Commit Graph

59 Commits

Author SHA1 Message Date
Misa 146678aac4 Make PhysFS RWops work with `-DBUNDLE_DEPENDENCIES=OFF`
The RWops stuff isn't a part of any standard PhysFS package (and given
that it explicitly wraps around SDL I'm not sure how you _would_ package
it). So we need to get the physfsrwops.h include in if
BUNDLE_DEPENDENCIES is off, otherwise this results in a compile-time
include-not-found failure.

Additionally, I've placed the PhysFS RWops stuff in their own extras/
folder, so none of the other PhysFS stuff gets included in a
-DBUNDLE_DEPENDENCIES=OFF build.
2021-08-31 23:09:13 -07:00
leo60228 de0998ca34 Compile physfsrwops with VVVVVV because of SDL dependency 2021-08-31 15:30:23 -07:00
leo60228 5b6c4b6b28 Add physfsrwops 2021-08-31 15:30:23 -07:00
leo60228 7baf143a6b Add necessary Emscripten linker flags 2021-08-31 10:28:55 -07:00
leo60228 a689c3ab96 Support Emscripten's SDL2
Emscripten defaults to using SDL 2.0.10, but
`export EMCC_LOCAL_PORTS=sdl2=/path/to/SDL2` seems to work.
2021-08-31 10:28:55 -07:00
Ethan Lee fe1c8d3336 Embedded .ico 2021-08-28 11:21:49 -04:00
Misa fd4415317d Replace Gravitron RNG with seeded Xoshiro
This is to make it so RNG is deterministic when played back with the
same inputs in a libTAS movie even if screen effects or backgrounds are
disabled.

That way, Gravitron RNG is on its own system (seeded in hardreset()),
separate from the constant fRandom() calls that go to visual systems and
don't do anything of actual consequence.

The seed is based off of SDL_GetTicks(), so RTA runners don't get the
same Gravitron RNG every time. This also paves the way for a future
in-built input-based recording system, which now only has to save the
seed for a given recording in order for it to play back
deterministically.
2021-08-27 12:28:35 -07:00
Misa 243f9b92f8 Split glitchrunner mode into multiple versions
Previously, turning glitchrunner mode on essentially locked you to
emulating 2.0, and turning it off just meant normal 2.3 behavior. But
what if you wanted 2.2 behavior instead? Well, that's what I had to ask
when a TAS of mine would desync in 2.3 because of the two-frame delay
fix (glitchrunner off), but would also desync because of 2.0 warp lines
(glitchrunner on).

What I've done is made it so there are three states to glitchrunner mode
now: 2.0 (previously just the "on" state), 2.2 (previously a state you
couldn't use), and "off". Furthermore, I made it an enum, so in case
future versions of the game patch out more glitches, we can add them to
the enum (and the only other thing we have to update is a lookup table
in GlitchrunnerMode.c). Also, 2.2 glitches exist in 2.0, so you'll want
to use GlitchrunnerMode_less_than_or_equal() to check glitchrunner
version.
2021-08-05 13:35:21 -04:00
Misa b2c6c08621 Quote CMAKE_CXX_FLAGS
Otherwise this would result in multiple input arguments to the regex
instead of just one. Similar to shell scripting.
2021-04-20 14:22:53 -04:00
Misa 390720dacc Disable exceptions and RTTI in CMakeLists
These are two C++ features that we don't need, don't use, and will never
use in the future. Apparently the best way of doing this in CMake is to
fiddle with the CXX_FLAGS using regex.

Now this is one less flag I need to supply myself when I invoke CMake...
2021-04-17 00:50:04 -04:00
Misa 83f438d694 Use booleans for SUPPORTS_IMPLICIT_FALLTHROUGH
CMake has booleans, so why not use them?
2021-04-17 00:50:04 -04:00
Misa 2229c2c6c0 Remove usage of undefined variable PFSP_SRC
This variable is not defined anywhere and never has been since the
source code release (which is when this CMake file was first created).
To make things clearer, I'm cleaning this variable up.
2021-04-17 00:50:04 -04:00
Misa afae945930 Don't pollute global includes/defines namespace
A function like add_definitions() adds definitions to ALL targets, not
just VVVVVV. This kind of namespace pollution is messy, and could result
in bugs if you pollute with the right kind of pollutant.

So instead of using add_definitions(), use target_compile_definitions().
And instead of using include_directories(), use
target_include_directories().
2021-04-17 00:50:04 -04:00
Misa 78aa3ca715 Switch SDL2 includes to be private
There's no reason for these to be public, and putting it public is
probably going to cause more harm than not.
2021-04-17 00:50:04 -04:00
Misa ce4dc7e7bc Set C standard to C90 in CMake file
All the C third-party dependencies are C90, and all the C files we have
are also C90 (well, almost, but that's easily sorted). So we have
basically no reason to not go with C90 here.

The only wrinkle is, turning C extensions off for physfs-static results
in linker errors because PhysFS implicitly uses alloca() without
including it properly (on Linux). I am not the only one who has ran into
this - see https://icculus.org/pipermail/physfs/2020-April/001293.html -
and it's a bug with PhysFS. The workaround I've gone with is to enable C
extensions. (There might also be some funkiness with PhysFS's use of the
`inline` keyword, so enabling extensions will paper over that as well.)
2021-04-17 00:50:04 -04:00
Misa 4c199efbac Add CMake version guard around setting C++ standard
It seems like CMake 3.1.3 introduced the C/C++ standard properties,
while the minimum version of this CMake file is 2.8.12. So we do what
FAudio does, which is print a warning if the CMake version is too old
and otherwise use it if we have the feature.
2021-04-17 00:50:04 -04:00
Misa 575698e715 Change cache bool variables into options
They're the same thing, but using option() better conveys intent.
However this can't be done for anything that isn't a bool, which the
CUSTOM_LEVEL_SUPPORT option is not (it's a tri-state string).
2021-04-17 00:50:04 -04:00
Misa c060419a47 Remove redundant C++ standard sets from CMakeFiles
These were introduced in 098fb77611 - did
Leo not know that they were already there at the top of the file? This
does the same thing, except it only sets it for VVVVVV instead of
everything (so this wouldn't set it for the third-party dependencies).
2021-04-17 00:50:04 -04:00
Misa c41ec551f7 Lowercase function calls in CMakeLists
Lowercase names are easier to type and are more distinguishable from the
capital letters that usually go inside the function calls as arguments.
2021-04-17 00:50:04 -04:00
Misa 0dceec8c20 Add -Wpedantic to GCC/Clang in CMakeLists
This adds -Wpedantic so we get warned if our code doesn't strictly
conform to ISO C++98. It doesn't seem like MSVC has it.
2021-04-17 00:50:04 -04:00
Misa c8537beac1 Add deferred callbacks to game loop
Sometimes, there needs to be code that gets ran at the end of the game
loop, otherwise rendering issues might occur. Currently, we do this by
special-casing each deferred routine (e.g. shouldreturntoeditor), but it
would be better if we could generalize this deference instead.

Deferred callbacks can be added using the DEFER_CALLBACK macro. It takes
in one argument, which is the name of a function, and that function must
be a void function that takes in no arguments. Also, due to annoying C++
quirks, void functions taking no arguments cannot be attributes of
objects (because they have an implicit `this` parameter), so it's
recommended to create each callback separately before using the
DEFER_CALLBACK macro.
2021-03-21 02:55:42 -04:00
Misa 7a02f174ac Add option to not use bundled TinyXML-2, PhysFS, and UTF8-CPP
If you configure the build with -DBUNDLE_DEPENDENCIES=OFF, then VVVVVV
will dynamically link with TinyXML-2 and PhysicsFS instead of using the
bundled source code in third_party/ and statically linking with them.

Unfortunately, it doesn't seem like distros package LodePNG, and LodePNG
isn't intended to be packaged, so we can't dynamically link with it, nor
can we use some system LodePNG header files somewhere else because those
don't exist.

UTF8-CPP is a special case, because no matter what, it's going to be
statically linked with the binary (it doesn't come as a shared object
file in any way). So with -DBUNDLE_DEPENDENCIES=OFF, we will use the
system UTF8-CPP header files instead of the bundled ones, but it will
still be statically linked in with the binary.

The main motivation for doing this is so if VVVVVV ever gets packaged in
distros, distro maintainers would be more likely to accept it if there
was an option to compile the game without bundled dependencies. Also, it
discourages modifying the third-party dependencies we have, because it's
always possible for someone to compile those dependencies without our
changes, with this CMake option.
2021-02-17 09:05:11 -05:00
Misa 74740c5a21 Remove LODEPNG_NO_COMPILE_ZLIB
This fixes a segfault, because we would then pass compressed image data
to SDL_ConvertSurfaceFormat() in LoadImage(). I didn't test my previous
PR. Whoops.
2021-01-14 06:31:30 -05:00
Misa 9c9433d21a Disable MSVC warnings about implicit conversion
Implicit conversion warnings happen all over the codebase, but there's
no reason to warn on all of them, and adding casts everywhere is
annoying to read and patently unnecessary.

MSVC is the only compiler that has this warning (GCC even on -Wall
-Wextra doesn't warn about implicit conversions), so disable it for
MSVC.
2021-01-14 06:30:22 -05:00
Misa 2a781083e9 Disable unneeded LodePNG features
The only thing we need LodePNG for is to decode a PNG that we've already
loaded into memory. We handle the filesystem part ourselves, so we don't
need LodePNG's filesystem functions; we don't encode images, and we
don't use the zlib functions. So disable all of those.
2021-01-13 22:44:52 -05:00
Misa 769f99f590 Reduce dependency on libc functions
During 2.3 development, there's been a gradual shift to using SDL stdlib
functions instead of libc functions, but there are still some libc
functions (or the same libc function but from the STL) in the code.

Well, this patch replaces all the rest of them in one fell swoop.

SDL's stdlib can replace most of these, but its SDL_min() and SDL_max()
are inadequate - they aren't really functions, they're more like macros
with a nasty penchant for double-evaluation. So I just made my own
VVV_min() and VVV_max() functions and placed them in Maths.h instead,
then replaced all the previous usages of min(), max(), std::min(),
std::max(), SDL_min(), and SDL_max() with VVV_min() and VVV_max().

Additionally, there's no SDL_isxdigit(), so I just implemented my own
VVV_isxdigit().

SDL has SDL_malloc() and SDL_free(), but they have some refcounting
built in to them, so in order to use them with LodePNG, I have to
replace the malloc() and free() that LodePNG uses. Which isn't too hard,
I did it in a new file called ThirdPartyDeps.c, and LodePNG is now
compiled with the LODEPNG_NO_COMPILE_ALLOCATORS definition.

Lastly, I also refactored the awful strcpy() and strcat() usages in
PLATFORM_migrateSaveData() to use SDL_snprintf() instead. I know save
migration is getting axed in 2.4, but it still bothers me to have
something like that in the codebase otherwise.

Without further ado, here is the full list of functions that the
codebase now uses:

- SDL_strlcpy() instead of strcpy()
- SDL_strlcat() instead of strcat()
- SDL_snprintf() instead of sprintf(), strcpy(), or strcat() (see above)
- VVV_min() instead of min(), std::min(), or SDL_min()
- VVV_max() instead of max(), std::max(), or SDL_max()
- VVV_isxdigit() instead of isxdigit()
- SDL_strcmp() instead of strcmp()
- SDL_strcasecmp() instead of strcasecmp() or Win32 strcmpi()
- SDL_strstr() instead of strstr()
- SDL_strlen() instead of strlen()
- SDL_sscanf() instead of sscanf()
- SDL_getenv() instead of getenv()
- SDL_malloc() instead of malloc() (replacing in LodePNG as well)
- SDL_free() instead of free() (replacing in LodePNG as well)
2021-01-12 14:02:31 -05:00
Misa 054c24a7c2 Add official, M&P, no custom levels, and no editor builds to CI
CI builds were added to this repository on the first day it was
released, and haven't really been touched since then. And since then,
2.3 has added NO_CUSTOM_LEVELS, NO_EDITOR, and OFFICIAL_BUILD builds to
the CMake file.

On top of the MAKEANDPLAY define already existing, this means CI
coverage is a bit sparse - covering compile failures for changes made to
most of the codebase, except for Steam and GOG, and not covering compile
failures if certain parts of the code get stripped out. And people do
forget to check for those configurations as well.

These mess of configurations is kind of a wake-up call to refactor and
generalize the code a bit, because we would probably be able to get rid
of at least two of these (Make & Play, and no-custom-levels) by making
it so custom levels behave indistinguishably from the main game. But,
that's something to do in 2.4. At the very least, we should cover these
in CI right now.

On a small note, I had to add a MAKEANDPLAY configure option to the
CMake file to be able to easily configure a Make & Play build from the
CI runner. This option shouldn't really be used otherwise, so I added a
note to it telling people to consider modifying MakeAndPlay.h instead.
2020-12-27 11:18:54 -05:00
Misa e6238849cb Update commit hash every time it changes, not just when CMake is re-ran
The commit hash is now properly updated every time it gets changed, and
not just when CMake gets re-ran.

For this to work, we need to use a few CMake tricks. We add a custom
target with ADD_CUSTOM_TARGET(), which is apparently always considered
out-of-date (but I had to add a BYPRODUCTS line to get it to actually
work), and we use the target to run a .cmake file every time we build.
Also, VVVVVV needs to depend on this custom target, to ensure that the
game gets built AFTER the version gets generated - otherwise there'll be
an error. So we do an ADD_DEPENDENCIES() after the ADD_EXECUTABLE() for
VVVVVV.

This file, version.cmake, is just the Version.h.out generation that I
added previously, but the important thing about all of this is that if
the contents of Version.h.out doesn't change, and thus if the commit
hash hasn't changed, then CMake will never recompile and relink anything
at all. (At least with the Ninja generator.)

On a small note, since the Version.h.out generation is now a separate
script that is guaranteed to get ran on every single build, while the
Git FIND_PACKAGE() gets ran only at configure time, it is possible for
the cached path of the Git executable to get out of date. Fixing this
requires a simple re-configure (ideally), but in case it wasn't fixed,
the INTERIM_COMMIT and COMMIT_DATE variables would get set to empty
strings instead of containing a value. To prevent this from happening,
I've removed ERROR_QUIET from the EXECUTE_PROCESS() calls in
version.cmake, because it's better to explicitly error if the Git
executable wasn't found than implicitly carry on like nothing happened.
2020-12-26 00:15:47 -05:00
Misa 02a45f9cbc Don't recompile all files when the commit hash is changed
The previous implementation of showing the commit hash on the title
screen used a preprocessor definition added at CMake time to pass the
hash and date. This was passed for every file compiled, so if the date
or hash changed, then every file would be recompiled. This is especially
annoying if you're working on the game and switching branches all the
time - the game has at least 50 source files to recompile!

To fix this, we'll switch to using a generated file, named
Version.h.out, that only gets included by the necessary files (which
there is only one of - Render.cpp). It will be autogenerated by CMake
(by using CONFIGURE_FILE(), which takes a templated file and does a
find-and-replace on it, not unlike C macros), and since there's only one
file that includes it, only one file will need to be recompiled when it
changes.

And also to prevent Version.h.out being a required file, it will only be
included if necessary (i.e. OFFICIAL_BUILD is off). Since the C
preprocessor can't ignore non-existing include files and will always
error on them, I wrapped the #include in an #ifdef VERSION_H_EXISTS, and
CMake will add the VERSION_H_OUT_EXISTS define when generating
Version.h.out. The wrapper is named Version.h, so any file
that #includes the commit hash and date should #include Version.h
instead of Version.h.out.

As an added bonus, I've also made it so CMake will print "This is
interim commit [HASH] (committed [DATE])" at configure time if the game
is going to be compiled with an interim commit hash.

Now, there is also the issue that the commit hash change will only be
noticed in the first place if CMake needs to be re-ran for anything, but
that's a less severe issue than requiring recompilation of 50(!) or so
files.
2020-12-25 20:17:01 -05:00
Misa d910c5118d Move all fixed-timestep render updates to new file RenderFixed.cpp
As part of fixing #464, I'll need to move these pieces of code around
easily. In #220 I just kind of shoved them awkwardly in whatever
fixed function would be last called in the gamestate loop, which I
shouldn't have done as I've now had to make formal fixed-render
functions anyway. Because these fixed functions need to be called
directly before a render function, and I'm fixing the order to put
render functions in their proper place, so I need to be able to move
these around easily, and making them function calls instead of inlined
makes them easier to manipulate.
2020-12-18 12:01:02 -05:00
Misa 3f76f5164b Replace release mode conditional with OFFICIAL_BUILD
There are probably going to be situations where we'll want to compile in
release mode, but still want the hash and don't want Steam/GOG enabled.
So Ethan can use OFFICIAL_BUILD when tagging major versions of the game.
2020-11-20 21:18:29 -05:00
Misa ebe074e308 Add commit hash and date to title screen
The commit hash and date are now shown above the version number in the
bottom-right of the title screen. They both automatically go away when
compiled in release mode.

https://cdn.discordapp.com/attachments/717089363896434719/779525976689213480/vvvvvv_with_interim_commit_and_date.png

This is useful to easily figure out which commit someone is on whenever
they report an issue, without having to ask them to do `git show` or
whatever.
2020-11-20 21:18:29 -05:00
leo60228 c646360961 Include SDL2 as system header 2020-11-17 12:17:04 -05:00
Misa cb2f72fd8e Add XMLUtils.cpp and XMLUtils.h
These XML functions will be useful for de-duplicating copy-pasted XML
handling code, while also making it so elements will get updated in
place instead of being thrown out and starting from scratch every time a
file is saved.
2020-11-03 13:30:53 -05:00
Misa 3f4df82583 Remove TinyXML-1
This removes the TinyXML source files, removes it from CMakeLists.txt,
removes all the includes, and removes the functions
FILESYSTEM_saveTiXmlDocument() and FILESYSTEM_loadTiXmlDocument() (use
FILESYSTEM_saveTiXml2Document() and FILESYSTEM_loadTiXml2Document()
instead).

Additionally I've cleaned up the tinyxml2.h include in FileSystemUtils.h
so that it doesn't actually include tinyxml2.h unnecessarily, meaning a
change to TinyXML2 shouldn't rebuild all files that include
FileSystemUtils.h.
2020-06-12 15:08:29 -04:00
Misa b67ac8a43b Add TinyXML2
This adds the TinyXML2 files, as well as updates them in CMakeLists.txt
so it will be compiled in, too. Temporarily, the old TinyXML is kept for
now.
2020-06-12 15:08:29 -04:00
leo60228 9b91047bba Find SDL_mixer.h instead of assuming it's in the same location as SDL.h 2020-06-07 22:40:03 -04:00
leo60228 098fb77611 Set C++ standard to C++98 2020-06-07 22:40:03 -04:00
Misa d22d08af87 Add C++98/C++03 standards declaration to CMakeFiles.txt
This enforces the C++03 standard for people making pull requests who may
not realize their fancy features are too new and shouldn't be used
(cough, cough, @leo60228).

I did some internet searching and this is what I got from this page:
https://crascit.com/2015/03/28/enabling-cxx11-in-cmake/
2020-06-07 22:39:44 -04:00
Misa 2ef6a056aa Allow for conditional building of Steam and GOG APIs
I think it's a bit silly to always include the Steam and GOG APIs
whenever we build VVVVVV, since the only time they'll ever be used is in
a live build and not a dev build.

So now Steam and GOG are disabled by default. If you want them, you'll
need to add -DSTEAM=ON or -DGOG=ON respectively at CMake time. They're
also both automatically enabled for release builds.
2020-06-01 14:21:06 -04:00
Ethan Lee ac7ee0e959 Check for GCC7 for implicit-fallthrough support 2020-04-23 15:32:34 -04:00
Misa ae6c4223e2 Don't add -Werror=implicit-fallthrough for MSVC
MSVC doesn't have a neat equivalent, but most development happens on
Linux anyway with Clang/GCC, so it's fine to leave this error out for
MSVC.
2020-04-17 15:41:48 -04:00
Misa 57f027e478 Add -Werror=implicit-fallthrough to CMakeLists.txt
This turns the implicit-fallthrough warning into a full compile-time
error.

Implicit fallthrough is when you forget a break statement in a
case-switch, thus letting one case fall through into the next case and
causing debugging headaches.

This is different from the good type of fallthrough that you use to have
one case with multiple different names, like so:

    case 0:
    case 1:
    case 2:

In that case, it's obvious that you want to have fallthrough there.
2020-04-17 15:41:48 -04:00
Misa 37a3670dde Rename titlerender.cpp to Render.cpp
This also renames titlerender.h to Render.h, and updates all references
to titlerender.cpp accordingly.
2020-04-04 02:05:41 -04:00
Matt Penny 1b00d12600 Add option to allow custom levels when the editor is disabled 2020-02-09 23:31:44 -05:00
Matt Penny 7d35c5ce4e Add option to compile without the level editor 2020-02-09 23:31:44 -05:00
leo60228 6a17625727
Add support for Unicode rendering (#47)
This uses utfcpp combined with a custom font, in the form of a PNG and text file. By default, the game acts exactly as it did before; custom fonts can be provided by third parties.
2020-01-31 13:25:37 -05:00
Ethan Lee 6a0ee21082 Untested Haiku port? 2020-01-13 23:31:14 -05:00
Ethan Lee 9758290cf3 Add support for multiple Network backends, stub in GOGNetwork 2020-01-13 11:15:22 -05:00
Ethan Lee 894675c512 Create third_party folder, note it in the license text 2020-01-12 12:54:34 -05:00