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!
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
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.
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).
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)
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).
I'm going to give it a shot to use this for bidi text support, it looks
like it's a pretty lightweight, compatible and low-dependency library
which is definitely a plus. We'll still need to do reshaping ourselves,
but that's the easy part compared to bidi.
This makes it so that the main CI workflow will only trigger if a change
is made to a code file in desktop_version/ (as the CI is only for
desktop_version/), or if the CI file itself is changed.
The CI workflow for Android will only trigger if Android-specific code
_could have_ changed. This includes all code that is definitely
Android-specific (e.g. Java files), but also C/C++ files that have
__ANDROID__ ifdefs.
Unfortunately, it's not possible to reuse the same list of paths across
two different event trigger types[1]. So we have to copy-paste here.
[1]: https://github.com/orgs/community/discussions/37645
I had added 1px spaces in some Japanese strings with buttons in them,
to avoid the button glyphs touching the rest of the text. However, the
Japanese translator later ended up putting full spaces in, not noticing
the hair spaces. So now the space was 1 pixel wider than it should've
been, and it's better to remove them.
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.
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.
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.
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)
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.
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.
- Added a logo
- Cleaned up the description, answering the number one question I get asked about the source code
- Added link to the discord to direct potential contributors to
- Updated credits
- fixed some links in the credits (Magnus' site is currently down, but this is temporary)
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.
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.
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.
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`.
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).