See the previous two commits, a lot of the time we don't need
std::string objects to be passed to these functions because we already
have C strings.
Commit 1/3: font::print_wrap
Commit 2/3: font::print
-> Commit 3/3: font::len
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)
meta.xml can now have a <font> tag, which gives the name of the font
that the language needs. This will directly control the interface font
when the language is active, and will soon also control the font used
for each option on the language screen.
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!
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
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.
Text boxes have `r`, `g`, and `b`, and `tr`, `tg`, and `tb`. `tr`, `tg`,
and `tb` are the real colors of the text box, and `r`, `g`, and `b` are
merely the colors of the text box as the text box's alpha value is
applied to them.
Compare this with, say, activity zones (which are drawn like text boxes
but aren't text boxes): There is `activity_r`, `activity_g`, and
`activity_b`, and when they're drawn they're all multiplied by
`act_alpha`.
So just do the same thing here. Ditch the `tr`, `tg`, and `tb`
variables, and make `r`, `g`, and `b` the new `tr`, `tg`, and `tb`
variables. That way, there's simply less state to have to update
separately. So we can get rid of `textboxclass::setcol()` as well.
This is a variable that's only used in one method, and it's always
initialized beforehand. No need to carry it around, taking up memory,
and making code analysis more complicated.
Colors in over-30-FPS mode shouldn't be updating every deltaframe;
mostly to ensure determinism between switching 30-mode and over-30 mode.
I'm going to overhaul RNG in 2.4 anyway, but right now I'm going to fix
this because I missed it.
The RNG of each special text box is stored in a temporary variable on
the text box itself, and only updated if the color uses it (hence the
big if-statement). Lots of code duplication, but this is acceptable for
now.
Instead of calculating the y-position of the text box when it's created,
we will store a flag that says whether or not the text box should be
flipped in Flip Mode (and thus stay right-side-up), and when it comes
time to draw the text box, we will check Flip Mode and calculate the
position then.
Instead of duplicating the same variables over and over again,
Graphics::drawgui() can just make its own SDL_Rect. It's not that hard.
As far as I can tell, textrect was always being properly kept up to date
by the time Graphics::drawgui() got around to rendering
(textboxclass::resize() keeps being called a LOT), so this shouldn't be
a noticeable change from the user perspective.
Apparently in C, if you have `void test();`, it's completely okay to do
`test(2);`. The function will take in the argument, but just discard it
and throw it away. It's like a trash can, and a rude one at that. If you
declare it like `void test(void);`, this is prevented.
This is not a problem in C++ - doing `void test();` and `test(2);` is
guaranteed to result in a compile error (this also means that right now,
at least in all `.cpp` files, nobody is ever calling a void parameter
function with arguments and having their arguments be thrown away).
However, we may not be using C++ in the future, so I just want to lay
down the precedent that if a function takes in no arguments, you must
explicitly declare it as such.
I would've added `-Wstrict-prototypes`, but it produces an annoying
warning message saying it doesn't work in C++ mode if you're compiling
in C++ mode. So it can be added later.
When I added the over-30-FPS mode, I kept running into this problem
where the special images of text boxes would render during the
deltaframes of fade-in/fade-out animations, even though they shouldn't
be. So I simply added a flag to the text box that enables drawing these
special images.
However, this doesn't solve the problem fully, and there's still a small
chance that a special-image text box could draw another special image
during its deltaframes. It's really rare and you have to have your
deltaframe luck juuuuuust right (or you could use libTAS, probably), but
it helps to be in 40% slowmode and have a high refresh rate (which, if
it isn't a multiple of 30, you should disable VSync, too, in order to
not have a low framerate).
So instead, special images will only be drawn if the text box has fully
faded in completely. That solves the issue completely.
Okay, so basically here's the include layout that this game now
consistently uses:
[The "main" header file, if any (e.g. Graphics.h for Graphics.cpp)]
[blank line]
[All system includes, such as tinyxml2/physfs/utfcpp/SDL]
[blank line]
[All project includes, such as Game.h/Entity.h/etc.]
And if applicable, another blank line, and then some special-case
include screwy stuff (take a look at editor.cpp or FileSystemUtils.cpp,
for example, they have ifdefs and defines with their includes).
I ran the game through cppcheck and it spat out a bunch of member
attributes that weren't being initialized. So I initialized them.
In the previous version of this commit, I added constructors to
GraphicsResources, otherlevelclass, labclass, warpclass, and finalclass,
but flibit says this changes the code flow enough that it's risky to
merge before 2.4, so I got rid of those constructors, too.
These special images are the crewmates, Level Complete, and Game
Complete images. They flashed depending on if you were lucky and
happened to got your delta-timesteps just right when text boxes were
fading in and out.
Honestly, I'm surprised text box fading in/out hasn't ran into this
issue before. It's insane luck that this issue hasn't occurred before or
anything.
Well, anyways, to fix this, there's now an attribute `allowspecial` on
text boxes, and an optional parameter of the same name for
Graphics::createtextbox(). This attribute is the only thing that will
let these special text box images render. And any createtextbox()es that
utilize these special images have been updated accordingly.
This makes text boxes fade in and out pretty smoothly.
This requires that the textboxclass::setcol() be in Graphics::drawgui(),
so now it's moved there.
Text box fading is only really noticeable if you're playing in slowmode.
As a result of the previous commit, textboxclass::clear() is now unused.
textboxclass::firstcreate() was already useless. So remove both those
functions and initialize the values in the textboxclass constructor.
This removes the variables graphics.ntextbox, as well as removing
'active' from each text box object. Thus, all text boxes are really
real, and you don't have to check its 'active' variable.
Something that's slightly annoying is that in order to make the vector
of text boxes be properly used, the text box cannot remove itself.
Because the text box does not know it's in a vector. So move the removal
of the text box to drawgui() instead.
This uses utfcpp combined with a custom font, in the form of a PNG and text file. By default, the game acts exactly as it did before; custom fonts can be provided by third parties.