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61 commits

Author SHA1 Message Date
AllyTally
77a571017d Implement scaling modes manually
For future PRs, it'll be very nice to have full control over how VVVVVV
gets drawn to the window. This means we can use the entire window size
for things like touch input, drawing borders, or anything we want.
2024-02-03 18:11:11 -08:00
Misa
a7acf4e177 Fix cycling menus in editor not updating
While there's a check to recreate the menu if you cycle the language
while in a menu, editor menus are a special case and need specific
handling.
2024-02-02 18:57:24 -08:00
Misa
0aea27f237 Fix limits check not updating with CTRL+F8
This makes it work pretty well. It basically just resets the state of
the limits check and starts from the first limit broken (if any), which
is behavior that makes sense to me.

Otherwise, without this, it seems to invalidate pointers and, on my
machine, start pulling strings from the language XML, which is
horrifying.
2024-02-02 18:57:24 -08:00
Misa
ad6e31aa12 Disable switching languages during cutscene tests
Not gonna lie, I am a bit disappointed at having to do this, because it
actually worked pretty well despite a few bugs depending on which
language you entered with. But that's only because I'm working with
the official translation files, which are in sync with each other.

With translation files that are completely arbitrary, it would be
apparent that switching languages during the cutscene test doesn't
really make sense. Like, at all. That's because the list of cutscenes is
populated entirely from language-specific XML and the cutscenes in them
are also from language-specific XML. So keeping the same position in the
menu doesn't really make sense, and keeping the same position in a
cutscene definitely doesn't make sense.
2024-02-02 18:57:24 -08:00
Misa
531b151d12 Translate menu options on-the-fly
I saw that the only problem with cycling languages in a title screen
menu is that the menu options don't get updated. So I was like, we can
just recreate the menu, and then I was like "Sure, why not." So that's
what I did.

To accommodate the CTRL+F8 keybind in the language menu, it
automatically updates the menu option when you cycle it. This is because
otherwise using the keybind in the language menu wouldn't visibly update
the language, but it still actually does change your language, and that
can be seen by pressing Escape.

Also, the menucountdown needs to be preserved because otherwise
createmenu() resets it, even if it's the "same" menu (this behavior is
needed so that the menu that is shown during the countdown isn't added
as a stack frame which would make it a menu that could be returned to).
2024-02-02 18:57:24 -08:00
Misa
861f724d90 Recompute textboxes on active input device change
This fixes a bug where some text boxes wouldn't update the displayed
button if the active input device changed from a keyboard to controller,
or vice versa. Namely, the "Press ACTION to continue" text boxes.
2024-02-02 18:57:24 -08:00
Misa
9b56a53d98 Add debug keybind CTRL+(SHIFT)+F8 to cycle lang
This adds a debug keybind to cycle the current language forwards,
CTRL+F8. It also adds a debug keybind to cycle it backwards,
CTRL+SHIFT+F8.

This is only active if the translator menu is active (and so if the
regular F8 keybind is also active).

This is useful for quickly catching errors in translations and/or
inconsistencies between translations. In fact, I've already caught
several translation mistakes using this keybind which made me mildly
panic that I screwed something up in my own code, only to realize that
no, actually, it was the translation that was at fault.

For now, this is only meant to be used in-game, as text boxes get
retranslated instantly, whereas things like menu options don't. But menu
options will be retranslated on-the-fly in a later commit.
2024-02-02 18:57:24 -08:00
Misa
40f6f83328 Add border to indicate taking screenshot
Originally, I was thinking of adding a notification text that you took a
screenshot, but this is better because it is language-agnostic and it
doesn't contribute to potential UI clutter/clashing.

It flashes yellow if the screenshot successfully saved, and red if it
didn't.
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
Misa
fe21be87a2 Remap lang reload keybind from F12 to F8
This remaps the keybind to reload language files from F12 to F8.

This is because the F12 keybind conflicts with the default Steam keybind
to take a Steam screenshot.

I chose F8 because it is next to another keybind that reloads stuff, F9
(which reloads assets in the editor).

Fixes #1089.
2024-01-09 11:14:11 -08:00
Ethan Lee
2d1009e815 Add "type:" override check for virtual Sony gamepads.
Fixes #1056
2023-12-01 12:08:26 -05:00
Dav999
9045e26d3e Add support for translatable sprites
Language folders can now have a graphics folder, with these files:
- sprites.png and flipsprites.png: spritesheets which contain
  translated versions of the word enemies and checkpoints
- spritesmask.xml: an XML file containing all the sprites that should
  be copied from the translated sprites and flipsprites images to
  the original sprites/flipsprites.

This means that the translated spritesheets don't have to contain ALL
sprites - they only have to contain the translated ones. When loading
them, the game assembles a combined spritesheet with translated sprites
replacing English ones as needed, and this sheet is used to visually
substitute the normal sprites at rendering time.

It's important to note that even if 32x32 enemies have pixel-perfect
hitboxes, this is only a visual change. This has been discussed several
times on Discord - basically we don't want to give people unfair
advantages or disadvantages because of their language setting, or
change existing gameplay and speedruns tactics, which may depend on the
exact pixel arrangements of the enemies. Therefore, the hitboxes are
still based on the English sprites. This should be basically
unnoticeable for casual players, especially with some thought from
translators and artists, but there will be an option in the speedrunner
menu to display the original sprites all the time.

I removed the `VVV_freefunc(SDL_FreeSurface, *tilesheet)` in
make_array() in Graphics.cpp, which frees grphx.im_sprites_surf and
grphx.im_flipsprites_surf. Since GraphicsResources::destroy() already
frees these, it looks like the only purpose the one in make_array()
serves is to do it earlier. But now we need them again later (when
switching languages) so let's just not free them early.
2023-10-31 22:31:41 -07:00
Ethan Lee
7b40a052ed Controller layout detection 2023-08-22 15:34:03 -04:00
Misa
8e3e29a14c Generalize stretch mode mouse scaling fix
This puts the code to fix mouse coordinates in stretch mode directly
inside KeyPoll::Poll, preventing the need for any other instances of
mouse coordinate usage to copy-paste code.
2023-08-17 19:57:54 -07:00
Misa
4058975ce9 Use enums for sound effects
This adds an anonymous enum for sound effects and replaces all calls to
music.playef that use integer literals.

This is not a named enum (that can be used for strict typechecking)
because sound effect IDs are essentially part of the API of the game -
many custom levels use these numbers. This is just to make the source
code more readable without needing a comment to denote what number is
what sound.
2023-06-05 17:57:23 -07:00
Dav999-v
01200b5e64 Switch between controller glyphs and keyboard keys automatically
If a controller button is pressed, a controller is connected (even at
startup!) or an axis is moved, the game will switch to displaying
controller glyphs. If a keyboard key is pressed or the last controller
is removed, the game will switch to displaying keyboard keys.
2023-03-21 19:59:48 -07:00
Dav999-v
a545384677 Replace utfcpp by UTF8.h in KeyPoll.cpp 2023-02-27 23:00:41 -08:00
AllyTally
19b2a317f1 Move from surfaces to the SDL render system
Ever since VVVVVV was initially ported to C++ in 2.0, it has used surfaces from SDL. The downside is, that's all software rendering. This commit moves most things off of surfaces, and all into GPU, by using textures and SDL_Renderer.

Pixel-perfect collision has been kept by keeping a copy of sprites as surfaces. There's plans for pixel-perfect collision to use masks instead of reading pixel data directly, but that's out of scope for this commit.

- `graphics.reloadresources()` is now called later in `main`, because textures cannot be created without a renderer.

- This commit also removes a bunch of surface functions which are no longer needed.

- This also recaches target textures in certain places for d3d9.

- graphics.images was converted to a fixed-size array.

- fillbox and fillboxabs use SDL_RenderDrawRect instead of drawing an outline using four filled rectangles

- Update my name in the credits
2023-01-28 14:36:28 -08:00
Dav999-v
34cb42a19f Add Ctrl+X for roomname translator mode
This is a single block of code so it was easy to split from the
foundation 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
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
d0ffafe117 Extern gameScreen, remove screenbuffer
I know earlier I removed the gameScreen extern in favor of using
screenbuffer, but that was only to be consistent. After further
consideration, I have found that it's actually really stupid.

There's no reason to be accessing it through screenbuffer, and it's
probably an artifact of 2.0-2.2 passing stack-allocated otherwise-global
classes everywhere through function arguments. Also, it leads to stupid
bugs where screenbuffer could potentially be NULL, which has already
resulted in various annoying crashes in the past. Although those could
be fixed by simply initializing screenbuffer at the very top of main(),
but, why not just scrap the whole thing anyway?

So that's what I'm doing.

As a nice side effect, I've removed the transitive include of Screen.h
from Graphics.h. This could've been done already since it only includes
it for the pointer anyway, but it's still good to do it now.
2021-12-25 00:29:28 -08:00
leo60228
7560b8b60b Handle lost focus on Emscripten
This was previously disabled, since it didn't seem to work. However, the
previous commit fixes the root issue.
2021-09-07 09:43:48 -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
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
46ee84d6ef Disable unfocus on Emscripten 2021-08-31 10:28:55 -07:00
Misa
8bade56841 Fix regression with regaining focus resuming music
Since you've been able to resume music stopped by stopmusic() with
resumemusic(), if a track was stopped by stopmusic(), the unfocus pause
itself would end up resuming the track when regaining focus.

The solution is to simply check for if music.currentsong is -1 or not.
2021-08-18 20:50:02 -07:00
AllyTally
3500888971 Add audiopause(on/off) command
If you have unfocus pause off, and unfocus audio pause off, then this command will go into effect.
When it's set to on, the audio will pause when you unfocus the game. When it's set to off, the
audio will not. This is different from the setting, and gets saved to the save file.
2021-08-11 21:52:11 -04:00
Misa
3095871683 Add unfocus audio pause option
Some people prefer the 2.2 behavior where unfocusing pauses the game,
but the music still plays. One such person is Trinket9 on the VVVVVV
Discord server, who wanted it that way.

The reason audio pausing was added in the first place was to prevent
desyncing music in levels with cutscenes that synced to music. Rather
than reverting it, let's add this option instead.
2021-08-10 15:26:44 -04:00
Misa
243f9b92f8 Split glitchrunner mode into multiple versions
Previously, turning glitchrunner mode on essentially locked you to
emulating 2.0, and turning it off just meant normal 2.3 behavior. But
what if you wanted 2.2 behavior instead? Well, that's what I had to ask
when a TAS of mine would desync in 2.3 because of the two-frame delay
fix (glitchrunner off), but would also desync because of 2.0 warp lines
(glitchrunner on).

What I've done is made it so there are three states to glitchrunner mode
now: 2.0 (previously just the "on" state), 2.2 (previously a state you
couldn't use), and "off". Furthermore, I made it an enum, so in case
future versions of the game patch out more glitches, we can add them to
the enum (and the only other thing we have to update is a lookup table
in GlitchrunnerMode.c). Also, 2.2 glitches exist in 2.0, so you'll want
to use GlitchrunnerMode_less_than_or_equal() to check glitchrunner
version.
2021-08-05 13:35:21 -04:00
Misa
83ad5e66de Show and hide mouse cursor based on user input
This is quite simple - whenever the user uses their keyboard or
controller, we hide the mouse cursor. Whenever they move the mouse, we
show it again. This makes it so the cursor gets out of the way when they
play the game, but reappears when they need it.

There is also a timeout, to prevent strobing if the user decides to use
the keyboard/controller and mouse at the same time. There is no timeout
from hiding the mouse cursor, but there is a timeout from showing the
mouse cursor - this because it's okay if the mouse lingers for a few
frames when you start using the keyboard, but really annoying if the
mouse doesn't instantly appear when you move it.
2021-04-16 22:58:45 -07:00
Ethan Lee
5060b4dfe3 Only do focus fullscreen toggling on X11.
I haven't been able to reproduce this old thing on any setup I have. The patch
from 2013 was originally for X11, and Wayland's fullscreen doesn't allow for
this sort of thing, so let's start scoping this down for eventual removal when
X11 is finally out of our minds forever.
2021-04-05 11:07:32 -04:00
Misa
510ec07021 Re-fix resumemusic/musicfadein once again
So it looks like facb079b35 (PR #316) had
a few issues.

The SDL performance counter doesn't really work that well. Testing
reveals that unfocusing and focusing the game again results in
the resumemusic() script command resuming the track at the wrong time.
Even when not unfocusing the game at all, stopping a track and resuming
it resumes it at the wrong time. (Only disabling the unfocus pause fixes
this.)

Furthermore, there's also the fact that the SDL performance counter
keeps incrementing when the game is paused under GDB. So... yeah.

Instead of dealing with the SDL performance counter, I'm just going to
pause and resume the music directly (so the stopmusic() script command
just pauses the music instead). As a result, we no longer can keep
constantly calling Mix_PauseMusic() or Mix_ResumeMusic() when focused or
unfocused, so I've moved those calls to happen directly when the
relevant SDL events are received (the constant calls were originally in
VCE, and whoever added them (I'm pretty sure it was Leo) was not the
sharpest tool in the shed...).

And we are going to switch over to using our own fade system instead of
the SDL mixer fade system. In fact, we were already using our own fade
system for fadeins after collecting a trinket or a custom level
crewmate, but we were still using the mixer system for the rest. This is
an inconsistency that I am glad to correct, so we're also doing our own
fadeouts now.

There is, however, an issue with the fade system where the length it
goes for is inaccurate, because it's based on a volume-per-frame second
calculation that gets truncated. But that's an issue to fix later - at
least what I'm doing right now makes resumemusic() and musicfadein()
work better than before.
2021-04-02 16:13:54 -04:00
Misa
03a0b1feb2 Call VVV_exit() when SDL_QUIT is received
This fixes a regression introduced by #535 where a quit signal (e.g.
Ctrl-C) sent to the window while the game was in unfocus pause wouldn't
close the game.

One problem was that key.quitProgram would only be checked when control
flow switched back to the outer loop in main(), which would only happen
when the loop order state machine switched to a delta function. As the
unfocused func table didn't have any delta functions, this means
key.quitProgram would never be checked.

So a naïve solution to this would just be to add a no-op delta func
entry to the unfocused func table. However, we then run into a separate
issue where a delta function at the end of a func list never reassigns
the active funcs, causing the game to be stuck in the unfocus pause
forever. Active func reassignment only happens after fixed funcs. So
then a naïve solution after that would be to simply add a no-op fixed
func entry after that. And indeed, that would fix the whole issue.

However, I want to do things the right way. And this does not seem like
the right way. Even putting aside the separate last-func-being-delta
issue, it mandates that every func list needs a delta function. Which
seems quite unnecessary to me.

Another solution I considered was copy-pasting the key.quitProgram check
to the inner loops, or adding some sort of signal propagation to
the inner loops - implemented by copy-pasting checks after each loop -
so we didn't need to copy-paste key.quitProgram... but that seems really
messy, too.

So, I realized that we could throw away key.quitProgram, and simply call
VVV_exit() directly when we receive an SDL_QUIT event. This fixes the
issue, this removes an unnecessary middleman variable, and it's pretty
cleanly and simply the right thing to do.
2021-04-02 11:14:24 -04:00
Misa
8cf79aaf72 Fix memory leak when pasting text
According to SDL documentation[1], the returned pointer needs to be
freed. A glance at the source code confirms that the function allocates,
and also Valgrind complains about it.

Also if it couldn't allocate, the game no longer segfaults (std::strings
do not check if the pointer is non-NULL for operator+=).

[1]: https://wiki.libsdl.org/SDL_GetClipboardText
2021-03-31 02:29:36 -04:00
Misa
2608db9151 Directly toggle fullscreen if keybind pressed in key.Poll()
This moves the responsibility of toggling fullscreen when any of the
three toggle fullscreen keybinds are pressed (F11, Alt+Enter, Alt+F)
directly into key.Poll() itself, and not its caller (which is main() -
more specifically, fixedloop()). Furthermore, the fullscreen toggle
itself has been moved to a separate function that key.Poll() just calls,
to prevent cluttering key.Poll() with more business logic (the function
is already quite big enough as it is).

As part of my work in re-removing the 1-frame input delay in #535, I'm
moving the callsite of key.Poll() around, and I don't want to have to
lug this block of code around with it. I'd rather refactor it upfront
than touch any more lines than necessary in that PR.
2021-03-17 03:01:19 -04:00
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
Ethan Lee
47df6c9d66 Ignore resize events for unfocused windows 2021-02-14 22:51:07 -05:00
Misa
769f99f590 Reduce dependency on libc functions
During 2.3 development, there's been a gradual shift to using SDL stdlib
functions instead of libc functions, but there are still some libc
functions (or the same libc function but from the STL) in the code.

Well, this patch replaces all the rest of them in one fell swoop.

SDL's stdlib can replace most of these, but its SDL_min() and SDL_max()
are inadequate - they aren't really functions, they're more like macros
with a nasty penchant for double-evaluation. So I just made my own
VVV_min() and VVV_max() functions and placed them in Maths.h instead,
then replaced all the previous usages of min(), max(), std::min(),
std::max(), SDL_min(), and SDL_max() with VVV_min() and VVV_max().

Additionally, there's no SDL_isxdigit(), so I just implemented my own
VVV_isxdigit().

SDL has SDL_malloc() and SDL_free(), but they have some refcounting
built in to them, so in order to use them with LodePNG, I have to
replace the malloc() and free() that LodePNG uses. Which isn't too hard,
I did it in a new file called ThirdPartyDeps.c, and LodePNG is now
compiled with the LODEPNG_NO_COMPILE_ALLOCATORS definition.

Lastly, I also refactored the awful strcpy() and strcat() usages in
PLATFORM_migrateSaveData() to use SDL_snprintf() instead. I know save
migration is getting axed in 2.4, but it still bothers me to have
something like that in the codebase otherwise.

Without further ado, here is the full list of functions that the
codebase now uses:

- SDL_strlcpy() instead of strcpy()
- SDL_strlcat() instead of strcat()
- SDL_snprintf() instead of sprintf(), strcpy(), or strcat() (see above)
- VVV_min() instead of min(), std::min(), or SDL_min()
- VVV_max() instead of max(), std::max(), or SDL_max()
- VVV_isxdigit() instead of isxdigit()
- SDL_strcmp() instead of strcmp()
- SDL_strcasecmp() instead of strcasecmp() or Win32 strcmpi()
- SDL_strstr() instead of strstr()
- SDL_strlen() instead of strlen()
- SDL_sscanf() instead of sscanf()
- SDL_getenv() instead of getenv()
- SDL_malloc() instead of malloc() (replacing in LodePNG as well)
- SDL_free() instead of free() (replacing in LodePNG as well)
2021-01-12 14:02:31 -05:00
Misa
916a19c09c Remove unused function KeyPoll::isUp()
This function was marked as unused by cppcheck.
2021-01-02 09:06:42 -05:00
Misa
fb19787489 Remove duplicate game.controllerSensitivity proxy
It wasn't a direct duplicate of key.sensitivity, but it was still
basically the same thing. Although to be fair, at least the case-switch
conversion didn't get duplicated everywhere unlike game.slowdown.

So now key.sensitivity functions the same as game.controllerSensitivity,
and it only gets converted to its actual value whenever a joystick input
happens in key.Poll(), unlike previously where it got converted every
single frame on the title screen (there was even a comment that said
"TODO bit wasteful doing this every poll").
2020-12-18 10:02:18 -05:00
Misa
cbceeccf78 Clean up and prevent unnecessary qualifiers to self
By "unnecessary qualifiers to self", I mean something like using the
'game.' qualifier for a variable on the Game class when you're inside a
function on the Game class itself. This patch is to enforce consistency
as most of the code doesn't have these unnecessary qualifiers.

To prevent further unnecessary qualifiers to self, I made it so the
extern in each header file can be omitted by using a define. That way,
if someone writes something referring to 'game.' on a Game function,
there will be a compile error.

However, if you really need to have a reference to the global name, and
you're within the same .cpp file as the implementation of that object,
you can just do the extern at the function-level. A good example of this
is editorinput()/editorrender()/editorlogic() in editor.cpp. In my
opinion, they should probably be split off into their own separate file
because editor.cpp is getting way too big, but this will do for now.
2020-09-28 01:34:40 -04:00
Misa
d7040b23d0 Axe manual state trackers and use SDL_IsTextInputActive()
After looking at pull request #446, I got a bit annoyed that we have TWO
variables, key.textentrymode and ed.textentry, that we rolled ourselves
to track the state of something SDL already provides us a function to
easily query: SDL_IsTextInputActive(). We don't need to have either of
these two variables, and we shouldn't.

So that's what I do in this patch. Both variables have been axed in
favor of using this function, and I just made a wrapper out of it, named
key.textentry().

For bonus points, this gets rid of the ugly NO_CUSTOM_LEVELS and
NO_EDITOR ifdef in main.cpp, since text entry is enabled when entering
the script list and disabled when exiting it. This makes the code there
easier to read, too.

Furthermore, apparently key.textentrymode was initialized to *true*
instead of false... for whatever reason. But that's gone now, too.

Now, you'd think there wouldn't be any downside to using
SDL_IsTextInputActive(). After all, it's a function that SDL itself
provides, right?

Wrong. For whatever reason, it seems like text input is active *from the
start of the program*, meaning that what would happen is I would go into
the editor, and find that I can't move around nor place tiles nor
anything else. Then I would press Esc, and then suddenly become able to
do those things I wanted to do before.

I have no idea why the above happens, but all I can do is to just insert
an SDL_StopTextInput() immediately after the SDL_Init() in main.cpp. Of
course, I have to surround it with an SDL_IsTextInputActive() check to
make sure I don't do anything extraneous by stopping input when it's
already stopped.
2020-08-13 17:51:38 -04:00
Nichole Mattera
ab323a7550 Simplified the fixes. 2020-08-12 23:07:13 -04:00
Nichole Mattera
2ddd7a96fb Fix issues with hotkey during text inputs. 2020-08-12 23:07:13 -04:00
Misa
52f7a587fe Separate includes into sections and alphabetize them
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).
2020-07-19 21:37:40 -04:00
Misa
b5ff65c84e Remove unnecessary includes from header files
Including a header file inside another header file means a bunch of
files are going to be unnecessarily recompiled whenever that inner
header file is changed. So I minimized the amount of header files
included in a header file, and only included the ones that were
necessary (system includes don't count, I'm only talking about includes
from within this project). Then the includes are only in the .cpp files
themselves.

This also minimizes problems such as a NO_CUSTOM_LEVELS build failing
because some file depended on an include that got included in editor.h,
which is another benefit of removing unnecessary includes from header
files.
2020-07-19 21:37:40 -04:00
Misa
7703b2c1c2 Ensure that all member attributes are initialized
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.
2020-07-08 19:14:21 -04:00
Misa
35c540449e Add being able to disable unfocus pause
It's sometimes unwanted by people, and it's unwanted enough that there
exist instructions to hexedit the binary to remove it (
https://distractionware.com/forum/index.php?topic=3247.0 ).

Fun fact, the unfocus pause didn't exist in 2.0.
2020-06-29 22:59:16 -04:00
Misa
facb079b35 Fix resumemusic/musicfadein not working
It seems like they were unfinished. This commit makes them properly
work.

When a track is stopped with stopmusic() or musicfadeout(),
resumemusic() will resume from where the track stopped. musicfadein()
does the same but does it with a gradual fade instead of suddenly
playing it at full volume.

I changed several interfaces around for this. First, setting currentsong
to -1 when music is stopped is handled in the hook callback that gets
called by SDL_mixer whenever the music stops. Otherwise, it'd be
problematic if currentsong was set to -1 when the song starts fading out
instead of when the song actually ends.

Also, music.play() has a few optional arguments now, to reduce the
copying-and-pasting of music code.

Lastly, we have to roll our own tracker of music length by using
SDL_GetPerformanceCounter(), because there's no way to get the music
position if a song fades out. (We could implicitly keep the music
position if we abruptly stopped the song using Mix_PauseMusic(), and
resume it using Mix_ResumeMusic(), but ignoring the fact that those two
functions are also used on the unfocus-pause (which, as it turns out, is
basically a non-issue because the unfocus-pause can use some other
functions), there's no equivalent for fading out, i.e. there's no
"fade out and pause when it fully fades out" function in SDL_mixer.) And
then we have to account for the unfocus-pause in our manual tracker.

Other than that, these commands are now fully functional.
2020-06-27 17:23:07 -04:00