Commit Graph

603 Commits

Author SHA1 Message Date
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 c397c898fc Convert Game::loadcustomlevelstats() to TinyXML2 2020-06-12 15:08:29 -04:00
Misa 683dc1f97d Convert Game::savecustomlevelstats() to TinyXML2 2020-06-12 15:08:29 -04:00
Misa 142241fd74 Convert Game::Game() to TinyXML2 2020-06-12 15:08:29 -04:00
Misa 45e864315e Convert Game::loadsummary() to TinyXML2 2020-06-12 15:08:29 -04:00
Misa 89a8623a46 Convert editorclass::save() to TinyXML2
I tested this one, too. But it seems to be fine as well.
2020-06-12 15:08:29 -04:00
Misa cfacc7a2dc Convert editorclass::load() to TinyXML2
Ok, it's a bit of a more complicated structure, but it seems to load
fine. I decided to test this one.
2020-06-12 15:08:29 -04:00
Misa 2f2f04c76b Convert custom quicksave loading attempt to TinyXML2
Seems a bit wasteful to do the whole "parse the XML document thing"
instead of a simple file check. It doesn't even fail if the XML document
is invalid, but whatever.
2020-06-12 15:08:29 -04:00
Misa 677dd424ec Convert Game::customsavequick() to TinyXML2
At this point I stopped actually doing a quick test, and just went off
of "if it compiles, it works".
2020-06-12 15:08:29 -04:00
Misa c03fdc6c01 Convert Game::customloadquick() to TinyXML2
Ok, who's even reading these commit messages at this point?
2020-06-12 15:08:29 -04:00
Misa c62bfad19d Convert Game::savequick() to TinyXML2
Same steps as converting all other XML-saving functions.
2020-06-12 15:08:29 -04:00
Misa 3419f9fa15 Convert Game::loadquick() to TinyXML2
Same changes as all other XML-loading functions.
2020-06-12 15:08:29 -04:00
Misa 6706197741 Convert Game::savetele() to TinyXML2
I just had to find-and-replace all `new TiXmlDocument` to
`doc.NewDocument` and `new TiXmlText` to `doc.NewText`, along some other
stuff.
2020-06-12 15:08:29 -04:00
Misa 9348bf5b24 Convert Game::loadtele() to TinyXML2
Again, the only thing that needs to be changed is just the code at the
top of the function.
2020-06-12 15:08:29 -04:00
Misa 6274707777 Convert Game::savestats() to TinyXML2
Ok, so it was a bit of a struggle at first figuring out the new API, but
honestly it wasn't so bad in the end.

I made a copy of my old unlock.vvv before testing this, and checking
with `diff` the only difference is the new `encoding="UTF-8"` in the XML
declaration, which isn't a bad thing.
2020-06-12 15:08:29 -04:00
Misa f2709731e2 Convert Game::loadstats() to TinyXML2
Surprisingly, I only had to change some names and stuff around at the
top of the function. The rest of the function could be left untouched
and it worked fine.
2020-06-12 15:08:29 -04:00
Misa b17e96df7d Add FILESYSTEM_loadTiXml2Document()
Same as FILESYSTEM_saveTiXml2Document(), except for loading. Read this
as "load TinyXML2 Document", not "load TinyXML to Document".
2020-06-12 15:08:29 -04:00
Misa 45ad048756 Add FILESYSTEM_saveTiXml2Document()
This will eventually replace FILESYSTEM_saveTiXmlDocument(). Read it as
"save TinyXML2 Document", not "save TinyXML to Document".
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
Misa 628eb7b7bf Fix mixed indentation in editor.h
Some of the file was indented with two spaces and the rest indented with
tabs. It feels like two different people worked on the file, one more
than the other. Since most of it uses two spaces, I'll just replace the
tabs with two spaces.
2020-06-11 22:13:52 -04:00
Misa e7b39757a4 Remove a trailing whitespace from Graphics.h
Don't know why this was here, or how.
2020-06-11 22:13:52 -04:00
Misa 55b2a3aac2 Indent Graphics::reloadresources() with tabs
This is to respect the fact that the top half of the file is indented
with spaces, while the bottom half is indented with tabs.
Graphics::reloadresources() is on the bottom half.
2020-06-11 22:13:52 -04:00
Misa 2967e308ae Remove include guards from Scripts.cpp and TerminalScripts.cpp
These files are never included, so why do they have include guards?
2020-06-11 22:13:52 -04:00
Misa eb5fb3dff5 Refactor customstring calculation in scriptclass::load()
The previous way manually concatenated the first 7 characters of the
string together (and had an std::min() calculation). The new way instead
does std::string::substr(), which is much more snappy.
2020-06-11 22:13:52 -04:00
Misa 7150c9ef2d Unindent scriptclass::loadcustom() from previous commit
The actual unindent is done in a separate commit to minimize noise,
because diffs are terrible at clearly conveying unindents (it should put
all the minus lines together and all the plus lines together, too).
2020-06-11 22:13:52 -04:00
Misa 6e0119d753 Invert contents check in scriptclass::loadcustom()
The entirety of the rest of scriptclass::loadcustom() is encased in a
block that first checks if the script with the name even exists. Instead
of indenting the rest of the function, just invert the check and reduce
indentation level.
2020-06-11 22:13:52 -04:00
Misa 8edf2f0ac6 Refactor custom scripts to not be stored in one giant vector of lines
This commit refactors custom level scripts to no longer be stored in one
giant vector containing not only every single script name, but every
single script's contents as well. More specifically,
scriptclass::customscript has been converted to an std::vector<Script>
scriptclass::customscripts (note the extra S), and a Script is just a
struct with an std::string name and std::vector<std::string> contents.

This is an improvement in both performance and maintainability. The game
no longer has to look through script contents in case they're actually
script names, and then manually extract the script contents from there.
Instead, all it has to do is look for script names only. And the
contents are provided for free. This results in a performance gain.

Also, the old system resulted in lots of boilerplate everywhere anytime
scripts had to be handled or parsed. Now, the boilerplate is only done
when saving or loading a custom level. This makes code quality much,
much better.

To be sure I didn't actually change anything, I tested by first saving
Dimension Open in current 2.3 (because current 2.3 gets rid of the
awful edentity whitespace), and then resaved it on this patch. There is
absolutely no difference between the current-2.3-resave and
this-patch-resave.
2020-06-11 22:13:52 -04:00
leo60228 dd5c50c94c Fix some leaks 2020-06-07 22:40:03 -04:00
leo60228 887c1fbf96 Don't leak flipbfont 2020-06-07 22:40:03 -04:00
leo60228 abbf6bafb9 Don't leak sounds/music 2020-06-07 22:40:03 -04:00
leo60228 f3b26904ec Don't leak binaryBlob 2020-06-07 22:40:03 -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 8f06915c60 Unstub ~GraphicsResources 2020-06-07 22:40:03 -04:00
leo60228 d193caac98 Revert "Add destructor for SoundTrack/MusicTrack (and explicitly define move constructor to prevent double-free)"
This reverts commit 2f760af439.
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
leo60228 e71f47f1c9 Clear soundTracks and musicTracks on musicclass::init 2020-06-07 00:04:42 -04:00
leo60228 2f760af439 Add destructor for SoundTrack/MusicTrack (and explicitly define move constructor to prevent double-free) 2020-06-07 00:04:42 -04:00
Misa c561cd9740 Fix custom assets being unmounted in scriptclass::hardreset()
This resulted in two bugs:
 1. Custom assets would not be unmounted when quitting to the menu.
 2. Custom assets would be unmounted when playtesting a level.

The solution is to unmount assets in Game::quittomenu() instead.
2020-06-03 21:44:56 -04:00
Fussmatte b7a2cc1c22 Removed another stray line 2020-06-03 15:35:39 -04:00
Fussmatte e67d6d49c3 Fixed a few vector initialisation errors 2020-06-03 15:35:39 -04:00
Fussmatte aaa25c7b47 Fixed some custom asset bugs, added .zip level loading
Main game would retain custom level assets, now fixed. Also, custom fonts load properly. Finally, levels can be stored as a zip and placed in the levels folder, with the .vvvvvv file at the root of the zip and custom asset folders (graphics, sounds etc) also at the root.
2020-06-03 15:35:39 -04:00
Dav999-v 3bb4eefaff Fix editor unexpectedly quitting after failed save-and-quit
Also simplified away the success variable.
2020-06-02 09:46:42 -04:00
Dav999-v ae45391ec0 Add editor saving/loading error messages
Previously, the editor would always say it saved or loaded a level,
even if it was not successful. For example, because a file to load does
not exist, a file to save has illegal characters in its name or the
name is too long to be stored. Now failure is reported. Also, when
quitting the editor and saving before quitting is unsuccessful, the
editor will abort quitting.
2020-06-02 09:46:42 -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
Fussmatte 58df371c3e Changed my name from Stelpjo to my current name, Fußmatte
I also left a note for the in-game credits list to change the "ss" to an eszett when the Unicode font is implemented.
2020-05-31 20:38:06 -04:00
Ethan Lee 43f1204407 Whitespace consistency for FileSystemUtils 2020-05-31 19:43:24 -04:00
Ethan Lee 21b6c22195 Minor visual cleanup of reloadresources 2020-05-31 19:43:24 -04:00
Ethan Lee f422d02dcd Minor visual cleanup of endsWith 2020-05-31 19:43:21 -04:00
Matt Aaldenberg b217fec3aa
Per-level custom asset loading functionality (#262) 2020-05-31 19:31:02 -04:00