These seemed annoying to do without copy-pasting, because I didn't want
to make a separate function for every single dialogue, and I didn't know
how to pass through the English text, until I realized that I can just
use the existing original.lines vector in the text box to store the
English text. After that, getting it translated on-the-fly isn't too
bad.
Just a small optimization.
For example, consider the calls in adjust(). After the first resize(),
the lines after only change the x-position and y-position of the text
box and depend on the x-position, y-position, width, and height.
However, resize() only changes the width and height if the contents of
the text box change, which after the first call, they don't. So remove
the second call to resize(), because it's completely unnecessary.
By similar reasoning, the second calls to resize() in centerx() and
centery() are unnecessary too.
This transfers the responsibility of the adjust() call to
applyposition().
This is because cutscene text boxes (TEXTTRANSLATE_CUTSCENE) will have
adjust() called, but all other text boxes won't. And I can't place the
adjust() call inside applyposition(), because adjust() also calls
applyposition(), and that leads to an infinite loop which leads to a
stack overflow, so I had to remove the applyposition() call from
adjust(), and replace the other existing call to
Graphics::textboxadjust() with Graphics::textboxapplyposition(), and
then remove Graphics::textboxadjust() function because it's no longer
used.
Several text boxes in the gamestate system are unused and are
untranslated. To prevent them from becoming empty when retranslating
text boxes, we need to save their original context by calling
graphics.textboxoriginalcontextauto() (which is just
graphics.textboxoriginalcontext() but automatically saving whatever is
already in the text box at the time).
With the new system of retranslating text boxes on-the-fly, this also
enables us to retranslate them whenever the player toggles Flip Mode.
This is relevant because the Intermission 1 instructional text boxes
refer to a floor when Flip Mode is off, but when it is on, it talks
about the ceiling.
This splits the text wrapping functionality of Graphics::textboxwrap to
a new function textboxclass::wrap, and with this new function, some more
text boxes can be moved to the new TEXTTRANSLATE_FUNCTION system.
Namely, Game Saved (specifically the game failing to save text box),
instructional text boxes in Space Station 1, and the Intermission 1
instructional text boxes.
This adds a way to save the text box state of the crew remaining, ACTION
prompt, etc. text boxes by just letting there be a function that is
called to retranslate the text box when needed.
It also adds a way to ignore translating a text box and to leave it
alone, in case there's actually no text in the text box, which is the
case with Level Complete and Game Complete.
Both ways are now in an enum, TextboxTranslate. The former is
TEXTTRANSLATE_FUNCTION and the latter is TEXTTRANSLATE_NONE. The
existing way of translating text boxes became TEXTTRANSLATE_CUTSCENE,
since it's only used for cutscene scripts.
Here's a quick guide to the three ways of creating a text box now.
- TEXTTRANSLATE_NONE: You must call
graphics.textboxoriginalcontextauto() to save the existing text to the
original context of the text box, as that will be copied back to the
text box after the text of the text box is updated due to not having a
translation.
- TEXTTRANSLATE_CUTSCENE: Translates the text from cutscenes.xml, and
overrides the spacing (padding and text centering). Shouldn't need to
be used outside of scriptclass.
- TEXTTRANSLATE_FUNCTION: You must pass in a function that takes in a
single parameter, a pointer to the textboxclass object to be modified.
General advice when retranslating text is to clear the `lines` vector
and then push_back the retranslated text. The function is also solely
responsible for spacing.
In most cases, you will also need to call
graphics.textboxapplyposition() or graphics.textboxadjust() afterwards.
(Some text boxes shouldn't use graphics.textboxadjust() as they are
within the 10-pixel inner border around the screen that
textboxclass::adjust tries to push the text box out of.)
This commit doesn't fix every text box just yet, though. But it fixes
the Level Complete, Game Complete, crew remaining, and ACTION prompt
text boxes, for a start.
This is another piece of state that needs to be kept and re-played when
switching language, because a different language could change the
dimensions of the text box, which affects how it's centered.
Also, to make sure that crewmate positions override any text centering,
the scriptclass variables textx and texty should be reset in the
position and customposition commands.
Originally I did a straight deep copy of the original lines, but this
ignores the limit of either 12 or 26 lines in a text box. So we defer to
addline() which will enforce the limit accordingly, just like it would
do with the original text box.
This allows switching languages while a text box is on screen by saving
the necessary state for a text box to be retranslated when the language
is switched.
This saves the state of the position and direction of the crewmate that
the text box position is based off of (if applicable), and the text
case of the text box, the script name of the script, and the original
(English) lines of the text box. I did not explicitly label the original
lines as English lines except in a main game context, because
technically, custom levels could have original lines in a different
language.
Unfortunately, this doesn't work for every text box in the game.
Notably, the Level Complete, Game Complete, number of crewmates
remaining, trinket collection, Intermission 1 guides, etc. text boxes
are special and require further fixes, but that will be coming in later
commits.
This is for consistency with all other functions dealing with the latest
created text box. There are several cases in custom levels where these
functions can be called even though there are no text boxes on screen.
It doesn't make sense to change the alignment of all existing text boxes
when you're not otherwise able to mutate the text. Whereas the point of
the 'all' argument in setfont is to be able to animate text boxes using
fonts.
There used to be a problem with the setfont and setrtl script commands.
Namely, if you used them in between text boxes naïvely, without any
careful thought, then the fading out text box would suddenly gain the
font of the new one. A kludge solution to this was implemented by simply
blocking the script until the existing text box faded out before
switching the font or RTL, and shipped for 2.4.0.
However, a better solution is to simply bake the font flags in to the
text box, so that way, if the level font switches, then the text box
keeps its font.
This is only for custom levels, because in the main game, the font in a
text box needs to be able to change depending on language. But it seems
like custom level translations weren't much on the roadmap, and so even
the existing hack didn't support changing the font based on translation
(even though translation of custom level cutscenes is supported). So
baking the font flags into the text box here doesn't make things any
worse.
It also makes things better, arguably, by allowing multiple text boxes
to exist on screen at once with different fonts.
Maybe in the future we'll need a flag that specifies that the font
should change depending on language if a translation in said language
exists for the text box, or something like that.
For people that want to override the fonts of every existing text box on
screen, you can specify "all" as the second parameter of setfont or
setrtl to do so.
This fixes a regression where attempting to warp to ship with a trinket
text box open in glitchrunner 2.0, and then incrementing the gamestate
afterwards, would result in a softlock. This is a speedrunning strat
that speedrunners use.
The state lock wasn't ever intended to remove any strats or anything,
just fix warping to ship under normal circumstances. So it's okay to
re-enable interrupting the state by having glitchrunner enabled.
This bug was reported by mohoc in the VVVVVV Speedrunning Discord
server.
Just like I changed the number één to be capitalized as Eén instead
of Één (due to this being a special case), I forgot to do the same
for the onelifemode.
This involves a couple of dialog boxes ("Congratulations!" and the
jukebox) which were supposed to have blank lines, but they weren't
in the translation.
Translators have been getting compensated for localization. Sometimes
they submit pull requests for their changes, but just because they do
doesn't mean that they won't get compensated.
The intent of this line was to make sure that any random contributor
wouldn't expect any compensation for their changes, so adding another
clause here still keeps that expectation while making it clear that it's
not like Terry _never_ compensates people. Even if, as a Swedish man
once sung, "Terry is a monster, I think we all know that".
LodePNG always loads PNG in big-endian RGBA format. For this reason,
when loading PNG files VVVVVV was specifying the format as ABGR and the
conversion would then be performed by SDL. However, then running on
big-endian machines, this conversion should not be performed at all, and
the surface format should then be set to RGBA.
We recently had a user come in the VVVVVV Discord not knowing that,
after running CMake, you then need to compile the game in a separate
step. This clarifies the instructions.
This fixes a segmentation fault caused by an out-of-bounds indexing
caused by an attempt to unwordwrap a string that starts with two
newlines.
The problem here is that in the branch of the function
string_unwordwrap() where `consecutive_newlines == 1`, the function does
not check that the string `result` isn't empty before attempting to
index `result.size()-1`. If `result` is empty, then `result.size()` is
0, and `result.size()-1` becomes -1, and indexing a string at position
-1 is always undefined behavior.
Funnily enough, a similar indexing happens just a few lines down, but
this time, there is a check to make sure that the string isn't empty
first. I'm unsure of how Dav999 forgot that check a few lines earlier.
This situation can happen in practice, with custom level localizations.
I made a level with a filename of testloc.vvvvvv and created a file at
lang/fr/levels/testloc/custom_cutscenes.xml with the following content:
<?xml version="1.0" encoding="UTF-8"?>
<cutscenes>
<cutscene id="test" explanation="">
<dialogue speaker="cyan" english="This is text..." translation="blarg"/>
</cutscene>
</cutscenes>
Then I switched to French, created a script named `test`, and created a
text box that started with two newlines (so in total, the text box must
be at least 3 lines in length). Running the script triggers the segfault
when the text box is created. (Well, technically, on my machine, it
triggers an assertion fail in libstdc++ and aborts, but that's basically
the same thing.)
To fix this while still preserving the exact amount of newlines, if
`result` is empty, we add a newline instead of attempting to index the
string.
These strings had been replaced over time and the original versions
marked ***OUTDATED*** to allow for the original wordings to be reused
by the translators who had only translated the original ones.
(See lang/README-programmers.txt.)
Now, these strings have all been updated in every language, so it's
time to clean them up!
These were not in the English or any other language files. They should
be though, so that they can be translated and generally kept track of.
These aren't urgent either, since we have proxy strings that are used
if these are untranslated.
This hasn't been done since before we got some deliveries for 2.4,
so there are a few languages which added apostrophes as ' instead of
' in the XML (which is not wrong, but it gives diff noise whenever
there's a sync since VVVVVV writes them back as '...)
Also, we never synced "[Press {button} to toggle gameplay]" across
language files (now two strings with unfreeze/freeze), but that was
also a pretty last-minute string as far as I remember. Arabic did have
it because that language was added after the string was added, so it
got copied from English. I don't think this one is that urgent to
translate into every language for 2.4.1 since it's pretty well hidden
for most people, and it's surrounded by things that have to be English,
so it's as if it's supposed to be like that. Let's just include these
with whatever the next batch of strings is.
This is both easier for translators ("toggle" can be an annoying word)
and is useful in general because you can tell if gameplay is frozen
without having to have anything in the room that should normally be
moving but isn't.
I didn't follow the rule in lang/README-programmers.txt to keep the
original string around as ***OUTDATED*** in this case, since I know
only Arabic has it translated - we can just tell the Arabic translators
on Discord that this string was replaced.
It's kind of a bummer that L/R don't actually do anything... we should add ZL/ZR support at some point.
Also note that GameCube binds X to 'back' rather than B, this will be fixed by SDL_ActionSet for 2.5.