 15:23:57 -04:00
Misa
a476121432 Make pressing Esc in ingame_titlemode go back to pause menu
You shouldn't be able to bring up the youwannaquit menu while you're
in-game, that should only be when you're actually not in game.
2020-06-23 15:23:57 -04:00
Misa
aa40eb6327 Move returning to pause menu code to separate function
This code is getting a bit more complicated now, we should maybe stop
copy-pasting it everywhere.
2020-06-23 15:23:57 -04:00
Misa
6582801dc9 Save current menu to temp variable when entering options from in-game
This is to pre-emptively prevent piling up stack frames for what I'll be
adding next, which is pressing Esc in the options menu in-game
automatically moving you back to MAPMODE.
2020-06-23 15:23:57 -04:00
Misa
75326ca2ee Save BG vars to temp vars when entering menu and revert them upon exit
Since the exact same tower background is also used on the menu, we need
to save the current state of the background when entering the menu
(before overwriting it), and then put it back when we're done. Maybe we
ought to separate the in-game and menu tower backgrounds...

This also fixes a semi-hilarious bug where you could make Panic Room go
in the other direction by simply going to the options menu in-game.

This is accomplished by adding convenience functions
mapclass::bg_to_kludge() and mapclass::kludge_to_bg().
2020-06-23 15:23:57 -04:00
Misa
46d1e4053e Set map.scrolldir when going to options in-game
This ensures that the background doesn't start scrolling the wrong way
in the menu.
2020-06-23 15:23:57 -04:00
Misa
a46dd32f12 Consolidate common case 32/33 code
If most of the code in the cases is the same, then just consolidate and
de-duplicate them. It's less error-prone this way.
2020-06-23 15:23:57 -04:00
Misa
6d7bff61b2 Make returning from game/graphic options return to MAPMODE
This is so return doesn't just lead back to more TITLEMODE.
2020-06-23 15:23:57 -04:00
Misa
4c5b018f6c Fix delta rendering glitch when going to options from new Esc menu
Well this is a bit annoying. I can call graphics.updatetowerbackground()
just fine, but I have to get at the title color update routine inside
titlelogic(), which is hard-baked in. So I have to pull that code
outside of the function, export it in the header, and then call it when
I transition to TITLEMODE.
2020-06-23 15:23:57 -04:00
Misa
06102e2db3 Make better Esc menu functional
So now the options do what they do. However, I still need to fix the
1-frame glitch when switching to TITLEMODE, as well as make returning
from the menu return back to MAPMODE, as well as making this better menu
integrate seamlessly with the existing menus.
2020-06-23 15:23:57 -04:00
Misa
4274843a4b Use game.inspecial() in mapmenuactionpress()
Apart from covering more cases with the SHIP option, it also makes the
if-guard for case 3 much less noisy on the eyes.
2020-06-23 15:23:57 -04:00
Misa
949e99c950 Use case-switch in mapmenuactionpress()
This prevents from having to repeat 'if (game.menupage == ...)'
everywhere, which makes for more concise code.

I know you're technically supposed to indent the cases surrounded by
if-guards, but I don't think indenting them here would help anything.
I'd only indent it if the 'if' had an 'else', for example. But if it
surrounds the whole case, then there's no need for indentation.
2020-06-23 15:23:57 -04:00
Misa
5717afaa37 Pull the game.press_action conditional out of all the if-statements
No need to repeat yourself if you can just surround the whole thing in
an 'if (game.press_action)' block, which is much easier.
2020-06-23 15:23:57 -04:00
Misa
13cc7b2a4b Unindent mapmenuactionpress()
Done in a separate commit to minimize diff noise.
2020-06-23 15:23:57 -04:00
Misa
55d001b4f6 Move mapinput() ACTION press handling to separate function
It's a bit too much to consolidate all the ACTION press handling into
one function, especially given the increasing amount of indentation
levels.
2020-06-23 15:23:57 -04:00
Misa
92154f4be1 Add start of better Esc menu
It's not functional yet, but here are the options:

    return to game
        quit to menu
            graphic options
                game options
2020-06-23 15:23:57 -04:00
Misa
a402c990bf Add Graphics::map_option()
Similar to Graphics::map_tab(), this ensures that I don't have to
copy-paste printing the map options for every single game.menupage case
I want, and in this case that's a good thing because there'll be 4
game.menupage cases I'll be using.
2020-06-23 15:23:57 -04:00
Misa
b8403ffe1e Use game.inspecial() for special mode checks in maprender()
This basically adds an extra '|| game.inintermission' because it seems
like the original code forgot about that conditional. You can't save in
level replays, so there's no need to say "You will lose any unsaved
progress." in intermission replays.
2020-06-23 15:23:57 -04:00
Misa
6648246662 Fix -playx/y/rx/ry/gc/music looking at wrong argument
In my previous PR, I wrongly assumed that I could just replace the `i`
handling code of those options with an `i++;` at the beginning, and thus
I could put all blocks' `i++;` into ARG_INNER(). Well I was wrong,
because the code was written the original way for a reason, namely that
we still need `i` to point to the -playx/y/rx/ry/gc/music argv so we can
re-compare which argument led us into this code block.
2020-06-21 21:44:02 -04:00
Misa
b66d303540 De-duplicate 'ed.numcrewmates() - game.crewmates()'
Any decent compiler will optimize this so that it's still only two
function calls (or it gets inlined). However, it's still not very
readable, so I've assigned the result to a variable and used that
instead.
2020-06-21 20:50:39 -04:00
Misa
8a110ead34 De-duplicate 'ed.ListOfMetaData[game.playcustomlevel]'
Whoa, that's a long identifier! Better to replace it with something
short, like 'meta', to save on typing and improve readability.
2020-06-21 20:50:39 -04:00
Misa
b480d5e5a9 De-duplicate Flip Mode code for custom levels' CREW page
Instead of copy-pasting everything and changing a few parts, just have
something that handles that tiny part. This reduces the amount of code
size the custom level CREW page takes up by half.
2020-06-21 20:50:39 -04:00
Misa
9d20f754bc Add macro-like inline func FLIP()
This will be used to keep some text positions the same when in Flip
Mode, instead of having to copy and paste code.

This function being at the very top of the file kind of violates
locality, but it has to be done because it can't be a macro.
2020-06-21 20:50:39 -04:00
Misa
6876dbf70c De-duplicate menu tab rendering
Previously, the code to print all tab names was copied to every single
tab, resulting in 12 more superfluous print statements than needed. This
commit uses graphics.map_tab to de-duplicate all the code.
2020-06-21 20:50:39 -04:00
Misa
aa3c1c8053 Add Graphics::map_tab()
This function is useful to de-duplicate all the map page names at the
bottom, which are MAP, CREW/SHIP/GRAV, STATS, and SAVE. If selected, it
will surround the text in square brackets and automatically handle the
positioning.

Shamelessly copy-pasted from Dav999's localization branch.
2020-06-21 20:50:39 -04:00
Misa
8c9c3d3751 Add being able to press Esc to go to quit menu from teleporter menu
It's always been a bit annoying that if you're in the teleporter menu,
you can't press Escape to go to the "Do you want to quit?" menu.
2020-06-21 20:50:06 -04:00
Misa
afd16ebc73 Add puts() if FILESYSTEM_init() fails
Just to be helpful if someone has a failing FILESYSTEM_init(), but
doesn't know that's their issue and keeps wondering why VVVVVV just
exits with code 1.
2020-06-21 20:25:22 -04:00
Misa
9001a68833 De-duplicate and add safety checks to CLI args, fix brace style
The command-line argument parsing code has a lot of copy-paste. This
copy-paste would get even worse if I added safety checks to make sure
you couldn't index argv out-of-bounds by having an argument like
`-renderer` without having anything after it, i.e. you'd be doing the
command `./VVVVVV -renderer`.

Previously, only the playtest arguments (apart from the recently-added
`playassets`) had this safety check, but the message it printed whenever
the safety check failed was always "-playing option requires one
argument" regardless of whatever argument actually failed to be parsed.
So I fixed it so that all arguments actually output the correct
corresponding failed argument instead.

Also, `strcmp(argv[i], <name>) == 0` is really kind of noisy, even if
you understand what it does perfectly well.

So I refactored it with a bunch of macros. ARG() just does the strcmp()
char* comparison, and ARG_INNER() does the safety check and returns 1,
along with printing a message, if the safety check fails.
2020-06-21 20:25:22 -04:00
Misa
93b13cadac Add -playassets command-line option
This is used if you're loading a level file from STDIN. The game needs
to know the actual level assets directory you're referring to, since
when it gets the level from STDIN, it doesn't know the actual filename
of the level.

Fixes #309.
2020-06-21 20:25:22 -04:00