It'll start working in the next commit... See the description there.
(This commit does not add the new strings to the language files, since
Terry now added them separately in his own branch)
I recently changed my GitHub username from Dav999-v to Daaaav, and
today I moved the Ved repo from GitGud.io to GitHub. This commit
updates the references to both my username and the Ved repository.
The intention of the recent refactor was to make it so that the
temporary surfaces would be allocated only once, when the mode is
enabled, and be freed upon exit.
To do this, Graphics.cpp owns the pointers, and passes them to
ApplyFilter to modify. Except ApplyFilter doesn't actually modify the
pointers, because it's only a single pointer, not a pointer-to-pointer.
So every frame of rendering it would actually be creating a new surface
and leaking memory.
To fix this, they need to be pointer-to-pointer variables that get
modified.
I also added error logs in case the surface creation failed.
Right now, Windows assumes all our console output is code page ????.
That means our UTF-8 output appears mangled. (I ran into this while
testing IME text input by outputting strings to the console)
For a moment I was scared we'd need to do UTF-16 conversions and call
Windows-specific print functions like WriteConsoleW() in our vlog
functions, but fortunately SetConsoleOutputCP(CP_UTF8) works just fine.
Since VVVVVV 2.3, time trial best times are stored not just with the
number of seconds, but also the number of frames. However, there was
no room to display it with the old design of the time trials screen.
Now there is, so it can easily be displayed now with a small change!
Unset frames are stored as -1, which fits perfectly into the frames
argument of help.format_time(), because in that case the amount of
centiseconds is not shown.
It should be noted that opening VVVVVV 2.2 will instantly wipe your
frames records, as described by #1030. But many people will likely
never open 2.2 anymore.
Some people might be confused by the reference to M&P in the
instructions referring to downloading data.zip (#1026).
data.zip is the same between M&P and full versions of the game and is
orthogonal to which version of the game is built. Building M&P just
requires uncommenting `#define MAKEANDPLAY` in `MakeAndPlay.h`.
So clarify that you can grab data.zip from your existing copy of the
game, or from the Make and Play _page_ (not necessarily the Make and
Play edition of the game), and add instructions for building the M&P
version.
Closes#1027.
This serves as a file to help others in building the C++ Android version
for themselves.
These instructions are what I figured out to get it to work for me, and
should be kept up to date.
This is somewhat convenient for development, as it means that Android
Studio will only do a native build for the architecture of the device
being used for testing.
This is ignored for AABs, so it won't affect release builds (at least
for Google Play).
I took a very critical look at all the menus, to make sure they're all
clear and easy to read. I mainly simplified some explanations and
solved some small issues.
Well, 100% up-to-date with current upstream at least, there's some more
strings to be added soon, including "{area}, {time}" from #1018, a new
menu option related to translatable graphics files, and definitely some
credits stuff.
These were causing false alarms in translations for one reason or
another (either to force translations to not wordwrap for style
reasons, or to stay on the safe side if an adjacent string was also
long), so they can be raised now.
In 8484b36198, I fixed the title screen
showing up if you go to the language screen from in-game, while not
having any language files. There was also one other possible way to get
this to happen that I missed though: if you do have language files, and
you have not set your language yet, and you start a playtest via the
command line (e.g. by using Ved), and you then change the language
from the in-game options. That is now fixed.
I really thought I was going to need to block changing the language
in-game altogether, but activity zone prompts are now fixed and the
only obvious problem I can think of right now is having a dialogue
open, so I just disable the language option if a textbox is displayed.
(like how the map menu only has the save option if a script is running)
The translations for the prompts used to be looked up at creation time
(when the room is loaded or the activity zone is otherwise spawned),
which meant they would persist through changing the language while
in-game. This would look especially weird when the languages you switch
between use different fonts, as the prompt would show up in the old
language in the new language's font.
This problem is now fixed by letting the activity zone block keep
around the English prompt instead of the translated prompt, and letting
the prompt be translated at display time. This fixes a big part of the
reason I was going to disable changing the language while in-game; I
might only need to do it while textboxes are active now! :)
If someone makes a build of the game without copying the correct
folders, their version will have no translations, and display some text
wrong (like credits or button glyphs, or any custom levels that rely on
characters in the fonts being there). So I added a message in the
bottom left corner of the title screen to warn for that.
If you've never set a language before (<lang_set> is not 1), then the
language screen will show up before the title screen. Selecting the
language will then make the title screen show up.
If no language files are present, the old logic for handling this was
to simply show the language screen at startup anyway, and let it
display the error message that language files are missing, as a warning
that the game is not packaged correctly. However, this logic has two
flaws:
- If the user has ever had language files and set a language before
(in a VVVVVV on that computer), the warning element is gone because
the language screen is not shown in that case - the game is simply in
English
- If the user has never set a language before, and then goes to the
language screen later via the menu, they will be sent to the title
screen, even if they were in-game. The main menu will also be broken.
The new way is to not show the language screen at startup if language
files are missing, and to change the logic so that you will only be
sent to the title screen if you actually haven't seen the title screen
yet.
I will also add a proper warning that fonts or language files are
missing by adding a message in the bottom left corner (in place of the
MMMMMM installed message).
strings.xml in Polish didn't yet contain the Steam Deck strings, and a
few limits changes.
Also, "Font: " was translated as "Czcionka:", missing the space. This
is fixed now.
We had two separate cases for translators for this string (a
"TO UNLOCK:" one and a secret lab trophy one) but I forgot to use
the latter in the code, so both places in the game were using the
former. This is now fixed.