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169 commits

Author SHA1 Message Date
Misa
10030a4340 Save screenshots with proper filenames
Filenames are timestamped now, down to the second. If you take multiple
screenshots in the same second, then the last one will overwrite the
others. This seems to be how other screenshot programs operate so I
don't think it matters if you can't take more than one per second.

Additionally, 1x screenshots (320x240) will go in the 1x/ subdirectory,
and 2x screenshots (640x480) will go in the 2x/ subdirectory.
2024-01-09 15:48:41 -08:00
Misa
f05827f268 Add support for internal screenshots
"But people already have screenshot tools", you might protest. The
rationale is simple: If you play with any video setting other than 1x
windowed (no stretching and no letterbox), then your screenshot will be
too big if you want the internal resolution of 320x240, and downscaling
will be an inconvenience.

The point is to make screenshots based off of internal resolution so
they are always pixel perfect and ideally never have to be altered once
taken.

I've added the keybind of F6 to do this.

Right now it saves to a temporary test location with the same filename;
future commits will save to properly-timestamped filenames.
2024-01-09 15:48:41 -08:00
leo60228
d6a43fad90 Fix compiler warnings on Android 2023-10-25 14:44:34 -07:00
leo60228
945823ca30 Build and mount repo.zip with fonts/ and lang/ 2023-10-25 14:44:34 -07:00
leo60228
4229372c2e Android port 2023-10-25 14:44:34 -07:00
Dav999
fd84922a92 Add warning messages for missing fonts/lang folders
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.
2023-09-20 16:20:24 -07:00
Misa
9387186083 Use setLevelDirError for level not found & parse errors
This exports the previously-internal setLevelDirError function in
FileSystemUtils and uses it for if a level is not found or there was a
parsing error. Previously, if a level failed to load in these ways, it
would take you to the error screen with no error, while printing it to
the console. But this makes it more user-friendly.

As a bonus, the text is localizable, just like the existing usage of
FILESYSTEM_setLevelDirError for if a path couldn't be mounted.
2023-05-17 10:09:59 -07:00
Misa
0f45e0c52e Print binary blob check fails and remove EOF check
This prints all binary blob check fails. It's an error if the game
rejects the header and will refuse to load it at all, and a warning if
the game continues on.

This also removes the EOF check (`offset + header->size > size`) as a
fatal error. It will only print a warning now. If the last header goes
past the end of file, it will be handled gracefully by PhysFS, which is
the same case in VVVVVV 2.2. This actually fixes a regression from 2.3
where certain custom level tracks that were working perfectly fine in
2.2 (e.g. Summer Spooktacular's track 15) refused to play since 2.3.
2023-05-15 18:04:37 -07:00
Misa
8036471e76 Handle cases where less bytes are read than expected
This checks the return value of PHYSFS_readBytes() in all cases, and
uses a wrapper to not duplicate common logic. If the read fails, then it
will vlog an error, else if the amount of bytes read was less than
expected, it will vlog a warning.

Additionally, the space allocated for a file in
FILESYSTEM_loadFileToMemory is SDL_calloc()ed instead of SDL_malloc()ed
so if there are less bytes than expected, the memory will at least be
zeroed. This also means we don't have to do the null termination,
because the last byte will already be zeroed.

The return value of PHYSFS_readBytes() when reading the headers of
binary blobs now assigns to `header->size`, so the call has been placed
after the increment to `offset` because `offset` needs the correct (i.e.
intended) size of the header.
2023-05-15 17:37:07 -07:00
Misa
63bc71b796 Always add null terminator when loading files
This removes the `addnull` argument from `FILESYSTEM_loadFileToMemory`
and `FILESYSTEM_loadAssetToMemory`, and makes it so a null terminator is
always appended no matter what.

This simplifies things and removes the need for callers to make the
decision about null termination and what its implications are. Then you
get cases where null termination might not happen when it should be,
such as the one df577c59ef (#947) fixed.

When FIQ added the `addnull` argument in
5862af4445 (#117), I'm guessing he did it
because he wanted to be cautious about adding the null terminator to
every file, so he only did it for XML files, which was the only case
needed at the time. But really, there's no downsides to always appending
a null terminator. In fact, it's already always done whenever the STDIN
buffer is loaded.
2023-03-18 15:12:24 -07:00
Dav999-v
df577c59ef Fix font .txt files not being null-terminated
This was an oversight when we migrated to the new UTF-8 system - it
expects a null-terminated string, but the utfcpp implementation worked
with a pointer to the end of the file instead.

I also added an assert in FILESYSTEM_loadFileToMemory() so this is less
likely to happen again - because there should be no valid reason to
have a NULL pointer for the total file size, as well as not wanting a
null terminator to be added at the end of the file.
2023-03-16 12:42:54 -07:00
Misa
299ed90493 static-qualify mount_pre_datazip
This function is used nowhere else, so it should be made static and
unable to be linked to from other files.
2023-02-14 09:44:31 -08:00
Dav999-v
83d645c8e3 Add font containers for global and custom fonts
All global fonts and all custom fonts in a level are now loaded, and
added to their respective "vectors". The selected font is still always
as the global font.png, and the custom level font also isn't selected
yet, but it's now easier to implement that.

Also, I added FILESYSTEM_enumerateAssets, which #902 already has but I
needed it now. I also rewrote it to not use std::vector<std::string>.
That was my idea, it's also how FILESYSTEM_getLanguageCodes worked,
so for symmetry, that function is getting changed as well.
2023-02-13 23:27:00 -08:00
Dav999-v
1e45e263f5 FileSystemUtils.cpp: make translatable
setLevelDirError was changed from snprintf-style to VFormat, but it's
only used in that file so...

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
a926ce9851 Replace all free calls with VVV_free[func]
This replaces all calls to SDL_free with a new macro, VVV_free, that
nulls the pointer afterwards. This mitigates any use-after-frees and
also completely eliminates double-frees. The same is done for any
function to free specific objects such as SDL_FreeSurface, with the
VVV_freefunc macro.

No exceptions for any of these calls, even if the pointer is discarded
or zeroed afterwards anyway. Better safe than sorry.

This is a macro rather than a function that takes in a
pointer-to-pointer because such a function would have type issues that
require casting and that's just not safe.

Even though SDL_free and other SDL functions already check for NULL, the
macro has a NULL check for other functions that don't. For example,
FAudioVoice_DestroyVoice does not check for NULL.

FILESYSTEM_freeMemory has been axed in favor of VVV_free because it
functionally does the same thing except for `unsigned char*` only.
2022-11-30 22:50:08 -08:00
Misa
3f9d30855f Define WIN32_LEAN_AND_MEAN when including windows.h
The hilariously-named WIN32_LEAN_AND_MEAN slims down the number of
header files included in the already-massive `windows.h`. I know people
say Moore's law and precompiled headers and all that (well, we don't use
precompiled headers), but they kinda forgot about virtual machines, and
there's no reason not to define this and slim down the number of headers
anyway.
2022-08-29 09:42:26 -07:00
Misa
c3750e3b34 Fix special/stdin.vvvvvv being saved to levelstats.vvv
While fixing #885, I noticed that I had a bunch of
`special/stdin.vvvvvv` entries saved in my `levelstats.vvv`. At once I
knew that the dumb `special/stdin` hack that actually checks if the
filename passed is `special/stdin` was to blame.

STDIN playtesting was first merged, I knew in the back of my mind that
it was a bit of a dumb hack, but I didn't know it would cause
consequences like showing up in `levelstats.vvv`. For now, I'll just
have to patch it, but hopefully in the future I'll remove the dumb hack
entirely. Commenting both instances of the dumb hack with instructions
to grep for it should help maintainers out.
2022-08-03 17:30:23 -07:00
Misa
a23a4cbbd0 Improve vlog statements when PHYSFS_openRead fails
There are three different places where we call PHYSFS_openRead. This
commit makes sure all of them print a statement upon failure along with
the PhysFS reason for failure, and assigns the log level of each print
as so:

- FILESYSTEM_loadFileToMemory: Debug print (previously no
  print existed in the first place), because some files (such as
  font.txt) may or may not be needed, but if it isn't then no need to
  print and worry the user. The game will error anyway if a critical
  file like a graphics file is missing.

- FILESYSTEM_loadBinaryBlob: Debug print (previously info print),
  because sometimes it's not needed, such as mmmmmm.vvv. I remember one
  user being worried that the game printed "Unable to open file
  mmmmmm.vvv" when it's not critical unlike vvvvvvmusic.vvv (and that
  file is assumed to exist if data.zip exists anyways). Though maybe we
  should move to loose-leaf files to save on memory usage (and so we
  don't have to use special tools to modify a binary blob)...

- FILESYSTEM_loadZip: Error print. If we're calling this function, we
  really do expect the zip to be loaded, and if it fails because we
  can't open the file in the first place, then it would be good to know
  why.
2022-05-17 11:52:45 -07:00
Misa
828aca2c8e Load zips using real dir instead of filename
This fixes a limitation where the level filename had to be the exact
same name as the name of the zip, because the game used the name of the
level to identify the zip of which to load assets, and this also made it
impossible to use assets for more than one level in a zip.

Instead, we just look up where the level came from, so we can always
load its assets regardless of its filename.

Additionally, the zip structure checks can go away too, simplifying the
code further.
2022-03-30 13:12:56 -07:00
Misa
7b53c1289d Remove .data.zip assets
This WOULD be a huge breaking change, if it weren't for the fact that no
one uses them. Which is why I'm removing them, to simplify the code.

I asked on the VVVVVV Discord whether anyone used them or was even aware
of them and basically the answer was no. I go on Distractionware and no
one uses them. And why would they, when they'd have to distribute the
level .vvvvvv file separately? Better to just distribute everything in
one zip. And it's quite a bit obscure that you have to suffix the file
with .data.zip anyway.
2022-03-30 13:12:56 -07:00
Misa
84279354e5 cleanup: Don't savestatsandsettings if filesystem not init
This isn't necessary, but it does silence these annoying logs if you
pass an invalid argument or don't have data.zip:

    [ERROR] Could not get window size: Invalid renderer
    [WARN] Stats not loaded! Not writing unlock.vvv.
    [ERROR] Could not get window size: Invalid renderer
    [WARN] Settings not loaded! Not writing settings.vvv.

To do this, I've added FILESYSTEM_isInit().
2022-03-14 10:45:19 -07:00
Misa
75ee657612 Explicitly prevent writing to saves if filesystem is not init
Another cause of #870 is d0ffafe117, as a
bisect tells me. What that commit did is remove screenbuffer as a
pointer, since it's a statically-allocated object that _should_ always
exist, and it removed the `screenbuffer == NULL` guards in savestats()
and savesettings(). Unfortunately, those guards did something very
important - namely, they prevented writing to the save files when the
filesystem wasn't initialized. But that wasn't made clear, because it
seemed like the point of those guards was to prevent dereferencing NULL.

So instead, explicitly make it clear that
FILESYSTEM_saveTiXml2Document() needs to fail if the filesystem isn't
initialized. I've done this by adding an isInit bool to
FileSystemUtils.cpp.
2022-03-12 16:50:32 -08:00
Misa
6fffa5c11d Make basePath and pathSep global variables
While reviewing #272, I noticed that the PR was passing these two
arguments through a helper function, even though they really shouldn't
ever change. To obviate the need to pass these through, I'm making them
global variables.

pathSep is just a string literal from PhysFS, while basePath is a whole
complicated calculation from SDL and needs to be freed. It will be freed
upon filesystem deinit (as is done with PhysFS and the STDIN buffer).

Additionally the logic in FILESYSTEM_init is simplified by no longer
needing to keep a retval variable or use gotos to free basePath in
there.
2022-03-09 11:55:38 -08:00
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
Dav999-v
f60d2a2964 Fix -Wformat-security warnings
These warnings are kinda spammy, and they make sense in principle.
vlog_error takes a format string, so passing it an arbitrary string
(even error messages from libraries) isn't a good idea.
2021-12-05 10:45:36 -08:00
Misa
f48e385e68 Remove Ethan's binary-or comment
This comment was referring to a now-deleted variable named mkdirResult
that was binary-"or"ed with all mkdir() results... except for the saves
directory. That variable was only used for save file migration, which is
now axed, so this comment is referring to nothing now.

I don't really know the answer to Ethan's question, but it doesn't
matter now.
2021-09-23 23:26:28 -07:00
Misa
1b7a1248a8 Declare Windows mkdir as static
It's not going to be used in any other files so... best to declare it
static.
2021-09-23 23:26:00 -07:00
Misa
b2d7a0b4b6 Rewrite STDIN loading to not use STL
Previously, loading STDIN used std::istreambuf_iterator and std::vector
and whatnot because... I guess it was less typing? But this isn't 1989;
we have the disk space to spare and we don't need to use fancy stuff
just to save on typing. It's not that hard to implement an array that
regrows to the nearest power of two every time.
2021-09-22 19:55:28 -07:00
Misa
c83a360dd3 Fix unused variable warning on non-Emscripten
Otherwise, the compiler would warn that `sync` is unused.
2021-09-08 11:43:23 -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
be2b1564a8
Call FS.syncfs on Emscripten (#838)
Also, add a sync parameter to avoid calling syncfs too often.

Calling syncfs twice in a row is both inefficient and leads to errors
displaying twice. This allows us to bypass it when saving unlock.vvv as
part of savestatsandsettings.
2021-09-02 13:19:51 -04:00
Misa
23a2f57a70 Replace some info logs with debug logs
These are a bit noisy, so I've replaced them instead.
2021-09-01 14:34:55 -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
668c3d91d6 Return false from unPackBinary if no tracks are valid 2021-08-31 15:30:23 -07:00
leo60228
1cbc3bdc7c Treat __unix__ define as generic Unix 2021-08-31 10:35:20 -07:00
leo60228
6d57ccc25b Support Emscripten in FileSystemUtils 2021-08-31 10:28:55 -07:00
Misa
bca8d39bd7 Axe save file migration
The chances of someone using 2.0, then directly jumping to 2.4, are
pretty low - 2.0 is almost a decade old at this point.
2021-08-31 09:26:14 -07:00
Misa
7c18123327 Wrap level dir enumerate callback pointer in struct
In order to let callers provide their OWN callback functions through the
callback function WE provide to PhysFS, we casted the function pointer
to a void pointer.

Unfortunately, this is apparently undefined behavior... if your compiler
doesn't have an extension for it. And most compilers on most
architectures do. (In fact compilers on POSIX systems most certainly
have it due to dlsym() returning a void* which could actually be a
pointer to a function sometimes.)

But imo, it's better to be safe than sorry in this regard. Especially
when given GCC's approach to optimizing int + 100 > int (spoilers: they
remove it entirely! It's faster, but also broken!).

I've decided to wrap it in a struct. And as a nice side effect, if we
ever need more data to be passed through... well we already have this
struct.

Technically, it's also standards-compliant to cast a _pointer to_ a
function pointer to a void pointer. But that extra layer of pointer
indirection would get real confusing to conceptualize real fast (or at
least is more confusing than just putting it in a struct).
2021-08-19 00:48:05 -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
Ethan Lee
12e8924efc Similar to unmountAssets, avoid printing a message when custom assets don't exist 2021-08-18 16:26:13 -04:00
Misa
bc47b86645 If loaded level assets fail to mount, print message to non-console users
This error case can happen, but if it does, non-console users get an
ERROR page with no further information. So use setLevelDirError if this
failure mode happens. And Menu::errorloadinglevel needs to be changed to
accomodate that.
2021-08-18 10:08:39 -07:00
Misa
124d77c041 Don't use PHYSFS_getRealDir() to check for .zip
Not sure why the original implementation decided to do things this way
instead of snprintf'ing a path to the .zip itself. Otherwise, if the
level is from data.zip, PHYSFS_getRealDir() will return the path of
data.zip, which then fails to mount for separate reasons.
2021-08-18 09:57:55 -07:00
Misa
a1df4c1383 Revert "Fix loading levels that are... uh, just levels."
This reverts commit ea74b93f38.

This is reverted for being a bit of a hack in my opinion.
2021-08-18 09:52:38 -07:00
Misa
0fd4f21710 Remove unused dir string
Since 4154066c26 reduced the memory
footprint, it's now unused.
2021-08-18 09:45:07 -07:00
Ethan Lee
d50367ac62 When custom assets aren't mounted, unmount should be quiet 2021-08-18 11:02:45 -04:00
Ethan Lee
ea74b93f38 Fix loading levels that are... uh, just levels. 2021-08-18 11:00:26 -04:00
Ethan Lee
4154066c26 Reduce memory footprint in FILESYSTEM_mountAssets 2021-08-18 10:59:50 -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