- If the level font is higher than 10 pixels, the third description
line (Desc3) is disabled and unavailable. CJK languages require less
characters to convey the same message (140 characters caused people
to cram tweets in all languages except CJK) and this gives us enough
room in the levels list without having to cram the metadata even more
than it already was or showing less levels per page.
- The "Untitled Level" and "by Unknown" now selectively show up in the
interface font instead of the level font.
The last two deprecated functions are:
- Graphics::Print
- Graphics::PrintWrap
These are used a lot, but they're relatively easy to replace, since the
only flag I probably have to immediately worry about is PR_CEN. I do
often need to add PR_FONT_* flags but I don't need to add any
PR_2X/PR_3X/PR_4X anymore.
Only three deprecated functions remain:
- Graphics::Print
- Graphics::PrintWrap
- Graphics::bigprint
I also fixed multiline transparent textboxes having their outlines
overlap the text itself, and fixed textboxclass::padtowidth assuming
glyph widths of 8 (it made the hints at the start of intermission 1
run offscreen for example)
I especially focused on graphics.len and the print calls around them,
because graphics.len calls appear a bit less often, might be overlooked
when migrating print calls (thus possibly using different fonts by
accident) and are often used for some kind of right-alignment or
centering which can be changed into PR_RIGHT or PR_CEN with a different
X anyway.
Notably, I also added a new function to generate these kinds of
sliders: ....[]............
Different languages means that the slider for analogue stick
sensitivity needs to be longer to fit possibly long words for
Low/Medium/High, and then different font sizes means that the longer
slider won't fit onscreen in a language that needs a 12-wide font. So
slider_get() can take a "target width", which dynamically changes the
number of characters depending on the width of them in the interface
font.
I kinda forgot that I could force the 8x8 font instead of adapting the
characters in the slider to the font, and other ideas (like using
different characters or a more graphical progress bar) have been
brought up on Discord, so this might all change again sooner or later.
Some textboxes need to be in the level font (like room names, cutscene
dialogue, etc - even in the main game), and some need to be in the
interface font (like when you collect a shiny trinket or crewmate). So
most of these textboxes now have graphics.textboxprintflags(font_flag)
as appropriate.
RoomnameTranslator.cpp is now also migrated to the new print system -
in room name translator mode, the room name is now displayed in the 8x8
font if it's untranslated and the level font if it is.
Level text such as room names, text box content, and the contents of
the script editor need to be displayed in the level-specific font, and
tweaked to look right. This involves displaying less lines in the
script editor, making text boxes bigger, displaying some text higher
and some text lower. This is still unfinished, but it's the real start
of a migration to font::print functions!
The following functions were moved directly:
- next_wrap
- next_wrap_s
- string_wordwrap
- string_wordwrap_balanced
- string_unwordwrap
These ones will probably still need get a flags argument, except for
string_unwordwrap (since they need to know what font we're talking
about.
The implementation of graphics.len has also been moved to Font.cpp,
but graphics.len still exists for now and is deprecated.
The `point` struct was a relic of ActionScript and was added because of
the Flash 'point' object. However, it seems like Simon Roth didn't
realize that SDL has its own point struct.
With this, `Maths.h` can be un-included from a couple headers, which
exposes the fact that `preloader.cpp` was relying on `Maths.h` being
transitively included from `Graphics.h`.
Ever since VVVVVV was initially ported to C++ in 2.0, it has used surfaces from SDL. The downside is, that's all software rendering. This commit moves most things off of surfaces, and all into GPU, by using textures and SDL_Renderer.
Pixel-perfect collision has been kept by keeping a copy of sprites as surfaces. There's plans for pixel-perfect collision to use masks instead of reading pixel data directly, but that's out of scope for this commit.
- `graphics.reloadresources()` is now called later in `main`, because textures cannot be created without a renderer.
- This commit also removes a bunch of surface functions which are no longer needed.
- This also recaches target textures in certain places for d3d9.
- graphics.images was converted to a fixed-size array.
- fillbox and fillboxabs use SDL_RenderDrawRect instead of drawing an outline using four filled rectangles
- Update my name in the credits
`ct` was used to be a variable that a color was temporarily stored in
before being passed to a draw function. But this is unnecessary and you
might as well just have a temporary of the color directly. I guess this
was the practice used because temporaries were apparently really bad in
Flash.
setcolreal() was added in 2.3 to do basically the same thing (set it
directly from entities' realcol attributes). But it's no longer needed.
Correspondingly, Graphics::setcol has been renamed to Graphics::getcol
and now returns an SDL_Color, and Graphics::huetilesetcol has been
renamed to Graphics::huetilegetcol for the same reason.
Some functions (notably Graphics::drawimagecol and
Graphics::drawhuetile) were relying on the `ct` to be implicitly set and
weren't ever having it passed in directly. They have been corrected
accordingly.
colourTransform is a struct with only one member, a Uint32. The issue
with `Uint32`s is that it requires a bunch of bit shifting logic to edit
the colors. The issue with bit shifting logic is that people have a
tendency to hardcode the shift amounts instead of using the shift amount
variables of the SDL_PixelFormat, which makes it annoying to change the
color masks of surfaces.
This commit fixes both issues by unhardcoding the bit shift amounts in
DrawPixel and ReadPixel, and by axing the `Uint32`s in favor of using
SDL_Color.
According to the SDL_PixelFormat documentation (
https://wiki.libsdl.org/SDL2/SDL_PixelFormat ), the logic to read and
draw to pixels from colors below 32-bit was just wrong. Specifically,
for 8-bit, there's a color palette used instead of some intrinsic color
information stored in the pixel itself. But we shouldn't need that logic
anyways because we don't use colors below 32-bit. So I axed that too.
This makes it so temporary variables have their scopes reduced (if
possible). I also didn't hesitate to fix style issues, such as their
names ("temp" is such a bad name), making them const if possible, and
any code it touched too.
It previously duplicated the for-loop twice, once for tiles.png and
tiles2.png, which just made me sad. Now it doesn't do that.
Also it previously had an alternate tileset == 10 condition for
tiles.png, which didn't seem to do anything because there's no such
thing as tileset 10, and anyways it's useless in-game because when
playing in the actual game it won't draw tiles.png, so I removed it. I
don't know why it was there in the first place.
Since I removed the temp variable from the outer scope, the other usage
of it has to be updated.
The strings "Vitellary"/"Vermilion"/"Verdigris"/"Victoria" now have two
cases to support changing them for the intermission replay menu options
(like "with Vitellary").
Also, the string "< and > keys change tool" is now "{button1} and
{button2} keys change tool", so it can be changed dynamically without
having to retranslate the string.
The affected functions are:
- editormenuactionpress
- editorinput
- editorclass::switch_tileset
- editorclass::switch_tilecol
- editorclass::switch_enemy
- editorclass::switch_warpdir
This mainly adds loc::gettext calls.
This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
This commit adds most of the code changes necessary for making the game
translatable, but does not yet "unhardcode" nearly all of the strings
(except in a few cases where it was hard to separate added
loc::gettexts from foundational code changes, or all the localization-
related menus which were also added by this commit.)
This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
This overhauls scriptclass::gamemode massively.
The first change is that it now uses an enum, and enforces using that
enum via using its type instead of an int. This is because whenever
you're reading any calls to startgamemode, you have no idea what magic
number actually corresponds to what unless you read startgamemode
itself. And when you do read it, not every case is commented adequately,
so you'd have to do more work to figure out what each case is. With the
enum, it's obvious and self-evident, and that also removes the need for
all the comments in the function too. Some math is still done on mode
variables (to simplify time trial code), but it's okay, we can just cast
between int and the enum as needed.
The second is that common code is now de-duplicated. There was a lot of
code that every case does, such as calling hardreset, setting Flip Mode,
resetting the player, calling gotoroom and so on.
Now some code may be duplicated between cases, so I've tried to group up
similar cases where possible (most notable example is grouping up the
main game and No Death Mode cases together). But some code still might
be duplicated in the end. Which is okay - I could've tried to
de-duplicate it further but that just results in logic relevant to a
specific case that's located far from the actual case itself. It's much
better to leave things like setting fademode or loading scripts in the
case itself.
This also fixes a bug since 2.3 where playing No Death Mode (and never
opening and closing the options menu) and beating it would also give you
the Flip Mode trophy, since turning on the flag to invalidate Flip Mode
in startgamemode only happened for the main game cases and in previous
versions the game relied upon this flag being set when using a
teleporter for some reason (which I removed in 2.3). Now instead of
specifying it per case, I just do a !map.custommode check instead so it
covers every single case at once.
This commit adds a new string formatting system to replace uses of
`SDL_snprintf` and string concatenation.
Making our own string formatting system has been briefly discussed
during the review of the localization branch, and on the VVVVVV
Discord. It's inspired by Python's format strings, but simpler.
This is primarily to benefit localization - strings will be easier to
understand (`Now using %s Tileset` → `Now using {area} Tileset`,
`"%s remain"` → `"{n_crewmates|wordy} remain"`), translators can change
the word order for their language's grammar (`%1$s` is a POSIX
extension), and this system is also less error-prone (making the format
string not align with the actual arguments won't result in a crash or
UB).
It also integrates our needs better - particularly the "wordy" numbers
without having to have a `help.number_words(n).c_str()` at the
callsite, translators can opt in and out of wordy numbers per string,
and this should also make it easier to solve #859.
This commit adds the formatting system itself, and changes one
`SDL_snprintf` in the code to use it as a small demo (the rest should
probably be done in the localization branch to avoid more unneeded
work).
The system is described in full detail in VFormat.h and in the pull
request description.
This removes the magic numbers previously used for controlling the fade
mode, which are really not readable at all unless you already know what
they mean.
0: FADE_NONE
1: FADE_FULLY_BLACK
2: FADE_START_FADEOUT
3: FADE_FADING_OUT
4: FADE_START_FADEIN
5: FADE_FADING_IN
There is also the macro FADEMODE_IS_FADING, which indicates when the
intention is to only check if the game is fading right now, which wasn't
clearly conveyed previously.
I also took the opportunity to clean up the style of any lines I
touched. This included rewriting if-else chains into case-switches,
turning one-liner if-then statements into proper blocks, fixing up
comments, and even commenting the `fademode == FADE_NONE` on the tower
spike checks (which, it was previously undocumented why that check was
there, but I think I know why it's there).
As for type safety, we already get some by transforming the variable
types into the enum. Assignment is prohibited without a cast. But,
apparently, comparison is perfectly legal and won't even give so much as
a warning. To work around this and make absolutely sure I made all
existing comparisons now use the enum, I temporarily changed it to be an
`enum class`, which is a C++11 feature that makes it so all comparisons
are illegal. Unfortunately, it scopes them in a namespace with the same
name as a class, so I had to temporarily define macros to make sure my
existing code worked. I also had to temporarily up the standard in
CMakeLists.txt to get it to compile. But after all that was done, I
found the rest of the places where a comparison to an integer was used,
and fixed them.
This enum is to just make each mode be readable, instead of mysterious
0/1/2 values. It's not a strictly-typed enum because we still have to
serialize it as ints in the XML, but it's better than just leaving them
as ints.
This also adds a NUM_SCALING_MODES enum, so we don't have to hardcode
that 3 when cycling scaling modes anymore.
I know earlier I removed the gameScreen extern in favor of using
screenbuffer, but that was only to be consistent. After further
consideration, I have found that it's actually really stupid.
There's no reason to be accessing it through screenbuffer, and it's
probably an artifact of 2.0-2.2 passing stack-allocated otherwise-global
classes everywhere through function arguments. Also, it leads to stupid
bugs where screenbuffer could potentially be NULL, which has already
resulted in various annoying crashes in the past. Although those could
be fixed by simply initializing screenbuffer at the very top of main(),
but, why not just scrap the whole thing anyway?
So that's what I'm doing.
As a nice side effect, I've removed the transitive include of Screen.h
from Graphics.h. This could've been done already since it only includes
it for the pointer anyway, but it's still good to do it now.
It's been long overdue that this variable be named properly. 2.2 added
integer scaling mode (thanks Ethan), 2.3 renamed it to scaling mode. Now
2.4 will properly call it what it is so people won't be confused by it.
The ScreenSettings struct member is renamed from stretch to scalingMode
along with the Screen class member being renamed, as well as the
toggleStretchMode function being renamed to toggleScalingMode as well.
Unfortunately, due to compatibility, we can't change the <stretch> XML
tag.
VVV_min/max are functions that only operate on ints, and SDL_min/max are
macros that operate on any type but double-evaluate everything.
I know I more-or-less said earlier that SDL_min/max were dumb but I've
changed my mind and think it's better to use them, taking care to make
sure you don't double-evaluate, rather than trying to generate your own
litany of functions with either your own hand-rolled generation macros,
C++ templates, C11 generics, or GCC extensions (that last one you'd
technically use in a macro but it doesn't really matter), all of which
have more downsides than just not double-evaluating.
And the upside of not double-evaluating is that you're disencouraged
from having really complicated single-line min/max expressions and
encouraged to precompute the values beforehand anyway so the final
min/max is more readable. And furthermore you'll notice when you
yourself end up doing double-evaluations anyway. I removed a couple
instances of Graphics::len() being double-evaluated in this commit (as
well as cleaned up some other min/max-using code). Although the only
downside to those double-evaluations was unnecessary computation,
rather than checking the wrong result or having multiple side effects,
thankfully, it's still good to minimize double-evaluations where
possible.
This macro is to make it so it won't be error-prone to write the
semi-confusing `(a % b + b) % b` statement, and you can just use an easy
macro instead.
Currently, the only places a positive modulo is needed is when switching
tilesets, enemies, and warp directions in the editor, as well as when
getting a tile in the tower, since towers just repeat themselves
vertically. Towers used this weird while-loop to sort of emulate a
modulo, which isn't half-bad, but is unnecessary, and I don't think any
compiler would recognize it as a modulo. (And if it's not optimized to a
proper modulo... what happens if the number being moduloed is really,
really big?)
Believe it or not, there are still some remnants of the ActionScript
coding standards in the codebase! And one of them sometimes pops up
whenever an integer division happens.
As it so happens, it seems like division in ActionScript automatically
produces a decimal number. So to prevent that, the game sometimes
subtracts off the remainder of the number to be divided before
performing the division on it.
Thus, we get statements that look like
(a - (a % b)) / b
And probably more parentheses surrounding it too, since it would be
copy-pasted into yet another larger expression, because of course it
would.
`(a % b)` here is subtracting the remainder of `a` divided by `b`, using
the modulo operator, before it gets divided by `b`. Thus, the number
will always be divisible by `b`, so dividing it will mathematically not
produce a decimal number.
Needless to say, this is unnecessary, and very unreadable. In fact, when
I saw these for the first time, I thought they were overcomplicated
_modulos_, _not_ integer division! In C and C++, dividing an integer by
an integer will always result in an integer, so there's no need to do
all this runaround just to divide two integers.
To find all of these, I used the command
rg --pcre2 '(.+?).+?-.+?(?=\1).+?%.+?([\d]+?).+?\/.+?(?=\2)'
which basically matches expressions of the form 'a - a % b / b', where
'a' and 'b' are identical and there could be any characters in the
spaces.
These were bfont_rect, bg_rect, foot_rect, and images_rect.
bg_rect was only used once to draw the ghost buffer in the editor, but
that was only because Ally didn't know you could just pass NULL in, cuz
the ghost buffer is the same size as the backbuffer.
getBGR, when used in FillRect, was actually passing colors in RGB order.
But now the masks are fixed, so remove it, and fix up all existing
getBGR colors to use getRGB instead.
Due to the mask inconsistencies, getRGB calls that were passed to
FillRect ended up actually being passed in BGR order. But now that the
masks are fixed, all these BGR colors look wrong. So, fix up all of them
(...that's a _lot_ of copy-pasted code...) to be passed in RGB order.
If it's at all possible to use `const std::string&` when passing
`std::string`s around, then we use it. This is to limit the amount of
memory usage as a result of the frequent use of `std::string`s, so the
game no longer unnecessarily copies strings when it doesn't need to.
This object basically had no reason to exist... it was just more verbose
to use, which really reminded me of Java. Anyway, this is the last thing
named after the editor for no reason when it should be a part of the
customlevelclass, so I moved its attributes to customlevelclass.
This fixes the fact that the name of the singular type is plural, but
the name of the plural array is singular. Which has always annoyed me,
too. Also this makes it more clear that custom entities don't have much
to do with the editor.
That's what it is - it's an entity in a custom level. Not something to
do with the editor, necessarily. Like before, the name of the XML
element will remain the same.
That's what edlevelclass is... so that's what it should be named. (Also
removes that "ed", too, making this less coupled to the in-game editor.)
Unfortunately, for compatibility reasons, the name of the XML element
will still remain the same.
This is a pretty hefty commit! But essentially, I made a new editorclass
object, and moved all functions and variables that only get used in the
in-game level editor to that class. This cleanly demarcates which things
are in the editor and which things are just general custom level stuff.
Then I fixed up all the callers. I also fixed up some NO_CUSTOM_LEVELS
and NO_EDITOR ifdefs, too, in several places.
This accompanies the editor.cpp -> CustomLevels.cpp change; I'll be
splitting out the editor functions in the next commit. The name of the
include guard has been changed as well, but not anything else.
This moves editorrenderfixed(), editorrender(), editorinput(),
editorlogic(), and their associated functions to a new file named
Editor.cpp - which is exactly what it says on the tin; it stores all the
functions related to the actual in-game editor loop. Also, the existing
editor.cpp has been renamed to CustomLevels.cpp.