Whenever I compile with -O2, GCC gives me a warning that the return
value of fread() is being ignored. Which is a fair point, it means that
we're not doing proper error handling if something goes wrong. But I'm
also going to check the return value of fwrite() for good measure.
I believe that checking that this number is not equal to length is the
way to catch all errors and output an error message accordingly. I
didn't use ferror() or feof() mostly because I think it takes up too
much code. Also an error from fwrite() only says "Warning" because I
don't think there's much we can do if we don't fully write all bytes to
the intended file.
Previously:
- Linux: xdg-open
- Everything else: open
Now:
- macOS and Haiku: open
- Everything else: xdg-open
This is all according to a comment by leo60228 in PR #203.
The problem here is that we're directly using the C stdio library,
instead of using PHYSFS's stuff. So I've added a function
FILESYSTEM_delete() that does exactly that.
The environment variable SteamTenfoot corresponds with the game running
in Steam Big Picture mode or SteamOS if it is defined. There's a
certification process for both full controller support and Big Picture
mode, and being able to launch a file window in Big Picture mode is an
instant cert failure.
Have to add some includes and put these behind some ifdefs, of course.
I'm pretty sure FreeBSD and OpenBSD and Haiku are POSIX enough that the
"open" command will work on them, too.
I would've loved to make FILESYSTEM_openDirectoryEnabled a simple bool
instead of a function, but I ran into issues with putting it in the
FileSystemUtils header file, so I'll just make it a function and call it
a day.
This fixes a bug where levels in the levels list duplicate if there's an
invalid file (such as a folder) in the levels directory.
It looks like it happens because we don't free the memory if
PHYSFS_readBytes() encounters an error, even though we should. Then we
get into Undefined Behavior territory and end up reusing memory, and
here it just happens that previously, parsing the entire XML document
for each level file was enough to make the loaded file pointer point to
garbage that would fail the metadata check, but if we optimize it so we
don't parse the entire XML document, it starts reusing memory instead.
This is useful for distributions, which may not want to put data.zip in
the same directory as the binary. This can't be distribution-specific
due to the license ("Altered source/binary versions must be plainly
marked as such, and must not be misrepresented as being the original
software.").
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.
* Add a null terminator to loaded TinyXML files
The TinyXML parse() function expect a C-like string, including terminator.
When xml loading was changed, it loaded the file, but included no such thing.
Thus, we load the file, then reallocate the memory so that we can insert a
null terminator to it, before passing it to parse().
* Tweak TinyXML file loading
Instead of first loading the file content into memory, then reallocate it
to add a null pointer, add an argument to the file load function for whether
to append a null terminator or not, defaulting to false. It still returns the
length without the null pointer in case a length ptr is passed.
The TinyXml functions to load and save files don't properly support
unicode file paths on Windows, so in order to support that properly, I
saw no other option than to do the actual loading and saving via PHYSFS
(or to use the Windows API on Windows and retain doc.LoadFile and
doc.SaveFile on other OSes, but that'd be more complicated and
unnecessary, we already have PHYSFS, right?).
There are two new functions in FileSystemUtils:
bool FILESYSTEM_saveTiXmlDocument(const char *name, TiXmlDocument *doc)
bool FILESYSTEM_loadTiXmlDocument(const char *name, TiXmlDocument *doc)
Any instances of doc.SaveFile(<FULL_PATH>) have been replaced by
FILESYSTEM_saveTiXmlDocument(<VVVVVV_FOLDER_PATH>, &doc), where
<FULL_PATH> included the full path to the saves or levels directory,
and <VVVVVV_FOLDER_PATH> only includes the path relative to the VVVVVV
directory.
When loading a document, a TiXmlDocument used to be created with a full
path in its constructor and doc.LoadFile() would then be called, now a
TiXmlDocument is constructed with no path name and
FILESYSTEM_loadTiXmlDocument(<VVVVVV_FOLDER_PATH>, &doc) is called.
There's now a thin layer of UTF-16 around the WinAPI functions to get
the path to the Documents folder and to create a new directory, so that
account usernames with non-ASCII characters do not result in no VVVVVV
folder being created or used.
The next official VVVVVV build removes 32-bit Linux (like all my other games),
and I need to get rid of the shell script on macOS at some point, so this
basically brings it up to what my other games are doing. Plus, this probably
fixes a bug where someone tries to run their executable away from the root...
Follow-up to #19 which did the change for macOS.
It appears to work as expected on Linux too.
Tested on a distro where XDG_DATA_HOME is undefined by default,
and `PHYSFS_getPrefDir` also resolves to `~/.local/share/VVVVVV/`.
The first organization parameter is unused on Linux and macOS.
Instead use PHYSFS_getPrefDir which does the same than the manual
concatenation done before. The organization name argument is required
but is not used on macOS.