1
0
Fork 0
mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-12-23 01:59:43 +01:00
Commit graph

2461 commits

Author SHA1 Message Date
Misa
82150fd3a9 Remove unnecessary calls to resize()
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.
2024-02-02 18:57:24 -08:00
Misa
28df0148b1 Transfer adjust call to applyposition
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.
2024-02-02 18:57:24 -08:00
Misa
3ef089ed3d Save context of untranslated text boxes
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).
2024-02-02 18:57:24 -08:00
Misa
d989c232af Recompute text boxes in Flip Mode
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.
2024-02-02 18:57:24 -08:00
Misa
94b9722b7b Split textwraps, move more textboxes to new system
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.
2024-02-02 18:57:24 -08:00
Misa
de00dd4031 Save special text box state using functions
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.
2024-02-02 18:57:24 -08:00
Misa
0ea0b8e00b Save text box centering state
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.
2024-02-02 18:57:24 -08:00
Misa
e8a231f2e2 Fix translating text box ignoring line limit
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.
2024-02-02 18:57:24 -08:00
Misa
8b03fbd9f4 Save textbox state, allow lang switches w/ textbox
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.
2024-02-02 18:57:24 -08:00
Misa
3b0757bd82 Add bounds check to setlinegap
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.
2024-02-02 15:00:44 -08:00
Misa
2b476bb4c1 Remove trailing whitespace on getlinegap decl 2024-02-02 14:59:52 -08:00
TerryCavanagh
69684994be added translation category support to ending credits also 2024-02-02 18:24:49 +01:00
TerryCavanagh
62ab594976 added Ivan Lopes and Lucas Nunes to credits 2024-02-02 17:37:23 +01:00
TerryCavanagh
1db33d9cb8 added Guido Di Carlo and LocQuest to credits 2024-02-01 20:23:39 +01:00
TerryCavanagh
8b73a38ed2 don't apply linegap to certain special textboxes
level complete, game complete and "You have rescued a crew member!"
2024-02-01 20:03:17 +01:00
TerryCavanagh
cc1528aacc add a one pixel gap between each line in textboxes (main game only) 2024-02-01 20:03:17 +01:00
Misa
1c6cfcd2a5 Remove 'all' argument from setrtl
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.
2024-01-23 16:53:01 -08:00
Misa
a9f0d81804 Properly fix setfont/setrtl in between text boxes
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.
2024-01-23 15:33:38 -08:00
Misa
ea8633514d Fix using int for mode indicator flags
For consistency. Print flags are supposed to be uint32_t.
2024-01-23 14:29:03 -08:00
Misa
8d2a0c2457 Allow overriding state lock in glitchrunner <= 2.2
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.
2024-01-23 13:55:21 -08:00
Alberto Mardegan
b5abc3956c Fix loading of PNG resources on big-endian machines
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.
2024-01-22 10:48:38 -05:00
Misa
2f217dad56 Fix segfault: unwordwrap string w/ 2 start \ns
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.
2024-01-20 17:52:17 -08:00
Dav999
60fd0bc0c2 Replace [Press {button} to toggle gameplay] by freeze/unfreeze
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.
2024-01-19 16:31:39 -08:00
Ethan Lee
afbcb3f867 Add support for GameCube glyphs.
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.
2024-01-18 00:10:20 -05:00
TerryCavanagh
ceaaea1597 fix Arabic credits
Eternal Dream Arabization team name was missing from the main credits page
2024-01-17 15:59:16 +01:00
TerryCavanagh
9c656fd5e1 Added SnDream to contributors
for this pull request: https://github.com/TerryCavanagh/VVVVVV/pull/1119
2024-01-16 12:05:45 +01:00
TerryCavanagh
4acc96e707 added Space-G to contributors
for this pull request: https://github.com/TerryCavanagh/VVVVVV/pull/1114
2024-01-13 15:47:09 +01:00
mothbeanie
7ff2e818cd Revert text image fading
This reverts the following commits:

- 29f05c41b1
- f1bf1f683c
- a7b22919ae
- 2ed1aac67d

Recently, text images were changed to fade in with textboxes, where
before they previously appeared after the fade. This created a charming
effect where the images would appear to "load in" once the textbox
finishes fading in. This behavior really complements the retro
aesthetic the game is going for. Changing it to a fade is a needless
change in direction, as it was not a bug in the first place and looked
good already.

Additionally, custom levels have used text images (levelcomplete and
gamecomplete) in creative ways by replacing them with something else
to show as 'foreground' or as a cutscene image. Changing text images
to fade has unintended consequences for levels that have utilized
them in this fashion.
2024-01-10 17:43:03 -08:00
Misa
5e1a1f80ac Bump version to 2.4.1
The plan is for 2.4 development to continue a bit with some minor new
features. 2.4.0 was the grand release containing most of the new stuff.
2024-01-10 17:40:39 -08:00
Misa
29f05c41b1 Fix warnings when calculating image color
This fixes warnings about narrowing and missing a component of the
struct.
2024-01-10 08:27:34 -08:00
AllyTally
23915e0d22 Fix typing pipes in save/load prompts in editor
13d6b2d64c adds a check where you can't
type a pipe in script/terminal input fields anymore. It does this
completely incorrectly, checking if certain variables are set instead
of checking what's actually trying to be done.

This commit fixes that, simplifying the check a lot in the process.
2024-01-10 08:23:20 -08:00
Misa
13d6b2d64c Disable typing pipes in script names
This disables typing the pipe character in the data fields of terminals
and script boxes. Care has been taken to make sure that it's still
possible to type pipes in room text.

This is because pipes are the line separator in the big XML tag that
stores every single script line, and thus a script name with pipes would
end up being split up after the level file has been saved and loaded
again.
2024-01-10 07:59:49 -08:00
AllyTally
f1bf1f683c Fix text images not fading
While a7b22919ae makes text sprites
modulate their RGB values, text images continued using alpha,
despite alpha blending not even being enabled, so the initial
commit didn't work right either.
2024-01-10 07:57:54 -08:00
Dav999
ff25e18945 Move author face to the right for RTL languages
This is quite a last-minute thing that was almost getting called off by
me discovering a critical segfault just now in testing this (whew) but
this shouldn't hurt.
2024-01-10 07:57:40 -08:00
Dav999
95c5bd80e1 Revert "Disable typing pipes in script names"
This reverts commit a806b072bd.

It causes an instant segfault if there's no entities or if you're not
editing terminals/script boxes or something, whatever it's not
crucial as a last-minute fix.
2024-01-10 16:42:01 +01:00
Ethan Lee
b619f38086 Fix Switch button glyphs being double swapped 2024-01-10 09:02:09 -05:00
Misa
5948168a40 Fix delayed notification of NDM unlock
No Death Mode is intended to be unlocked by getting at least S-rank in
at least 4 time trials. Before 2.3, completing a time trial put you at
the main menu, so you would always be notified of having unlocked No
Death Mode once you went to the play menu again. But since 2.3,
completing a time trial puts you back at the Time Trial selection
screen, which isn't the play menu, so you would need to back all the way
out first in order to get the notification. And since you don't actually
unlock No Death Mode until you see the notification, this would be
required to be able to play No Death Mode.

To fix this, I decided to do something a bit kludge-y and just re-use
the code to check and unlock No Death Mode when the player presses
ACTION on the Time Trial complete screen (and there's also another path
by pressing Escape). At least I put it in a function, so it's not a pure
copy-paste, although it might as well be. I don't have time to think of
a proper solution, but it would probably involve disentangling unlock
notifications from Menu::play, for starters. But that's for later.
2024-01-10 01:33:10 -08:00
Misa
a806b072bd Disable typing pipes in script names
This disables typing the pipe character in the data fields of terminals
and script boxes. Care has been taken to make sure that it's still
possible to type pipes in room text.

This is because pipes are the line separator in the big XML tag that
stores every single script line, and thus a script name with pipes would
end up being split up after the level file has been saved and loaded
again.
2024-01-10 00:33:39 -08:00
Misa
a1c7291bc4 Don't draw mode indicator text if there is none
This makes it so that the boolean to draw mode indicator text is false
if there aren't any modes active.

Otherwise, when loading in, the in-game timer would only come in after a
few seconds instead of appearing when the fade-in finishes.
2024-01-10 00:23:40 -08:00
Misa
5e28567009 Fix pressing ESC in some menus not playing music
This fixes a bug where pressing Escape in the following menus would not
play Presenting VVVVVV (the title screen music) and would instead leave
you with silence: Game Complete, Time Trial complete, Game Over, and No
Death Mode complete.
2024-01-10 00:19:16 -08:00
Misa
67df8a9679 Add bounds check to textcase() command
This makes it so that only inputs between 1 and 255 inclusive will be
accepted. Otherwise, the command has no effect.

This is because the text case is stored as one byte in a string, and a
value of zero would be the null terminator.

We also want to minimize potential weirdness with integer wrapping if we
accept inputs from outside those bounds. While the textcase variable as
used throughout the codebase is plain unqualified `char` (which, unlike
other integers, exists in a quantum superposition of being signed and
unsigned depending on compiler, machine, and various other stuff) and so
there still might be issues there, we definitely don't want anything
higher than 255.
2024-01-09 23:57:14 -08:00
Misa
2a9003ae45 Reverse left & right nav keys in editor for RTL
If the language is RTL, then the left and right menu navigation keys
should be reversed, because the menu layout goes from right to left.

This is to be consistent with the other menus in the game. The editor is
just a special case so it was overlooked.
2024-01-09 21:05:26 -08:00
Misa
163f3a0fde Allow using W and S in editor menus
There was an inconsistency where W and S couldn't be used in place of
the Up and Down arrow keys, but this has been fixed.

This only applies where W and S otherwise are not bound to anything
else. E.g. not the main editor (where W changes the warp direction and S
saves the level) and not the script editor (where W and S can be typed
inside a script), but the script list is fine.
2024-01-09 20:54:11 -08:00
Misa
a7b22919ae Modulate text sprite RGB instead of using alpha
Using actual alpha is prone to bugs with doubling alpha, etc. if there
are multiple sprites on top of each other.
2024-01-09 19:22:40 -08:00
Misa
2ed1aac67d Fade text box overlays with text box
Currently, it's a bit jarring that text box overlays (which are text box
images, e.g. Level Complete and Game Complete, and sprites, e.g. the
crewmates) will suddenly appear when their text box has fully faded in
and suddenly disappear once it starts fading out.

This makes it so that text box overlays will be faded in and out
smoothly along with the rest of the text box fading in and out.

Transparent text boxes are not affected, as they do not fade in and out
at all. Thus, text box overlays in transparent text boxes will still
suddenly appear and disappear as usual.
2024-01-09 18:38:40 -08:00
Misa
40b0f9ec36 Account for position of prompt in mode text
I forgot that the position of the activity zone can vary based on
setactivityposition() in custom levels. So account for that.
Additionally, if the activity zone prompt is far down enough, then we
don't need to move the mode text at all.
2024-01-09 17:48:53 -08:00
Misa
18730b465e Allow taking multiple screenshots in same second
Dav999 notified me that if multiple screenshots are taken in the same
second, the second screenshot has `_2` appended to it and so on. We do
the same here by storing the current timestamp and a counter.

This doesn't prevent overwriting files if you have system time that
changes, or have multiple instances of VVVVVV running at the same time,
but my position on those cases is as follows: Don't do that.
2024-01-09 17:21:18 -08:00
Misa
d8b97db6a8 Make sure mode text is visible above act prompts
This makes the mode indicator text be visible even if there is an
activity zone prompt on screen, by making it so that it gets moved if an
activity prompt is being rendered.

This is to make sure that it's visible no matter what, even if e.g. a
custom level starts the player on an activity zone.
2024-01-09 17:06:33 -08:00
Misa
9676bf0006 Fix visual clash between timer and trophy text
Trophy text can overlap with the timer. How bad it is depends on the
localization but in English some text definitely overlaps.

Simple fix is to disable rendering the timer if we are rendering any
trophy text.
2024-01-09 16:56:38 -08:00
Misa
b3b001c2a8 Place GraphicsResources functions in header file
These are functions used in other files that are not on the
GraphicsResources class but are implemented inside the
GraphicsResources.cpp file. For some reason they were never put in the
GraphicsResources.h file until now, even though it's a perfectly good
header file to put them in.
2024-01-09 16:03:05 -08:00