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2405 commits

Author SHA1 Message Date
Dav999
060fe6938d Add support for right-aligned roomtext
This is mostly so people making levels in an RTL language have a more
pleasant and logical experience. If roomtext is placed in a level set
to RTL, it will get p1=1, which makes that roomtext right-aligned.
Because, imagine for English you click to place roomtext, and the text
runs left of where you clicked, which wouldn't be logical.

Since it's an entity-bound property, switching RTL on and off either in
the editor or via a script does not affect existing entities.
2024-01-09 13:13:04 -08:00
Misa
fe21be87a2 Remap lang reload keybind from F12 to F8
This remaps the keybind to reload language files from F12 to F8.

This is because the F12 keybind conflicts with the default Steam keybind
to take a Steam screenshot.

I chose F8 because it is next to another keybind that reloads stuff, F9
(which reloads assets in the editor).

Fixes #1089.
2024-01-09 11:14:11 -08:00
Misa
b077f24a50 CWrappers.cpp: Extern "C"
While working on adding a screenshots keybind, I encountered a link
error with these functions. Wrapping them in `extern "C"` fixed it. It's
most likely due to the fact that they were `extern "C"` in the header,
but not in the `.cpp` file. They should be both `extern "C"`'d
regardless.
2024-01-09 11:11:15 -08:00
Misa
858c2cb081 Indicate modes when loading in to gameplay
If you load in to gameplay with invincibility mode, glitchrunner mode,
Flip Mode, or slowdown enabled, then there will be text displayed on
screen for a few seconds that says so.

This is to serve as a useful reminder. A common pitfall with using
invincibility is forgetting to turn it off when you don't want it
anymore. What usually happens is that players forget that they have it
on until they encounter a hazard. Now, they can realize it as soon as
they load in.

See #1091.
2024-01-08 20:01:27 -08:00
Dav999
f846ba5d59 Inverse centered text screen border for RTL
If text is set to be centered, but is so long that it starts running
offscreen on both sides, the print function instead makes the text
start no further left than the left border of the screen (x=0).
This is because text running offscreen at the end only is more readable
and looks less sloppy than running offscreen at both sides.

For RTL, the opposite applies, so it now also works oppositely for RTL
prints, where centered strings will only run offscreen on the left side
of the screen.
2024-01-08 19:17:44 -08:00
Dav999
d78338f9ef XFLIP prompts in the editor 2024-01-08 19:17:44 -08:00
Dav999
1b55c6501c Swap definitions of left and right textbox padding
Spaces on the left and right would end up on the other side in RTL,
which made the "You have rescued a crewmate!" text overlap with the
crewmate sprite, and makes the [C[C[C[C[Captain!] dialogs have spaces
on the left instead of on the right. So, best thing is to just swap
the directions so that they match.
2024-01-08 19:17:44 -08:00
Dav999
945f0edaae Ignore directional control chars in font::len()
They're invisible in font::print(), but they were still considered
characters with widths in the width function. This change made the
levels screen look better in RTL too - I was wondering why the level
options were too far left.
2024-01-08 19:17:44 -08:00
Dav999
18dfcff985 XFLIP cursor in roomname translator mode 2024-01-08 19:17:44 -08:00
Dav999
fd0aefe0ee XFLIP LOADING... screen 2024-01-08 19:17:44 -08:00
Dav999
96fa932a8a Don't pass newline characters to bidi algorithm
If you copy-paste a newline character where it's not interpreted, such
as in a level title, the print function wouldn't treat it any special.
font::print_wrap() would, but that's not used here.

However, now that bidi is involved, the newline is passed straight to
SheenBidi which interprets it as a new line (which would need a new
SBLine to be created, or maybe even a new SBParagraph if there's two).
All while we're still treating it as a single line. This means the text
would just stop being displayed after the first newline. This is now
fixed by treating all newlines as spaces.
2024-01-08 19:17:44 -08:00
Dav999
c8dbdc890e Flip Game Complete screen
Obvious "Key: value" things here, this one was easy.
2024-01-08 19:17:44 -08:00
Dav999
3d04d0acbc Mirror time trial results screen
This has a lot of reading-orientation stuff on it like "Key: value",
so easiest is to just flip the whole design of the screen rather than
trying to flip individual strings.
2024-01-08 19:17:44 -08:00
Dav999
79a0ad8493 XFLIP analog stick sensitivity slider properly
The slider itself was getting mirrored, but not the labels
(Low/Medium/High). This fixes that.
2024-01-08 19:17:44 -08:00
Dav999
5620edeb6b Fix orientation of levels list
I forgot to add the PR_RTL_XFLIP flag to these menu options, so they
were always left-aligned, no matter what.

What actually took me a bit to figure out was how to make the level
completion stars work regardless of the contents of the title - the
stars should always be to the left of the title in an LTR language, and
always to the right of the title in an RTL language. Level titles can
contain bidi characters regardless of the level's rtl flag being set,
so I just let bidi handle all the level menu options, with some control
characters to make sure everything always appears in the correct order.
2024-01-08 19:17:44 -08:00
Dav999
3f8333400f Base text box padding/centering on font width instead of codepoints
Stuff like centertext="1" and padtowidth="264" in cutscene translations
looked wrong in RTL mode, both with Arabic and English text. For Arabic
text, I could easily fix the problem by not counting the number of
codepoints (and assuming they all have the same glyph width), but by
instead taking the width of the string as reported for the font, and
dividing it by the glyph width. This leaves English text still looking
weird in RTL mode. But this shouldn't be a problem either: the Arabic
translations will probably be in Arabic (where the problem doesn't
happen), and I can get English text to show up fine by wrapping it in
U+2066 LEFT-TO-RIGHT ISOLATE and U+2069 POP DIRECTIONAL ISOLATE. So it
looks like an inherent quirk of bidi, that translators familiar with
bidi can easily grasp and fix.

This is main-game only functionality, so it shouldn't break existing
custom levels. We should just make sure textboxes in other languages
aren't broken, but from my testing, it's completely fine - in fact, it
should've improved if it was broken.
2024-01-08 19:17:44 -08:00
Dav999
25bdf0866a Make left/right key input correct for RTL menus
Instead of just up/down, you can also control menus with left/right.
Which is illogical in Arabic... No big deal, I imagined this code
to become much worse than it did. (And action sets is probably gonna
refactor the whole thing anyway)
2024-01-08 19:17:44 -08:00
Dav999
2b22f7cda2 Add PR_RTL_XFLIP to some important places
Okay, the "Font:" thing needed some local code after all, because both
the interface font as well as the level font are used there. But it's
good enough - all the other places can just use the flag.

Notably, I also used this for the menus, since the existing ones are
kinda LTR-oriented, and it's something that we don't *really* have to
do, but I think it shows we care!
2024-01-08 19:17:44 -08:00
Dav999
eac612c309 Add PR_RTL_XFLIP print flag
This lets you mirror the X axis specifically in RTL languages, so the
left border is 320 and the right border is 0, and invert the meaning of
PR_LEFT (0) and PR_RIGHT. Most of the time this is not necessary,
it's just for stuff where a label is followed by a different print,
like "Font: " followed by the font name, time trial time displays, etc
2024-01-08 19:17:44 -08:00
Dav999
3588168c4d Right-align textboxes in RTL languages
Most of this diff is just moving some existing code around, and
changing inline things to variables that could be changed more easily.
2024-01-08 19:17:44 -08:00
Dav999
27e83b6008 Add font::is_rtl(uint32_t flags)
This will return if the given flags indicate RTL properties
(such as textboxes being right-aligned).
2024-01-08 19:17:44 -08:00
Dav999
ed0c9b6b1f Add setrtl(on/off) scripting command
With the <font> tag (which doesn't indicate RTL-ness as explained),
we've had a setfont(font) scripting command. Now we have an <rtl>
tag, so we need a setrtl(on/off) command too to control that.
2024-01-08 19:17:44 -08:00
Dav999
29e2b19698 Add RTL level property and print flag
Again, the RTL property controls whether textboxes will be
right-aligned, and that kind of stuff. It can't be font-bound, since
Space Station supports Hebrew characters and we want to be able to
support, say, a Hebrew translation or Hebrew levels in the future
without having to make a dedicated (or duplicated) font for it.
Therefore it's a property of both the language pack as well as custom
levels - like custom levels already had a <font> tag, they now also
have an <rtl> tag that sets this property.

Right now, we'll have to hardcode it so the menu option for the Arabic
font sets the <rtl> property to 1, and all the other options set it to
0. But it's future-proof in that we can later decide to split the
option for Space Station into an LTR option and an RTL option (so both
"english/..." and "עברית" would select Space Station, but one sets the
RTL property to 0 and the other sets it to 1).
2024-01-08 19:17:44 -08:00
Dav999
37c4f76988 Add RTL language property
This doesn't have an effect yet, but it'll do things like
right-alignment in textboxes and other design-flipping.
2024-01-08 19:17:44 -08:00
Dav999
2003eed2a5 Hide unicode directional control characters
They shouldn't be looked up in the font and displayed under any
circumstances.
2024-01-08 19:17:44 -08:00
Dav999
45ec77973b Implement bidi_should_transform()
This now returns true if any of the characters in the text belong to
the Arabic or Hebrew alphabet, or are one of the Unicode directional
formatting characters. This is just so the bidi machinery doesn't have
to run 100% of the time for 100% of the languages. I will also make it
so the Arabic language pack, as well as custom levels, have an RTL
attribute that always enables bidi (and does things like
right-alignment in textboxes and other design-flipping)
2024-01-08 19:17:44 -08:00
Dav999
822755a75f Add Arabic ligature support
Montassar prepared a list of all the ligatures that needed to be
supported, which was a simple A+B->C table, so that one was not too
difficult either!
2024-01-08 19:17:44 -08:00
Dav999
ef712f9f0c Add support for Arabic reshaping
This code can probably be polished a bit more, but the hard part is
over!

This part was written with guidance of this code:
https://github.com/TerryCavanagh/hx_arabic_shaper
2024-01-08 19:17:44 -08:00
Dav999
e011273eb3 Add Arabic reshaping lookup table
This adds the lookup table and an accompanying hashmap that will be
used for reshaping Arabic - it's not yet used though.
2024-01-08 19:17:44 -08:00
Dav999
59ccdbea00 Implement bidi reordering at display time
I'm now using SheenBidi to reorder RTL and bidirectional text properly
at text rendering time! For Arabic this is still missing reshaping, but
everything's looking really promising now!

The code changes are really non-invasive. The changes to Font.cpp are
absolutely minimal:

     1305+    if (bidi_should_transform(text))
     1306+    {
     1307+        text = bidi_transform(text);
     1308+    }

There's now a FontBidi.cpp, which implements these two functions,
notably bidi_transform(), which takes a UTF-8 encoded string and
returns another UTF-8 encoded string that has bidi reorderings and
reshapings applied.

In that function, SheenBidi gives us information about where in the
input string runs start and end, and on a basic level, all we need to
do there is to concatenate the parts together in the order that we're
given them, and to reverse the RTL runs (recognizable by odd levels).

As this is a proof-of-concept, bidi_should_transform() still always
returns true, applying the bidi algorithm to all languages and all
strings. I'm thinking of enabling bidi only when the language/font
metadata enables RTL (which could be for the interface or for a custom
level), or outside of that, at least when RTL characters are detected
(such as Arabic or Hebrew Unicode blocks).
2024-01-08 19:17:44 -08:00
AllyTally
8af57a072a Fix another incorrect autotile 2024-01-08 13:17:59 -08:00
Misa
4922fa4599 Disable debugger logic when not active
This fixes a bug where you could still drag an entity around with the
debugger inactive if you were holding the entity while disabling the
debugger with Y. Furthermore, you couldn't even drop the entity even if
you wanted to.
2024-01-06 20:51:59 -08:00
Misa
9e2d6e921c Fix clash between Gravitron start text and timer
There is a clash between the timer text and the "Survive for 60
seconds!" text. It's minor in English but it can be worse in other
languages (e.g. Polish).

So make the timer go away when that text is onscreen.
2024-01-06 20:38:25 -08:00
Misa
44fb76ba90 Fix clash between timer and return editor text
The "[Press {button} to return to editor]" and the "TIME:" text
overlapped, which resulted in an ugly clash.

To fix this, make the return editor text take priority over the timer
text. This involves a minor refactor to first calculate whether or not
we should draw the return editor text before we check if we should draw
the timer text.
2024-01-06 15:45:40 -08:00
Dav999
f4bdea7d6d Add a system for selecting between wordy/wordy2
Some languages have different spellings of wordy numbers based on the
gender of the things they're counting (uno crewmate versus una trinket)
or what a number's role is in the sentence (e.g. twenta out of twentu).
We've always had the idea we couldn't support such complex differences
though, because the game can't be adapted to know what gender each
object will have and what word classes might exist in other languages,
so translators would in those cases just have to forgo the wordy
numbers and just let the game use "20 out of 20".

A solution we came up semi-recently though (after all translations were
finished except for Arabic), was to allow the translator to define
however many classes of wordy numbers they need, and fill them all out.
This would not need the game to be *adapted* for every language's
specific grammar and word genders/classes. Instead, the translator
would just choose their correct self-defined class at the time they use
`wordy` in the VFormat placeholder. Something like
{n|wordy|class=feminine}, or {n|wordy_feminine}.

So this would benefit several languages, but we came up with the
solution a little late for all languages to benefit from it. The Arabic
translators asked for two separate classes of wordy numbers though, so
my plan is to first just have a second list of wordy numbers
(translation2 in numbers.xml), which can be accessed by passing the
`wordy2` flag to VFormat, instead of `wordy`.

Once 2.4 is released, we can take our time to do it properly. This
would involve the ability for translators to define however many
classes they need, to name them what they want, and this name would
then be useable in VFormat placeholders. We can convert all existing
translations to have one class defined by default, such as "wordy", or
"translation" depending on implementation, but there's not so much
concern for maintaining backwards compatibility here, so we can do a
mass-switchover for all language files. That said, it wouldn't be too
hard to add a special case for "translation" being "wordy" either.
We can then ask translators if they would like to change anything with
the new system in place.

For now, we can use this system for Arabic, maybe Spanish since there
were complaints about uno/una, and *maybe* Dutch (it has a thing where
the number "one" is often capitalized differently, but it's not
mandatory per se)
2024-01-06 14:11:40 -08:00
Dav999
ce1327f37a Enable SDL_HINT_IME_SHOW_UI to make typing CJK not guesswork
For some reason, the default behavior of SDL and/or Windows(?) (I only
tested this on Windows) seems to result in the fact that if any SDL app
doesn't account for it, there is no way for Japanese and Chinese
speakers to know what they're typing in.

How IMEs are supposed to work is that you can type words as sort of
WIP versions, and then select out of a list of candidates what the
final result should be. The app may display the WIP text and tell the
IME where the text field is so that the IME's menu can be displayed
around it. But if the app doesn't say where the text field is, then the
candidate list can also be displayed at the corner of the screen, which
is done in Minecraft.

By default, however, SDL apps don't get a candidate list at all, which
means you're basically flying blind as to what you're typing in, and
you would have to basically open notepad and copy-paste everything from
there - unless I'm missing something.

This commit sets the SDL_HINT_IME_SHOW_UI hint (added in SDL 2.0.18
apparently), so that the candidate list is at least shown in the corner.
We can probably deal with positioning and uncommitted text later.
2024-01-05 15:24:27 -08:00
Misa
95c6dc58d3 Fix TAB bind conflict with translator & debugger
The TAB bind is used in both roomname translator mode and the level
debugger. To fix this, the TAB keybind will prioritize roomname
translator mode, unless the debugger text is enabled (with the Y
keybind), in which case the debugger takes priority. Additionally, the
roomname translator text will not render when the debugger text is
shown.

Fixes #1094.
2024-01-05 11:42:10 -08:00
Terry Cavanagh
7bd281ee3d updated credits to include the Eternal Dream Arabization team 2024-01-04 16:29:01 +01:00
Misa
b4579d88d3 Add SimpleMessageBox for early filesystem bail
This ensures that the game won't silently fail to start if it can't
initialize the filesystem. Instead, it will fail loudly by popping open
a message box (using SDL_ShowSimpleMessageBox).

The motivation for this comes from issue #1010 where this is likely to
occur if the user has Controlled Folder Access enabled on Windows, but I
didn't want to put in the work to specifically detect CFA (and not sure
if it's even possible if it turns out that the OS just gives a standard
"permission denied" in this case). At least any message box is better
than silently failing but printing to console when most users don't know
what a console is.

Fixes #1010.
2023-12-31 16:54:53 -08:00
Misa
e318d6f176 Fix regression: Tower BG lerps in reverse direction
This is the same as commit 70357a65bf
("Fix regression: Warp BG lerps in reverse direction"), but for the
tower background.

This bug is most visible when moving the camera in a tower using
invincibility, or holding down ACTION during the credits scroll.
2023-12-29 14:11:08 -08:00
Misa
e6b1b54214 Add a fast-forward keybind to level debugger
This lets you hold down F to fast-forward the game if you have the level
debugger interface open (with Y) and the game isn't paused.

This is most useful for quickly skipping through cutscenes to test
something.
2023-12-29 13:56:30 -08:00
Misa
b8fdbe53b9 Fix loading plain font.png Unicode indexing out of bounds
This code was introduced by Dav999 in
abf12632bb (PR #1077), but it contains a
memory error. I spotted this with Valgrind.

The problem comes from the fact that `max_codepoint` is calculated from
the width and height of the surface (which will have the same width and
height as the source `font.png` from the filesystem). Let's work through
an example using a typical 128 by 128 `font.png` and an 8 by 8 glyph.

`chars_per_line` is calculated by dividing the width of the image
(`temp_surface->w`, or 128) by `f->glyph_w` (8), yielding 16.
`max_codepoint` is calculated by first calculating the height of the
image divided by the height of the glyph - which here just happens to be
the same as `chars_per_line` (16) since we have a square `font.png` -
and then multiplying the result by `chars_per_line`. 16 times 16 is 256.

Now it is important to recognize here that this is the _amount_ of
glyphs in `font.png`. It is _not_ the last codepoint in the image. To
see why, consider the fact that codepoint 0 is contained in the image.
If we have codepoint 0, then we can't have codepoint 256, because that
would imply that we have 257 codepoints, but clearly, we don't. If we
try to read codepoint 256, then after working through the calculations
to read the glyphs, we would be trying to read from pixel columns 0
through 7 and pixel rows 128 through 135... in a 128 by 128 image...
which is clearly incorrect.

Therefore, it's incorrect to write the upper bound of the for-loop
iterating over every codepoint as `codepoint <= max_codepoint` instead
of `codepoint < max_codepoint`.
2023-12-29 11:55:09 -08:00
Misa
6f435661e7 Add inbounds pixel assertion to DrawPixel/ReadPixel
I was running the game through Valgrind and I noticed a memory error
where the game was attempting to read a pixel that was just outside the
image. Since this is an error that doesn't immediately result in a
segfault, I figured that it would be prudent to put in an assertion to
make it loud and clear that a memory error is, in fact, happening here.

Similarly, drawing to a pixel just outside the surface wouldn't result
in a crash, so I copy-pasted the check there too (with changes).
2023-12-29 11:54:19 -08:00
AllyTally
e1e5e43089 Fix another incorrect tile in autotiler 2023-12-24 12:39:22 -08:00
AllyTally
1d130acc20 Fix resizing the map not changing the current room
If you're in (5, 5) (1-indexed) and you resize the map to (4,5), the
editor stays in (5, 5). This has no real consequences, other than
possibly confusing the user, but it should probably be fixed anyway.
2023-12-24 12:36:16 -08:00
Ethan Lee
148b518745
Steam now shares device info with SDL! 2023-12-20 23:17:28 -05:00
Dav999
827417fec8 Restore gravity/warp lines sticking out a tile offscreen
I just discovered this: whereas 2.3 and older versions make gravity
and warp lines - when placed in the editor - stick out one tile
offscreen, the latest version stops the lines at the room border.

This change restores the old behavior, and it's a simple fix: the
refactored code was written to let tiles outside the room block
gravity/warp lines. Instead of all offscreen tiles blocking lines, now
there's a 1-tile padding around the room that will let them through.
2023-12-15 20:03:34 -08:00
Dav999
82aef30649 Minor indentation style fix in Render.cpp
This used 2-space indentation for one level, as well as }else{ on a
single line.
2023-12-15 20:00:05 -08:00
Dav999
bf85e10219 Try to prevent some lines in rolling credits going offscreen
The new localization-related credits are placed 5 characters from
the left border in the rolling credits (at x=40), which means the
limit was 35 8x8 characters. Which was broken by several languages.
So instead, move the string leftward a bit if it would run offscreen
otherwise.
2023-12-15 20:00:05 -08:00
Dav999
c1fea5f55a Fix current_credits_list_index not always being reset
If you go into the middle of the list of translators in the main menu
credits, then press Escape, and then go into the credits again, the
first page of the list may start at the wrong place, because while
game.translator_credits_pagenum was reset to 0,
game.current_credits_list_index wasn't. This is fixed now.
2023-12-15 20:00:05 -08:00