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40 commits

Author SHA1 Message Date
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
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
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
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
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
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
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
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
Ethan Lee
ea74b93f38 Fix loading levels that are... uh, just levels. 2021-08-18 11:00:26 -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
3f46c5ac5c Abstract binary blob loading to FileSystemUtils
This seems to be a comment left by Ethan that he never got around to. So
I did it for him.

What I've done is made it so FileSystemUtils.cpp knows what a binary
blob is, and moved the binary blob loading code directly to
FileSystemUtils.cpp. To do this, I removed the private access modifier
from binaryBlob - I don't think we'll need it, and anyways when we move
to C we can't use it.

Along the way, I also cleaned up the style of the function a bit - the
null termination offset is no longer hardcoded, and the function no
longer mixes code and declarations together in the same block.

I also noticed that when printing all the filenames at the end, a single
invalid header would stop the whole loop instead of just being skipped
over... this seems to be a bug to me, so I've made it so invalid headers
just get skipped over instead of stopping the whole loop.

In FileSystemUtils.h, I used a forward declaration. In hindsight,
incomplete forward declarations should basically always be done in
header files if possible, otherwise this introduces the possibility of
transitive includes - if a file includes this header and it does a full
include, the file is silently able to use the full header, whereas if
it's a forward declaration, then the moment the file tries to use the
full header it fails, and then it's forced to include the full header
for itself. But uh, that's a code cleanup for later.
2021-04-13 10:02:40 -04:00
Misa
72ae6921ea Add FILESYSTEM_loadAssetToMemory()
This is currently just a wrapper around FILESYSTEM_loadFileToMemory(),
but assets are supposed to use this function instead of the regular one.
2021-04-05 16:39:37 -04:00
Misa
aea5611e5b Remove default argument from loadFileToMemory()
Default function arguments are the devil, and it's better to be more
explicit about what you're passing into the function. Also because we
might become C-only in the future and to help faciliate that, we should
get rid of C++-isms like default function arguments now.
2021-04-05 16:39:37 -04:00
Misa
a8a09a207f Properly camel-case FILESYSTEM_[un]mountassets()
They are now camel-cased to be consistent with the rest of the
filesystem functions.
2021-04-05 16:39:37 -04:00
Misa
1e375f9ecf Un-export FILESYSTEM_mount()
This function is never used outside of FileSystemUtils.cpp; there is no
reason to export it.
2021-04-05 16:39:37 -04:00
Misa
c1572de9e2 Make one-way recolors check for specific files
So, 2.3 added recoloring one-way tiles to no longer make them be always
yellow. However, custom levels that retexture the one-way tiles might
not want them to be recolored. So, if there are ANY custom assets
mounted, then the one-ways will not be recolored. However, if the XML
has a <onewaycol_override>1</onewaycol_override> tag, then the one-way
will be recolored again anyways.

When I added one-way recoloring, I didn't intend for any custom asset to
disable the recoloring; I only did it because I couldn't find a way to
check if a specific file was customized by the custom level or not.

However, I have figured out how to do so, and so now tiles.png one-way
recolors will only be disabled if there's a custom tiles.png, and
tiles2.png one-way recolors will only be disabled if there's a custom
tiles2.png.

In order to make sure we're not calling PhysFS functions on every single
deltaframe, I've added caching variables, tiles1_mounted and
tiles2_mounted, to Graphics; these get assigned every time
reloadresources() is called.
2021-03-06 16:00:57 -05:00
Misa
34865a8ef1 Add FILESYSTEM_isAssetMounted()
This function will check if a specific file is a mounted per-level
custom asset, instead of being a variable that's true if ANY file is a
mounted asset.
2021-03-06 16:00:57 -05:00
Misa
9e4076a418 Add FILESYSTEM_isMounted()
This returns if the file given is mounted or not. 2.3 added level zip
support, so whenever the game loads level metadata, it will mount any
zip files in the levels directory; this function can be used to check if
any of those files have been mounted, and ignore them if so.
2021-03-04 20:07:47 -05:00
Misa
838ffbe68f Add FILESYSTEM_isFile()
This function will be used to differentiate files from directories.

Or at least that was the hope. Symlink support was added in 2.3, but it
doesn't seem like PHYSFS_stat() lets you follow the symlink to check if
what it points to is itself a file or directory. And there doesn't seem
to be any function to follow the symlink yourself...

So for now, this function considers symlinks to directories to be files.
2021-03-04 20:07:47 -05:00
Misa
d938a18504 Abstract zip loading to FileSystemUtils
editor.cpp no longer calls PhysFS functions directly; its physfs.h
include can now be dropped.
2021-03-04 19:10:53 -05:00
Misa
f372c22ce2 Don't export FILESYSTEM_directoryExists()
This function is never used outside of FileSystemUtils.cpp, so there's
no reason to export it.
2021-02-27 01:40:05 -05:00
Misa
6a3a1fe147
Explicitly declare void for all void parameter functions (#628)
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.
2021-02-25 17:23:59 -05:00
Misa
83976016c7 Refactor level dir listing to not use STL data marshalling
Note that level dir listing still uses plenty of STL (including the end
product - the `LevelMetaData` struct - which, for the purposes of 2.3,
is okay enough (2.4 should remove STL usage entirely)); it's just that
the initial act of iterating over the levels directory no longer takes
four or SIX(!!!) heap allocations (not counting reallocations and other
heap allocations this patch does not remove), and no longer does any
data marshalling.

Like text splitting, and binary blob extra indice grabbing, the current
approach that FILESYSTEM_getLevelDirFileNames() uses is a temporary
std::vector of std::strings as a middleman to store all the filenames,
and the game iterates over that std::vector to grab each level metadata.
Except, it's even worse in this case, because PHYSFS_enumerateFiles()
ALREADY does a heap allocation. Oh, and
FILESYSTEM_getLevelDirFileNames() gets called two or three times. Yeah,
let me explain:

1. FILESYSTEM_getLevelDirFileNames() calls PHYSFS_enumerateFiles().

2. PHYSFS_enumerateFiles() allocates an array of pointers to arrays of
   chars on the heap. For each filename, it will:

   a. Allocate an array of chars for the filename.

   b. Reallocate the array of pointers to add the pointer to the above
      char array.

      (In this step, it also inserts the filename in alphabetically -
      without any further allocations, as far as I know - but this is a
      COMPLETELY unnecessary step, because we are going to sort the list
      of levels by ourselves via the metadata title in the end anyways.)

3. FILESYSTEM_getLevelDirFileNames() iterates over the PhysFS list, and
   allocates an std::vector on the heap to shove the list into. Then,
   for each filename, it will:

   a. Allocate an std::string, initialized to "levels/".

   b. Append the filename to the std::string above. This will most
      likely require a re-allocation.

   c. Duplicate the std::string - which requires allocating more memory
      again - to put it into the std::vector.

      (Compared to the PhysFS list above, the std::vector does less
      reallocations; it however will still end up reallocating a certain
      amount of times in the end.)

4. FILESYSTEM_getLevelDirFileNames() will free the PhysFS list.

5. Then to get the std::vector<std::string> back to the caller, we end
   up having to reallocate the std::vector again - reallocating every
   single std::string inside it, too - to give it back to the caller.

And to top it all off, FILESYSTEM_getLevelDirFileNames() is guaranteed
to either be called two times, or three times. This is because
editorclass::getDirectoryData() will call editorclass::loadZips(), which
will unconditionally call FILESYSTEM_getLevelDirFileNames(), then call
it AGAIN if a zip was found. Then once the function returns,
getDirectoryData() will still unconditionally call
FILESYSTEM_getLevelDirFileNames(). This smells like someone bolting
something on without regard for the whole picture of the system, but
whatever; I can clean up their mess just fine.

So, what do I do about this? Well, just like I did with text splitting
and binary blob extras, make the final for-loop - the one that does the
actual metadata parsing - more immediate.

So how do I do that? Well, PhysFS has a function named
PHYSFS_enumerate(). PHYSFS_enumerateFiles(), in fact, uses this function
internally, and is basically just a wrapper with some allocation and
alphabetization.

PHYSFS_enumerate() takes in a pointer to a function, which it will call
for every single entry that it iterates over. It also lets you pass in
another arbitrary pointer that it leaves alone, which I use to pass
through a function pointer that is the actual callback.

So to clarify, there are two callbacks - one callback is passed through
into another callback that gets passed through to PHYSFS_enumerate().

The callback that gets passed to PHYSFS_enumerate() is always the same,
but the callback that gets passed through the callback can be different
(if you look at the calling code, you can see that one caller passes
through a normal level metadata callback; the other passes through a zip
file callback).

Furthermore, I've also cleaned it up so that if editorclass::loadZips()
finds a zip file, it won't iterate over all the files in the levels
directory a third time. Instead, the level directory only gets iterated
over twice - once to check for zips, and another to load every level
plus all zips; the second time is when all the heap allocations happen.

And with that, level list loading now uses less STL templated stuff and
much less heap allocations.

Also, ed.directoryList basically has no reason to exist other than being
a temporary std::vector, so I've removed it. This further decreases
memory usage, depending on how many levels you have in your levels
folder (I know that I usually have a lot and don't really ever clean it
up, lol).

Lastly, in the callback passed to PhysFS, `builtLocation` is actually no
longer hardcoded to just the `levels` directory, since instead we now
use the `origdir` variable that PhysFS passes us. So that's good, too.
2021-02-19 07:12:13 -05:00
Misa
2d21bab4ea Only re-color one-ways if assets are not mounted
Some levels (like Unshackled) have decided to manually re-color the
one-way tiles on their own, and us overriding their re-color is not
something they would want. This does mean custom levels with custom
assets don't get to take advantage of the re-color, but it's the exact
same behavior as before, so it shouldn't really matter that much.

I would've liked to specifically detect if a custom tiles.png or
tiles2.png was in play, rather than simply disabling it if any asset was
mounted, but it seems that detecting if a specific file was mounted from
a specific zip isn't really PHYSFS's strong suit.
2020-06-30 18:06:14 -04:00
Misa
d45ff4c269 Abstract assets mounting to FileSystemUtils.cpp
The assets mounting code was put directly in editorclass::load(), but
now it's in a neat little function so it can be called from multiple
places without having to call editorclass::load().
2020-06-21 20:25:22 -04:00
Misa
3f4df82583 Remove TinyXML-1
This removes the TinyXML source files, removes it from CMakeLists.txt,
removes all the includes, and removes the functions
FILESYSTEM_saveTiXmlDocument() and FILESYSTEM_loadTiXmlDocument() (use
FILESYSTEM_saveTiXml2Document() and FILESYSTEM_loadTiXml2Document()
instead).

Additionally I've cleaned up the tinyxml2.h include in FileSystemUtils.h
so that it doesn't actually include tinyxml2.h unnecessarily, meaning a
change to TinyXML2 shouldn't rebuild all files that include
FileSystemUtils.h.
2020-06-12 15:08:29 -04:00
Misa
b17e96df7d Add FILESYSTEM_loadTiXml2Document()
Same as FILESYSTEM_saveTiXml2Document(), except for loading. Read this
as "load TinyXML2 Document", not "load TinyXML to Document".
2020-06-12 15:08:29 -04:00
Misa
45ad048756 Add FILESYSTEM_saveTiXml2Document()
This will eventually replace FILESYSTEM_saveTiXmlDocument(). Read it as
"save TinyXML2 Document", not "save TinyXML to Document".
2020-06-12 15:08:29 -04:00
Matt Aaldenberg
b217fec3aa
Per-level custom asset loading functionality (#262) 2020-05-31 19:31:02 -04:00
Misa
2076898020 Fix deletequick() and deletetele() not deleting their files
The problem here is that we're directly using the C stdio library,
instead of using PHYSFS's stuff. So I've added a function
FILESYSTEM_delete() that does exactly that.
2020-04-26 17:20:16 -04:00
Misa
6847eb3a87 Add FILESYSTEM_openDirectory() and _openDirectoryEnabled()
Have to add some includes and put these behind some ifdefs, of course.

I'm pretty sure FreeBSD and OpenBSD and Haiku are POSIX enough that the
"open" command will work on them, too.

I would've loved to make FILESYSTEM_openDirectoryEnabled a simple bool
instead of a function, but I ran into issues with putting it in the
FileSystemUtils header file, so I'll just make it a function and call it
a day.
2020-04-18 11:32:06 -04:00
Matt Penny
dd7170dc59
Add -basedir option to specify base user directory (#154)
Useful for maintaining multiple save files or for debugging
2020-02-08 18:49:03 -05:00
leo60228
45491a03f3
Add -assets option to specify data.zip (#139)
This is useful for distributions, which may not want to put data.zip in
the same directory as the binary. This can't be distribution-specific
due to the license ("Altered source/binary versions must be plainly
marked as such, and must not be misrepresented as being the original
software.").
2020-02-02 18:28:26 -05:00
Fredrik Ljungdahl
5862af4445 Add a null terminator to loaded TinyXML files (#117)
* Add a null terminator to loaded TinyXML files

The TinyXML parse() function expect a C-like string, including terminator.
When xml loading was changed, it loaded the file, but included no such thing.
Thus, we load the file, then reallocate the memory so that we can insert a
null terminator to it, before passing it to parse().

* Tweak TinyXML file loading

Instead of first loading the file content into memory, then reallocate it
to add a null pointer, add an argument to the file load function for whether
to append a null terminator or not, defaulting to false. It still returns the
length without the null pointer in case a length ptr is passed.
2020-01-24 15:35:46 -05:00
Dav999-v
b884b7e4e9 Replace TiXmlDocument load and save functions by PHYSFS
The TinyXml functions to load and save files don't properly support
unicode file paths on Windows, so in order to support that properly, I
saw no other option than to do the actual loading and saving via PHYSFS
(or to use the Windows API on Windows and retain doc.LoadFile and
doc.SaveFile on other OSes, but that'd be more complicated and
unnecessary, we already have PHYSFS, right?).

There are two new functions in FileSystemUtils:
bool FILESYSTEM_saveTiXmlDocument(const char *name, TiXmlDocument *doc)
bool FILESYSTEM_loadTiXmlDocument(const char *name, TiXmlDocument *doc)

Any instances of doc.SaveFile(<FULL_PATH>) have been replaced by
FILESYSTEM_saveTiXmlDocument(<VVVVVV_FOLDER_PATH>, &doc), where
<FULL_PATH> included the full path to the saves or levels directory,
and <VVVVVV_FOLDER_PATH> only includes the path relative to the VVVVVV
directory.
When loading a document, a TiXmlDocument used to be created with a full
path in its constructor and doc.LoadFile() would then be called, now a
TiXmlDocument is constructed with no path name and
FILESYSTEM_loadTiXmlDocument(<VVVVVV_FOLDER_PATH>, &doc) is called.
2020-01-12 10:44:11 -05:00
Christoph Böhmwalder
3a961310ca actually return an error when data.zip is missing
We should return an error code when we can't find data.zip, just letting
the program crash is a little crude.
2020-01-10 16:21:32 -05:00
Ethan Lee
f7c0321b71 Hello WWWWWWorld! 2020-01-08 10:37:50 -05:00