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 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
As already described in cc61194bed, as
well as Ved's commits from the last almost two weeks, starting VVVVVV
from Ved for playtesting could be made a lot faster by "preloading" the
game - letting it do all its asset loading in the background without
creating a window - and then waiting until the level is passed in via
stdin. There's only one problem left with this approach: VVVVVV
currently expects the starting position to be passed via command line
arguments, which isn't known yet at the time we'd like to start VVVVVV.
Therefore, this commit allows passing the starting position via the
level XML, instead of via arguments.
The extra XML looks like this, and is added next to the <Data> tag:
<Playtest>
<playx>214</playx>
<playy>112</playy>
<playrx>100</playrx>
<playry>100</playry>
<playgc>0</playgc>
<playmusic>4</playmusic>
</Playtest>
This is handled similarly to how the equivalent arguments are handled:
when the level metadata is loaded for CLI playtesting, we also try to
find this tag, and if it exists, it sets the same variables that the
arguments would have otherwise set.
There's really no need to put the y-multiplication in a lookup table.
The compiler will optimize the multiplication better than putting it in
a lookup table will.
To improve readability and to hardcode things less, the new
SCREEN_WIDTH_TILES and SCREEN_HEIGHT_TILES constant names are used, as
well as adding a new TILE_IDX macro to calculate the index of a tile in
a concatenated-rows (row-major in formal parlance) array. Also, tile
numbers are stored in a temporary variable to improve readability as
well (no more copy-pasting `contents[i + vmult[j]]` over and over
again).
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.
CustomLevels.h now uses 4-space indents - like all other space-indented
files - instead of 2-space indents. This has bugged me for a while and I
decided to just fix it now.
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.
As far as I can tell, this function has never been implemented, and only
existed in this header file. FILESYSTEM_getLevelDirFileNames() already
exists (well, used to exist; it's been changed and renamed to
FILESYSTEM_enumerateLevelDirFileNames()), so I'm removing this now.
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.
2021-09-01 15:30:02 -07:00
Renamed from desktop_version/src/editor.h (Browse further)