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Author SHA1 Message Date
Dav999-v
4f2fe163bc Fix rebinding "menu" (esc) bindings to different actions
Ever since 2.3, if you bind a controller button to the "menu" action
(i.e. back/escape) you won't be able to change that button to any other
action, because pressing it anywhere in the binding menu will exit to
the previous menu, without applying the binding.

I know action sets will overhaul everything, but 2.4 may (probably
"should") come out before we have action sets. This part is very
broken, and the fix is very easy: just move the bind-assigning code to
above the menu-return-on-esc code, and add a return.
2023-04-15 10:58:57 -07:00
Dav999-v
c3e251fea9 Show correct button glyph for interact if Enter/E are not split
I thought 2.2 already had separate map and interact gamepad bindings,
and they simply got neglected and broken with 2.3's split Enter/E key
option. But actually, the new split Enter/E option also applied to
gamepad buttons, and a separate interact binding was added, without
really indicating anything if Enter and E are not split. And I guess
using the same button for map and interact by default also makes sense
for simplicity...

This commit makes sure the button glyph displayed in-game is at least
the correct button. The gamepad bindings menu is also slightly modified
to darken the interact option - the button glyphs code now
automatically causes them to show equal buttons anyway, so it wasn't
too big of a change to also darken the line and disable the binding
option. To me this says: "the interact key is fixed to be the same as
enter right now, but there is a way to change it."

It's still not ideal of course, and I know a similar change to the
gamepad menu to hide the interact option was rejected a year ago
because action sets would already fix it, but it's a year later now,
and showing misleading button glyphs should be fixed in 2.4, whether it
will already have action sets or not (And at this point I think the
plan already is to keep the existing input system for 2.4)

And it's a 3 line diff to darken and disable the option, compared to
fully hiding the option.
2023-03-26 17:56:10 -07:00
Misa
88d49547d4 Evaluate flipping eligibility per-entity
This fixes a regression where the behavior of duplicate player entities
is different, causing a gameplay section in Vespera Scientifica to be
impossible, as described in #903.

In the level, you are allowed to flip in mid-air. Vespera accomplishes
this by having two duplicate player entities stuck in a platform. One of
them is responsible for letting the player flip in one direction, and
one of them is responsible for letting them flip in the other.

In 2.3, this works because in order for a player entity to flip,
`game.jumppressed` is checked, and the entity will flip if
`game.jumppressed` is greater than 0, then `game.jumppressed` will be
set to 0. In this way, whenever a player entity flips, it will set
`game.jumppressed` to 0, so whenever the next player entity is
evaluated, `game.jumppressed` is 0 and thus _that_ entity will not flip.

This is because the for-loop surrounds both the `game.jumppressed` check
and flipping the entity. In 2.4 after #609 and subsequent patches,
however, this is not the case. Here, the for-loop only surrounds
flipping the entity. Therefore, the `game.jumppressed` check is
evaluated only once. So, it will end up flipping every player entity if
the entities are eligible. In this case, one of them is eligible twice,
resulting in the game flipping gravitycontrol four times, which is
essentially the same as not flipping at all (except for all the sound
effects).

Hence, the fix here is to make it so the for-loop surrounds the
`game.jumppressed` check.

Now, this doesn't mean that the intent of #609 - that duplicate player
entities have the same initial velocity applied to them when flipping -
has to be removed. We can just put the for-loops back in. But I
carefully implemented them in such a way that the overall function is
not quadratic, i.e. O(n²). Instead, there's a pass done over the
`obj.entities` vector beforehand to store all indexes of a player entity
in a temporary vector, and then that vector is used to update all the
player entities. In this manner, the function is still linear - O(n) -
over the number of entities in the room.

I tested this to make sure that no previous regressions popped up again,
including #839, #855, and #887. And #484 is still resolved.

Fixes #903.
2023-03-18 21:30:23 -07:00
Misa
fbc9b3ddd7 Use SDL_Point instead of rolling our own point struct
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`.
2023-01-28 23:32:14 -08:00
AllyTally
19b2a317f1 Move from surfaces to the SDL render system
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
2023-01-28 14:36:28 -08:00
Misa
e5d32c653b Rename tempBuffer to menuoffbuffer
In general, "temp" is a bad name because it could mean anything. In this
case the buffer isn't really temporary and it's only used for drawing
the menu with a certain offset, so I made it use a better name. But also
because I'm going to be adding temporary buffers so I don't want the
names to be confused.
2023-01-02 11:19:08 -08:00
Misa
351a022ebd Use SDL_Color for colors instead of colourTransform
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.
2023-01-01 16:36:43 -08:00
Dav999-v
3937a12a85 Add cutscene test menu
This allows translators to test all text boxes in the scripts. It
doesn't run the scripts themselves - it only shows the basic appearance
of each text box individually, so context may be lost but it's good to
have a way to see any text boxes that might otherwise not be easily
seen because they require specific circumstances to appear.
2022-12-31 20:04:56 -08:00
Dav999-v
80b9bcf0dd Add level exploring menu for translators
I would, of course, recommend translators to translate the roomnames
while playing the full game (optionally in invincibility) so they can
immediately get all the context and maybe the most inspiration. And if
you want to go back into a specific level, then there's always the time
trials and intermission replays which will give you full coverage of
all the room names.

However, the time trials weren't really made for room name translation.
They have some annoying features like the instant restart when you
press ENTER at the wrong time, they remove context clues like
teleporters and companions, but the worst problem is that the last room
in a level is often completely untranslatable inside the time trials
because you immediately get sent to the results screen...

So, I added a new menu in the translator options, "explore game", which
gives you access to all the time trials and the two intermissions, from
the same menu. All these time trials (which they're still based off of,
under the hood) are stripped of the annoying features that come with
time trials. These are the changes I made to time trial behavior in
translator exploring mode:

- No 3-2-1-Go! countdown
- No on-screen time/death/shiny/par
- ENTER doesn't restart, and the map menu works. The entire map is also
  revealed.
- Prize for the Reckless is in its normal form
- The teleporters in Entanglement Generator, Wheeler's Wormhole and
  Level Complete are restored as context for room names (actually, we
  should probably restore them in time trials anyway? Their "press to
  teleport" prompt is already blocked out in time trials and they do
  nothing other than being a checkpoint. I guess the reason they were
  removed was to stop people from opening the teleporter menu when that
  was not specifically blocked out in time trials yet.)
- The companions are there at the end of levels, and behave like in no
  death mode (become happy and follow you to the teleporter). Also for
  context.
- At the end of each level, you're not suddenly sent to the menu, but
  you can use the teleporter at your leisure just like in the
  intermission replays. In the Final Level, you do get sent to the menu
  automatically, but after a longer delay.

I made another mark on VVVVVV: don't be startled, I added gamestates.
I wanted all teleporters at the end of levels to behave like the ones
at the end of the intermission replays, and all handling for
teleporting with specific companions is already done in gamestates, so
rather than adding conditional blocks across 5 or so different
gamestates, it made more sense to make a single gamestate for
"teleporting in translator exploring mode" (3090). I also added an
alternative to having to use gamestate 3500 or 82 for the end of the
final level: 3091-3092.

One other thing I want to add to the "explore game" menu: a per-level
count of how many room names are left to translate. That shouldn't be
too difficult, and I'm planning that for the next commit.
2022-12-31 20:04:56 -08:00
Dav999-v
df76145314 Make some hardcoded room names (and some special ones) translatable
This involves loc::gettext_roomname and loc::gettext_roomname_special.

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
2022-12-31 20:04:56 -08:00
Dav999-v
ec611ffa9d Add localization "foundation" (many code changes)
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
2022-12-31 20:04:56 -08:00
Misa
69e9a32e1b Refactor scriptclass::startgamemode
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.
2022-12-29 14:01:36 -08:00
AllyTally
f659eca818 remove two-argument setstate 2022-12-07 17:40:15 -08:00
AllyTally
86604c5748 Also lock statedelay 2022-12-07 17:40:15 -08:00
AllyTally
4b66920865 state locking 2022-12-07 17:40:15 -08:00
AllyTally
ef6a2886e9 Fix #892 2022-11-25 13:10:16 -08:00
Misa
67d350de05 Only process tapleft/tapright if has_control
This fixes a regression where the game ignored the amount of frames you
held down a direction if you released the direction during death.

Previously, the game only checked the amount of frames you held down a
direction if you were able to control the player. If you weren't able to
control the player (e.g. during the death animation), then the number of
frames it counted didn't change. This also meant that if you were
holding a direction before you died, but released it during death, the
game wouldn't zero out the number of frames you held it.

This behavior was useful because it meant you could keep the
deceleration momentum that you normally get by holding a direction for 5
frames just by holding a direction for less than 5 frames after dying,
if you had the rest of the hold frames before you died. This behavior is
what's used in https://tasvideos.org/7575S at around frame 7200.

Unfortunately, #609 made it so that the direction hold processing
happened even if the player didn't have control, meaning that it would
zero the hold frames during the death animation in the TAS, thus
desyncing it when it performed the maneuver it relied on the extra
momentum for after Viridian respawns.

The solution here is to just add the check back in again.

Fixes #887.
2022-08-05 07:38:35 -07:00
Misa
98cb415675 Enumify all fade modes
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.
2022-04-25 00:57:47 -07:00
Misa
ef03c2a54a Remove clamp in favor of SDL_clamp
For the same reasons as I removed VVV_min/max in favor of SDL_min/max in
aa7b63fa5f, I'm doing the same thing here.
2022-02-11 17:31:41 -05:00
Misa
470a4358ef Remove VSync toggle ifdefs
These ifdefs can go away now that our minimum SDL version is 2.0.20.
2022-02-11 17:31:41 -05:00
Misa
f5166c437e Add forced fullscreen mode
This is mainly to make sure the game is definitely set to fullscreen in
Big Picture and on the Steam Deck, and to also remove windowed options
that wouldn't make sense if you're not on a desktop (toggling
fullscreen, resize to nearest). Those options would also be removed on
console and mobile too.

There's a bit of an annoying bug where if you launch the game in forced
fullscreen mode, but then exit and relaunch in normal mode, your game
will have fullscreen window sizes but it won't be fullscreen. This is
because forced fullscreen mode tries to preserve your non-forced
fullscreen setting, but due to the way window sizes are stored and
queried, it can't preserve the non-forced window size. This is a bit
difficult to work around, so I'm just putting in a FIXME here because we
can fix it later and I'd rather have a slightly buggy forced fullscreen
mode than not have one at all.

Closes #849.
2021-12-25 23:01:45 -08:00
Misa
d0ffafe117 Extern gameScreen, remove screenbuffer
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.
2021-12-25 00:29:28 -08:00
Misa
f7b4ac8322 Rename stretch mode to scaling mode internally
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.
2021-12-22 19:54:59 -08:00
Misa
f7454baffa Hide level path by default
You will now need to go through another confirm menu in order to print
your level path. The confirm menu warns you may leak sensitive
information if you are streaming.

Screenshots:
https://i.imgur.com/0Dc9jsZ.png
https://i.imgur.com/UhDgXqj.png
https://i.imgur.com/Z0ftQnH.png

Fixes #853.
2021-12-22 00:58:27 -08:00
Misa
8ba1325d0f Fix regression with wall stuck flipping behavior exactly reversed
The reason why the wall stuck flipping behavior happened in the first
place was because the code went like this:

    if (jumppressed)
    {
        if (onground && gravitycontrol == 0)
        {
            gravitycontrol = 1;
        }
        if (onroof && gravitycontrol == 1)
        {
            gravitycontrol = 0;
        }
    }

Basically, if you were both on ground and on a roof (i.e. stuck in a
wall), you would flip, but then due to code order and the fact that the
statement is not connected to the previous one, you would immediately
unflip afterwards. But if you were already flipped then the only path
that can be taken is to unflip you, since it's the statement that
appears last.

52fceb3f69 replaces the onground/onroof
conditionals with any_onground/any_onroof, so any player entity would
allow you to flip. But otherwise the code is the same. So is that the
problem?

No; tracing it through with GDB reveals that when you flip,
gravitycontrol is being set to 1, but never being set to 0. And it turns
out that's because any_onroof is not getting set. And that happens
because of another thing that 52fceb3f69
did - which was to set any_onground/any_onroof to true if indeed any
player entity was on ground or on a roof.

Unfortunately, the way Leo did it was to make the two statements
mutually exclusive - an 'if'-'else if' instead of two separate
statements. So a single entity could not mark both any_onground and
any_onroof as true (and the majority of the time, you will be a single
entity).

Thus, the solution is to just drop that 'else'.

Fixes #855.
2021-12-22 00:25:19 -08:00
Misa
7f9247b0c7 Add asserts if ingame_titlemode in unexpected places
The game will now assert if the main menu is created while
ingame_titlemode is true, or if we attempt to load into a mode while
it's true. And if assertions are disabled then it just stops doing it
anyway.

I don't think there's any way to get a glitched ingame_titlemode again,
ever since I removed save data deletion taking you back to the main
menu. But I've had enough bugs with the fact that we more-or-less use
the same state for main menu options and in-game options, and that
glitched ingame_titlemode bug DID just happen, so I'm taking
precautions.
2021-12-17 23:36:13 -08:00
Misa
5ebc65d1a2 Pull out fade mode handling into separate function
The next commit will add logic that more-or-less quits the whole block
if ingame_titlemode, and instead of adding another layer of indentation
I will just pull this into its own function so we can use a return
statement.
2021-12-17 23:35:08 -08:00
Misa
2770353142 Don't go back to main menu when deleting main game save data
Going back to the main menu allowed for glitchiness to occur if you
deleted your save data while in in-game options. This meant you could
then load back in to the game, and then quit to the menu, then open the
options and then jump back in-game, exploring the state of the game
after hardreset() had been called on it. Which is: pretty glitchy.

For example, this meant having your room coordinates be 0,0 (which is
different from 100,100, which is the actual 0,0, thanks for the
100-indexing Terry), which caused some of the room transitions to be
disabled because room transitions were disabled if the
game.door_up/down/left/right variables were -2 or less, and they were
computed based on room coordinates, which meant some of them went
negative if you were 0,0 and not 100,100. At least this was the case
until I removed those variables for, at best, doing nothing, and at
worst, being actively harmful.

Anyways, so deleting your save data now just takes you back to the
previous menu, much like deleting custom level data does. I don't know
why deleting save data put you back on the main menu in the first place.
It's not like the options menu needed to be reloaded or anything. I
checked and this was the behavior in 2.0 as well, so it was probably
added for a dumb reason.

I considered prohibiting data deletion if you were ingame_titlemode, but
as of the moment it seems to be okay (if albeit weird, e.g. returning to
menu while in Secret Lab doesn't place your cursor on the "play"
button), and I can always add such a prohibition later if it was really
causing problems. Can't think of anything bad off of the top of my head,
though.

Btw thanks to Elomavi for discovering that you could do this glitch.
2021-12-17 23:34:25 -08:00
Misa
75e031cef0 Don't toggle VSync twice
The vsync variable is already toggled in toggleVSync(). Whoops.
2021-10-29 12:24:10 -07:00
Misa
6ba7058a0e Fix VSync renderer workaround
SDL just got an API to toggle VSync without having to tear down the
renderer ( libsdl-org/SDL#4157 ). We can remove the workaround and use
that instead. For now, we are putting it behind an ifdef until SDL
2.0.18 officially releases in November.

Fixes #831.
2021-09-14 20:23:22 -07:00
Misa
ffe53746bc Rename textbox to textboxes and textbox line to lines
It's really dumb that these array names aren't plural when they should
be, because they contain more than one thing.
2021-09-12 21:06:27 -07:00
Misa
c64fd89325 Untabify every single file
YOLO.

This is a repeat of #642. As before, I just did

    rg -l '\t' | xargs -n 1 sed -i -e 's/\t/    /g'

inside the desktop_version/ folder.
2021-09-06 18:56:39 -07:00
leo60228
d64608ecaa Correct onground/onroof check 2021-09-02 16:09:06 -07:00
leo60228
72ade2ce49 Only execute flip logic when has_control 2021-09-02 16:09:06 -07:00
leo60228
58098dc748 Only apply flip momentum to player entities on ground/roof 2021-09-02 16:09:06 -07:00
Misa
5b10164659 Prevent user-initiated map menu changes during menu animations
This makes it so it's not even possible to stay on the TELEPORTERMODE
screen by opening the map while it's being brought down. It also makes
it so the map animation is able to be canceled when being brought up
just by opening the map and closing it.

Fixes #833.
2021-09-02 12:21:46 -07:00
Misa
a23014350f Move all editor-specific attributes to a new editorclass
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.
2021-09-01 15:30:02 -07:00
Misa
3e380e23fb Rename editor.h to CustomLevels.h
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
Misa
96539f891c Replace all print calls with vlog calls
This is pretty straight-forward to do.
2021-09-01 14:34:55 -07:00
leo60228
14c24069fd Fix indentation consistency 2021-08-31 15:37:52 -07:00
leo60228
52fceb3f69 Allow any player entity to be on the ground/roof to flip
This re-adds the midair flip glitch.
2021-08-31 15:37:52 -07:00
leo60228
1e8b5a6ba7 Actually move checks out of loop
How did this ever work?
2021-08-31 15:37:52 -07:00
leo60228
cd4ce05cb3 Split out tap_left and tap_right from player input loop
The game will freeze the player immediately if they release a
directional button within 3 frames of pressing it. Similar to flipping,
this involves global state, and will only apply to the first player
entity.
2021-08-31 15:37:52 -07:00
leo60228
1eb8570329 Split flip logic from player input logic
Closes #484

Flipping only applies momentum to the player entity currently being
processed. This normally wouldn't be a problem. However, flipping
involves global state, and only one flip can occur per frame. This means
that additional player entities don't get this boost of momentum, which
feels somewhat unnatural during gameplay.

This commit fixes this by splitting flip logic out of the loop over
player entities, and applying the flip momentum to all player entities.
2021-08-31 15:37:52 -07:00
Misa
a13d26d866 Add option to delete all custom level save data
To match the option to nuke all main game save data, there is also now
an option to nuke all custom level save data separately (which is just
all custom level quicksaves, along with stars for level completion). It
has its own confirmation menu too. It does not delete any levels from
the levels folder.
2021-08-18 16:02:11 -07:00
Misa
3a2265ef0d Add being able to delete a custom level quicksave
Custom level quicksaves are NOT affected by the clear data menu, so the
player should be able to delete quicksaves this way. The quicksave
confirmation menu now has an extra option to delete the save (and that
option also has its own confirmation menu before deleting).
2021-08-18 16:02:11 -07:00
Misa
28e4a155d4 Don't show next/previous page options if only one page
It's possible to get one page of levels by removing all the built-ins,
either by removing them directly from data.zip or by putting files with
the same filenames as them in your level folder that don't contain
nothing.

And hey, there's already a check for if no levels exist at all, so why
not check for this too?
2021-08-12 00:15:21 -04:00
Misa
7699f5aaf1 Display improper zip structure message to non-console users
If a zip file is improperly structured, a message will be displayed when
the player loads the level list.

This will only display the last-displayed improper zip, because there
only needs to be one displayed at a time. Also because doing anything
more would most likely require heap allocation, and I don't want to do
that.
2021-08-10 16:33:52 -04:00
Misa
8dc5d69ef3 Do not close game if custom level has assets issues
It's quite rude to close the game entirely if there is trouble with
assets. Instead, just unload the assets and gracefully return to the
title screen.
2021-08-10 16:33:52 -04:00
Misa
3095871683 Add unfocus audio pause option
Some people prefer the 2.2 behavior where unfocusing pauses the game,
but the music still plays. One such person is Trinket9 on the VVVVVV
Discord server, who wanted it that way.

The reason audio pausing was added in the first place was to prevent
desyncing music in levels with cutscenes that synced to music. Rather
than reverting it, let's add this option instead.
2021-08-10 15:26:44 -04:00