This commit adds new debug lines while you're NOT hovering over an
entity or a block. Additionally, coordinates are now displayed smaller,
to not take up as much vertical space.
The level debugger is toggleable in playtesting mode by pressing Y.
You can toggle whether or not the game is paused inside of the debugger
by pressing TAB. The debugger screen allows you to see entity and block
properties, and allows you to move them around.
The hardest room used to be stored as a room name in whatever language
it was in when you last died enough times to break the record (before
localization, that was always English). Even after localization became
a thing we could get away with this since we only had a single font,
but now we might have actual question marks appearing when the new font
doesn't support characters from the old language.
Therefore, this commit adds more info about the hardest room to save
files - everything that is needed to know in order to do the
translation at display time. These are hardestroom_x and hardestroom_y
for the room coordinates, as well as hardestroom_specialname to mark
special names, in addition to changing the stored room name back to
English. I've also added hardestroom_finalstretch in case we later
decide to drop the English name as a key and rely on just the
coordinates (even though I think that change itself would be more
complicated than any simplification it would accomplish, and I don't
think it's necessary, but better to have it if we do need it later)
As described in #1016, there used to be a bug that inflated
levelstats.vvv in 2.3, which was fixed in 2.4, but there was no way
for inflated files to get smaller yet.
This commit changes the storage of levelstats from a std::vector of
structs to a std::map, so that uniqueness is guaranteed and thus the
stats can be optimized automatically. And it also simplifies *and*
optimizes the code that handles the levelstats - no more big loops that
iterated over every element to find the matching level.
(Farewell to the "life optimisation and all that" comment, too)
I tested this with both my own levelstats.vvv, as well as some inflated
ones (including Balneor's 93 MB one) and saw this code correctly reduce
the filesize and speed up the levels list.
Fixes#1016.
The declarations of `std::vector<std::string> customlevelnames` and
`std::vector<int> customlevelscores` are made quite early in the
function, commented with "Old system", but the place where the old
system is processed is after a big chunk of code that processes the new
system (and indeed never uses these vectors). So for readability,
they're now closer to where they're used.
`levelcomplete` and `gamecomplete` were hardcoded using textbox colors
which were offset by 1. This PR fixes that, no longer requiring
slightly-off colors, and instead adding a new property to textboxes
which tell the game to display either level complete or game complete.
This commit adds a system for displaying sprites in textboxes, meant to
replace the hardcoded system in the main game. This does not support
levelcomplete.png and gamecomplete.png yet, which will most likely just
be special cases.
This ensures loading a 2.4 save in the English-only 2.3 or earlier
doesn't result in missing characters because a translated area name
appears in the save file. We are not reading from <summary> anymore
in 2.4.
The way this is done is by not translating the area names inside
mapclass::currentarea(), but at the callsites other than the one which
saves the <summary>.
For both `tele` and `quick`, I removed these attributes of class Game:
- std::string *_gametime
- int *_trinkets
- std::string *_currentarea
- bool *_crewstats[numcrew]
All this info can now be gotten from members of Game::last_telesave and
Game::last_telesave. I've also cleaned up the continue menu to not have
all the display code appear twice (once for telesave and once for
quicksave).
RIP "Error! Error!" though lol
This is what got saved to the area part of the <summary> tags, and it
was specifically set upon pressing ACTION to save in the map menu.
Which meant tsave.vvv may not get an accurate area name (notably
"nowhere" if you hadn't quicksaved before in that session) even though
it's not displayed anywhere so it didn't really matter. But this
variable can be removed - there's only one place where <summary> is
written for both quicksaves and telesaves, so that now gets the area
at saving time.
Fun fact: custom level quicksaves also have a <summary> tag, and it's
even less functional than the one in tsave.vvv, because it stores
whatever main-game area name applies to your current coordinates.
So I simply filled in the level's name instead (just like what the
actual save box says).
Game::telesummary and Game::quicksummary stored the summary string for
the save files - which is the <summary> tag that says something like
"Space Station, 10:30:59". The game only ever displays the quicksave
variant of these two, for "Last Save:" on the map menu's SAVE tab.
So the telesave has a <summary> too, but it's never displayed anywhere.
(In fact, the area is often set to "nowhere"...)
However, the summary strings have another function: detect that both
the telesave and quicksave exist. If a summary string for a save is
empty, then that save is considered not to exist.
I'm refactoring the summary string system, by making the new variables
Game::last_telesave and Game::last_quicksave of type struct
Game::Summary. This struct should have all data necessary to display
the summary string at runtime, and thus translate it at runtime (so
we don't store a summary in a certain language and then display it in
the wrong font later - the summary can always be in the current
language). It also has an `exists` member, to replace the need to
check for empty strings.
The <summary> tag is now completely unused, but is still written to
for older versions of the game to read.
(This commit does not add the new string to the language files, since
Terry now added it separately in his own branch)
It used to take a single int: the area number returned by
mapclass::area(roomx, roomy). All uses of currentarea() were called
with an extra area() call as its argument. Additionally, there's a
good reason why currentarea() should have the room coordinates: in one
of the cases that it's called, there's a special case for the ship's
coordinates. This results in the SAVE screen in the map menu being able
to show "The Ship", while the continue screen shows "Dimension VVVVVV"
instead. Therefore, why not put that exception inside currentarea()
instead, and remove a few callsite map.area() wrappers by making
currentarea() take the room x and y coordinates?
Since #1047 was merged, we now make the user build the SDL prefab
themselves (as SDL does not publish Maven packages yet). Here are some
instructions for doing that.
Whenever I'd compile on Windows, I'd see the literal text "%cs" in the
main menu instead of the commit date. I never thought much of it (at
least it runs, and the date only shows up in development builds). Now
that I've also seen a screenshot from Terry with it, I decided to look
into it further. Looks like it's a format string that our gits on
Windows aren't recognizing for whatever reason - probably because
they're too old. I have git version 2.23.0.windows.1, and checking its
help page for `git log`, under PRETTY FORMATS, %cs is missing as an
option, while some other options are still there. So the option was
probably added sometime between that version and 2.34.1, which is the
one I have on Linux, where %cs does work.
Luckily, %cd with --date=short seems equivalent, and better supported,
so we can just use that instead.
Recent versions of CMake emit the following:
CMake Deprecation Warning at CMakeLists.txt:4 (cmake_minimum_required):
Compatibility with CMake < 3.5 will be removed from a future version of
CMake.
Update the VERSION argument <min> value or use a ...<max> suffix to tell
CMake that the project does not need compatibility with older versions.
Reading the documentation further, adding a max refers to the max
version compatibility of CMake _policies_. Adding a max of 3.5 makes the
warning go away, so it seems that the warning is more about policies
than anything else.
This will still work on 2.8.12 as the extra dots will be seen as a
version component separator, ignoring the max version.
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.
It'll start working in the next commit... See the description there.
(This commit does not add the new strings to the language files, since
Terry now added them separately in his own branch)
I recently changed my GitHub username from Dav999-v to Daaaav, and
today I moved the Ved repo from GitGud.io to GitHub. This commit
updates the references to both my username and the Ved repository.
The intention of the recent refactor was to make it so that the
temporary surfaces would be allocated only once, when the mode is
enabled, and be freed upon exit.
To do this, Graphics.cpp owns the pointers, and passes them to
ApplyFilter to modify. Except ApplyFilter doesn't actually modify the
pointers, because it's only a single pointer, not a pointer-to-pointer.
So every frame of rendering it would actually be creating a new surface
and leaking memory.
To fix this, they need to be pointer-to-pointer variables that get
modified.
I also added error logs in case the surface creation failed.
Right now, Windows assumes all our console output is code page ????.
That means our UTF-8 output appears mangled. (I ran into this while
testing IME text input by outputting strings to the console)
For a moment I was scared we'd need to do UTF-16 conversions and call
Windows-specific print functions like WriteConsoleW() in our vlog
functions, but fortunately SetConsoleOutputCP(CP_UTF8) works just fine.
Since VVVVVV 2.3, time trial best times are stored not just with the
number of seconds, but also the number of frames. However, there was
no room to display it with the old design of the time trials screen.
Now there is, so it can easily be displayed now with a small change!
Unset frames are stored as -1, which fits perfectly into the frames
argument of help.format_time(), because in that case the amount of
centiseconds is not shown.
It should be noted that opening VVVVVV 2.2 will instantly wipe your
frames records, as described by #1030. But many people will likely
never open 2.2 anymore.
Some people might be confused by the reference to M&P in the
instructions referring to downloading data.zip (#1026).
data.zip is the same between M&P and full versions of the game and is
orthogonal to which version of the game is built. Building M&P just
requires uncommenting `#define MAKEANDPLAY` in `MakeAndPlay.h`.
So clarify that you can grab data.zip from your existing copy of the
game, or from the Make and Play _page_ (not necessarily the Make and
Play edition of the game), and add instructions for building the M&P
version.
Closes#1027.
This serves as a file to help others in building the C++ Android version
for themselves.
These instructions are what I figured out to get it to work for me, and
should be kept up to date.
This is somewhat convenient for development, as it means that Android
Studio will only do a native build for the architecture of the device
being used for testing.
This is ignored for AABs, so it won't affect release builds (at least
for Google Play).
I took a very critical look at all the menus, to make sure they're all
clear and easy to read. I mainly simplified some explanations and
solved some small issues.
Well, 100% up-to-date with current upstream at least, there's some more
strings to be added soon, including "{area}, {time}" from #1018, a new
menu option related to translatable graphics files, and definitely some
credits stuff.
These were causing false alarms in translations for one reason or
another (either to force translations to not wordwrap for style
reasons, or to stay on the safe side if an adjacent string was also
long), so they can be raised now.
In 8484b36198, I fixed the title screen
showing up if you go to the language screen from in-game, while not
having any language files. There was also one other possible way to get
this to happen that I missed though: if you do have language files, and
you have not set your language yet, and you start a playtest via the
command line (e.g. by using Ved), and you then change the language
from the in-game options. That is now fixed.
I really thought I was going to need to block changing the language
in-game altogether, but activity zone prompts are now fixed and the
only obvious problem I can think of right now is having a dialogue
open, so I just disable the language option if a textbox is displayed.
(like how the map menu only has the save option if a script is running)
The translations for the prompts used to be looked up at creation time
(when the room is loaded or the activity zone is otherwise spawned),
which meant they would persist through changing the language while
in-game. This would look especially weird when the languages you switch
between use different fonts, as the prompt would show up in the old
language in the new language's font.
This problem is now fixed by letting the activity zone block keep
around the English prompt instead of the translated prompt, and letting
the prompt be translated at display time. This fixes a big part of the
reason I was going to disable changing the language while in-game; I
might only need to do it while textboxes are active now! :)
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.
If you've never set a language before (<lang_set> is not 1), then the
language screen will show up before the title screen. Selecting the
language will then make the title screen show up.
If no language files are present, the old logic for handling this was
to simply show the language screen at startup anyway, and let it
display the error message that language files are missing, as a warning
that the game is not packaged correctly. However, this logic has two
flaws:
- If the user has ever had language files and set a language before
(in a VVVVVV on that computer), the warning element is gone because
the language screen is not shown in that case - the game is simply in
English
- If the user has never set a language before, and then goes to the
language screen later via the menu, they will be sent to the title
screen, even if they were in-game. The main menu will also be broken.
The new way is to not show the language screen at startup if language
files are missing, and to change the logic so that you will only be
sent to the title screen if you actually haven't seen the title screen
yet.
I will also add a proper warning that fonts or language files are
missing by adding a message in the bottom left corner (in place of the
MMMMMM installed message).
strings.xml in Polish didn't yet contain the Steam Deck strings, and a
few limits changes.
Also, "Font: " was translated as "Czcionka:", missing the space. This
is fixed now.
We had two separate cases for translators for this string (a
"TO UNLOCK:" one and a secret lab trophy one) but I forgot to use
the latter in the code, so both places in the game were using the
former. This is now fixed.
And another new language!
This uses the same font as Simplified Chinese. As such, I changed the
displayed name of the font (in the level editor) from 简体中文 to 中文.
Another new language! And this is a very interesting one, since it's
based on Nicalis' translation for 3DS and Switch (with their go-ahead).
Which means I had to convert between two completely different
language file formats, which was some work, but it's totally worth it!
Naturally, there are a lot of missing strings, so a translator will
still need to fill in all the blanks (and maintain the translation for
new strings of course)
The next commit will be the initial commit adding the Japanese
translation, so here's the font!
Specifically, it's k8x12L (2021-05-05), and it can be downloaded (in
non-VVVVVV format) from https://littlelimit.net/k8x12.htm
New language! This uses the 10x10 font added in the previous commit.
This has some minor changes from the delivered version:
- Synced language files, and thus added max_local attributes
- Removed leftover Catalan strings in strings_plural (and reduced to
just one form)
- Aligned terminal_finallevel
The Korean localization has been delivered (next commit), so this
commit adds the font for it! The chosen font is Galmuri 9 (specifically
GalmuriMono9, version v2.38.7). It's licensed OFL, and since I had to
convert it to VVVVVV's bespoke font format and shift characters around,
I think we are now bundling a Modified Version of the font, and it has
to use the same license. Including it as font_ko_license.txt and
clearly indicating that the copyright came from the Original Version
should be more than enough.
This version is a bit more polished than the placeholder one posted on
Discord, namely (non-CJK) characters were shifted to fit into their
10x10 bounds as much as possible, and notably the , and . characters
were shifted 2 pixels to the right.
This adds the following new strings from #993:
- The level editor is not currently supported on Steam Deck, as it
requires a keyboard and mouse to use.
- The level editor is not currently supported on this device, as it
requires a keyboard and mouse to use.
Unfortunately this means most languages won't be quite 100% anymore
for a bit, and updates come in which don't have this string yet.
But at least we can track it really well. In the next couple of
commits, when a language is updated with all new strings except for
these, I'll call them 99.9% instead of 100% (I did not get an actual
percentage).
Originally, we were using just the hint, but this didn't work well for
toggling VSync (see #831). Then I added SDL_RenderSetVSync to SDL, and
used that instead for toggling, but we were still setting the hint on
game startup.
Now, to keep things consistent, and just to make sure we don't get any
surprising behavior should things change in the future, this makes it so
game startup uses SDL_RenderSetVSync too.
This fixes#1013 by axing the use of SDL_HINT_RENDER_SCALE_QUALITY and
instead using SDL_SetTextureScaleMode.
The hint is unwieldy to use, and since #923, has resulted in a
regression where starting the game in filtered mode then switching to
nearest results in scaled textures still being filtered.
The proper solution is to use SDL_SetTextureScaleMode on the two
textures that are drawn to the final screen: gameTexture and
tempShakeTexture.
This commit fixes an obscure bug with `destroy(moving)` and
`destroy(disappear)` where, when looping through entities, the code
doesn't actually check what the entity is before trying to destroy the
block underneath it.
To fix this, we just put the block-destroying code *inside* of the
check, instead of being outside of it.
I also fixed the code style because it was horrible.
Closes#925.
My fix here is to delay the font change until all fading-out textboxes
have disappeared. See it as adding a sort of `untilbars` or `untilfade`
for text box fadeout, into setfont.
This doesn't prevent every possible way to change the font of an
existing textbox, but you would need to use internal scripting to still
do it (and basically be doing it on purpose) - the problem in
simplified scripting when you simply do textbox-setfont-textbox is
gone.
Showing the option on the "play a level" option feels to me as though
inexperienced players would think they're not supposed to open the
player levels, because the message says editor levels are unsupported,
right? But the message is only referring to the level editor, so in my
opinion, it's clearer to only show it there.
This commit removes the `NO_EDITOR` and `NO_CUSTOM_LEVELS` defines,
which cleans up the code a lot, and they weren't really needed anyways.
This commit also disables the editor on the Steam Deck, and adds a
program argument to re-enable the editor, `-enable-editor`.
For some reason, the credits button was always specifically removed from
M&P builds. After some discussion with Terry Cavanagh on the VVVVVV
Discord server, we agreed that there was no reason this should be
removed. So, it's getting put back in.
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.
If this text on the time trial results screen would overlap with the
time value, all rank labels will be displayed on the header line
instead ("TIME TAKEN:" etc). This works because the overlap with the
time most likely only happens with CJK fonts (where the time will be
very wide because of the font size) while strings like "TIME TAKEN"
take up very little space due to only needing 4 characters or so for
the same information.
- ERROR/WARNING screen title was overlapping with message
- Crewmate screen names and rescued statuses were overlapping with each
other
- Textboxes on Level Complete screen were overlapping with each other
and the crewmate was not vertically centered in the box
- Some strings were running into each other in flip mode, instead of
being moved out of each other (PR_CJK_HIGH and PR_CJK_LOW worked the
wrong way around because of FLIP macros being applied to Y coords)
- In-game esc menu was "bouncy" with selected menu options because of a
hardcoded 16 pixel offset
- Bindings in the gamepad menu were overlapping with each other
- Some Super Gravitron "Best Time" labels and values were a little too
close
This will be needed for the Simplified Chinese translation, of which
the first version has just been delivered!
This is the first language with a font bigger than 8x8 (this is 12x12),
so it might be a little rough in some places. Most of the game is
already prepared for it, though!
The only changes I made from the previous version (which was uploaded
on Discord a few times and also sent to the translator) was the …
character - it's often used twice in a row, and it was a little uneven
(looking like - - - - - - instead of - - - - - -); and the
semicolon, which was missing some pixels.
Two changes:
- The labels on the Game Complete! screen for number of trinkets/deaths
/time etc have been moved two pixels to the right, and had their
limits increased by 1 character
- The inaccuate limit for "quit to main menu" has been increased
These are errors and issues that have been reported, but are fixable by
us without needing to involve the translator in the fix, without too
much risk of accidentally breaking grammar rules.
The full list of fixes:
- Fixed some menus going offscreen by removing unneeded words (I'm
fairly confident after some cross-referencing and research) in
Portuguese BR, Portuguese PT, Spanish, and French
- Set 0 to singular in numbers.xml in Portuguese BR and French
- Removed the ** from dimensional stability generator to make it not go
offscreen, and aligned the text better, in Portuguese BR and Spanish
- Fixed some small casing and spacing errors in Portuguese BR, French
and Welsh. Think of misplaced spaces or sentences starting with a
lowercase letter
- Fixed a limit break in Spanish (the menu button already drops the
word "de" in "retraso de la entrada", so the title can too, right?)
- Corrected some typos in French and German (je continuer->je continue,
9: Finde->9: Feinde and NENÜ->MENU)
- Fixed spacing and alignment in teletype terminals in Welsh (like the
dimensional stability generator)
923efe54d6 added a note to the PR
template, but the best place is probably in the translators readme.
Hopefully this will make sure we no longer get people eager to start
a translation because nobody else had started one yet, and then have to
be disappointed with a reply from us saying we can't accept voluntary
translation contributions.
Another new language! It's based off of the old translator pack so
it'll need to be updated later. This commit also includes some fixes
to the originally submitted version, mainly:
- "2.0" and ".99" were broken by excel(?), now fixed
- Removed traces from extraneous rows and columns
- Small human errors
This includes the update received 2023-06-09.
If you provided any one of -playx, -playy, -playrx, -playry, -playgc, or
-playmusic in command-line arguments for command-line playtesting, then
the game would always try to play music, even if you passed a negative
-playmusic. This wouldn't do anything in that case, unless you had
MMMMMM installed, in which case it would play MMMMMM track 15
(Predestined Fate Final Level) due to the legacy wraparound bug.
To fix this, only play music if the track provided is greater than -1.
Additionally, to prevent it from playing Path Complete by default if you
specify any of the other save position arguments but n ot -playmusic,
it's now initialized to -1 instead of 0.
Turns out `graphics.drawrect` exists. Well, not anymore!
This was another function from before the renderer rewrite which tried
to draw a rectangle by using four filled rectangles. We can draw
outline rectangles properly now, so let's make sure everywhere does it!
As #974 states, the lab background only ever uses the first generated
value from `backboxint`, so let's change it to a normal variable
instead of an array. Also, stars don't need their width/height set to
2 constantly... they never change in the first place, Terry!
Some code still used rectangles to draw things like lines and pixels,
so this commit adds more draw functions to support drawing lines and
pixels without directly using the renderer.
Aside from making generated minimaps draw points instead of 1x1
rectangles, this commit also batches the point drawing for an
additional speed increase.
This fixes a bug where if a track was resumed, pausing it by unfocusing
the window (if enabled, of course) would not resume it after refocusing
the window.
This happens because resuming the music doesn't change currentsong back
from -1, and the window refocusing code checks that currentsong isn't -1
before resuming music.
haltedsong is only used when resuming music. It is set back to -1 when
resuming music or when playing a new track.
Autotiling was a mess of functions and if chains and switch statements.
This commit makes autotiling better by assigning each direction to one
bit in a byte, giving each different combination its own value. This
value is then fed into a lookup table to give fine control on which
tiles get placed where.
The lab tileset can now use the single tiles which were before unused
in the autotiler, and the warp zone's background tool now places the
fill used in the main game.
- Some levels used chars < 0x20 as non-collapsible spaces, those would
now show up as [?]
- I recently found out how making characters < 0x20 6 pixels wide
doesn't work if they're missing from the font altogether
Therefore, the font now starts at 0x00 again instead of 0x20, like it
used to.
Arguably it was an advantage that the game would look extremely messed
up if you made a mistake with the fonts. In particular, a common
mistake could be to copy the new Unicode font.png, but forget to copy
the corresponding font.txt. However, 2.3 didn't come with the unicode
font, 2.4 will, so it'll be a lot less common for people to need to
manually copy the font. And if they do, it's probably for their own
level, and they have something in mind for the font, and if it doesn't
work they'll know fast enough when whatever they're planning doesn't
work (and it would only affect their own level's text, not any menus).
New language! It's still based off the old translator pack so the
newest strings haven't been translated yet, but the language files are
synced and we still need to get these updated in most other languages
either way.
This does include the update delivered on 2023-05-24.
A little while ago the term "AGOKLAVO" (action-key) was chosen to
replace the older "AGBUTONO" (action-button). However, in a recent
language update, I mistakenly used the older term in a new string.
This has been fixed.
Also note that it's written in the accusative case for this string
(with an "N" suffixed) since it is always used as the object of the
sentence where it appears ("Premu AGOKLAVON..." = "Press ACTION...").
This fixes a regression where main game teleporter icons (which would be
target icons if flag 12 was on) would be rendered on the minimap after
loading from a custom quicksave.
This is because this was always enabled when loading from a custom
quicksave, but the game didn't start rendering them until PR #898, which
de-duplicated the minimap rendering code.
The best fix here is to just not enable the teleporters when loading
from custom quicksaves.
This adds an anonymous enum for time trial indexes (e.g. the bestrank,
bestlives, etc. arrays and timetriallevel), and replaces all integer
literals with them.
Just like the unlock arrays, these are indexes to an array in XML save
files, so the numbers matter, and therefore should not use strict
typechecking.
This adds an anonymous enum for the unlock and unlocknotify arrays and
unlocknum function, and replaces all integer literals with them.
This is not named and thus cannot be used for strict typechecking
because these are actually indexes into an array in XML save files, so
the numbers themselves matter a lot.
This replaces the swngame int variable with a named enum and enforces
strict typechecking on it.
Strict typechecking is okay here as the swngame variable is not part of
the API surface of the game in any way and is completely internal.
And just to make things clear, I've added a SWN_NONE enum to use for
initialization, because previously it was being initialized to 0, even
though 0 was the Gravitron.
The clock on the Game Saved quicksave screen has always been upside-down
in Flip Mode. And technically, the trinket was too, but this was
unnoticeable because the default trinket sprite is symmetrical.
To fix this, draw flipsprites.png if these sprites are being drawn in
Flip Mode instead of sprites.png.
There's not any ill effects of it being initialized to 0 that I am aware
of (because in most cases, it either gets overwritten anyways or there
isn't a track playing in the first place), but it shouldn't be 0,
because that's Path Complete, so fixing this just in case.
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.
This adds an anonymous enum for music tracks and replaces all calls to
music.play and music.niceplay that use integer literals. Additionally,
this is also done for integer literals for cl.levmusic (except 0) and
music.currentsong where appropriate, but _not_ the music areamap because
that would not make it look very aesthetically pleasing in the code.
This is not a named enum (that can be used for strict typechecking)
because music track IDs are essentially part of the API of the game -
almost every custom level uses these numbers. This is just to make the
source code more readable without needing a comment to denote what
number is what track.
This adds a "- Press {button} to skip -" prompt to both the credits and
ending picture sequences.
It was always possible to skip them by pressing Enter, but not many
people knew this. In fact, even I didn't know this until I saw Elomavi
do it a year or so ago. So it's not really intuitive that this is
possible.
The prompt only shows up if you've completed the game before, and
disappears after two seconds similar to the "[Press {button} to return
to editor]" text.
Unfortunately, given how the game works, game completion is detected
based on if you have unlocked Flip Mode or not. At this point, the
unlock for the game being completed (unlock 5) will already be set to
true no matter what during the Plenary fanfare, but the Flip Mode unlock
(unlock 18) won't be until the player hits "play" on the main menu. As a
special case, the prompt will always show up in M&P (because Flip Mode
is always unlocked in M&P).
This prevents deleting telesaves and quicksaves in special modes and
custom levels.
Otherwise, rolling credits in a custom level would still delete the main
game quicksave.
If you had the map button held before the game transitioned to the
credits and ending picture sequences, then you wouldn't be able to skip
them, because those gamemodes don't have logic to detect when you've
released the map button.
To fix this, just implement the map button release logic.
We do need a better input system soon...
This command was changed from setactivityposition(x,y) to
setactivityposition(y), but there's a small problem here:
```diff
else if (words[0] == "setactivityposition")
{
- obj.customactivitypositionx = ss_toi(words[1]);
obj.customactivitypositiony = ss_toi(words[2]);
}
```
This meant that the function still took two arguments, the first of
which was unused and the second of which was the Y position of the
activity zone. This is now fixed.
This fixes a long-standing bug where it's possible to play music during
the Game Over screen in No Death Mode. All you have to do is die while
music is fading out from one area to the next.
The easiest way to do this is in the entrance to Space Station 2, since
there's a music change to Passion for Exploring in Outer Hull (you will
need to go into the zone far enough to activate Pushing Onwards first),
which also contains spikes to die on.
Basically, it's a simple oversight because the nicefade system relies on
music fading out to start playing the next track, but in this case, No
Death Mode fades the music out without accounting for that. It's best to
just disable nicefade entirely when dying in No Death Mode.
Thanks to KSS for reporting this bug.
This calls Game::savestatsandsettings() after unlocking Master of the
Universe (the achievement for completing No Death Mode), instead of
before.
This is not a big deal since Game::savestatsandsettings() is called
anyway whenever the game is gracefully closed since 2.3, but it helps to
make sure people won't lose their achievement data.
2.3 already made it so that if you ran the `rollcredits` command during
in-editor playtesting, you wouldn't be returned to the title screen
while losing unsaved level changes. But there are plenty of other ways
to go back to the title screen from in-editor playtesting too. Namely,
gamestate 1015 (the gamestate after completing a level) and 82 (time
trial complete).
So just add the appropriate checks to those gamestates, and add a
catch-all check in Game::quittomenu(). Additionally,
Game::updatecustomlevelstats() should not update custom level stats
during in-editor playtesting (otherwise it would still happen even if
the game didn't bring you back to the title screen).
Editor notes will also be shown if the game prevents you from going to
the title screen.
Also, just to make things clear, I also added a level note for when the
level is completed during in-editor playtesting. This is just to make it
clear in cases where it might not be obvious that the game returned you
to the editor for this reason. E.g. you have a terminal that calls
gamestate(1013) in a level with 0 custom crewmates, but when you
activate it, it looks like the terminal didn't work for some reason and
just brought you back to the editor. But that's just only because you
literally just completed the level.
This fixes a bug where the wrong music can play on the title screen, as
reported by AllyTally on Discord.
The bug can be triggered by triggering a room transition right as
game.quittomenu() is called (which is easiest to achieve by placing the
player on an oscillating/"out of bounds" room border in a custom level
so they go back and forth between two rooms every frame, and triggering
gamestate 1013, which starts a fadeout to menu if all custom crewmates
are rescued).
When this happens, game.quittomenu() calls script.hardreset(), but the
rest of the frame still executes, even though we set game.gamestate to
TITLEMODE too (because game.quittomenu() was called by
game.updatestate() which was called by gamelogic(), and game.gamestate
is only checked at the start of the frame). This ends up triggering a
room transition, and since map.custommode is guaranteed to now be off
(because of script.hardreset()), the main game music area code kicks in,
and plays something that isn't Presenting VVVVVV.
The bug here is that we're resetting too early when we still have the
rest of an in-game frame to execute. So, instead, we should only reset
at the end of the frame, and this can be achieved with a defer callback.
This will actually do several things:
(1) Make the tile size checks apply to the appropriate graphics files
once again.
(2) Make the game print a fallback error message if the error message
hasn't been set on the levelDirError error screen.
(3) Use levelDirError for graphics errors too.
(4) Make the error message for tile size checks failing specify both
width and height, not just a square dimension.
(5) Make the error messages mentioned above translatable.
It turns out that (1) didn't happen after #923 was merged, since #923
removed needing to process a tilesheet into a vector of surfaces for all
graphics files except sprites.png and flipsprites.png. Thus, the game
ended up only checking the correct tile sizes for those files only.
In the process of fixing this, I also got rid of the PROCESS_TILESHEET
macros and turned them into two different functions: One to make the
array, and one to check the tile size of the tilesheet.
I also did (2) just in case FILESYSTEM_levelDirHasError() returns false
even though we know we have an error.
And (3) is needed so things are unified and we have one user-facing
error message system when users load levels. To facilitate this, I
removed the title string, since it's really not needed.
Unfortunately, (1) doesn't apply to font.png again, but that's because
of the new font stuff and I'm not sure what Dav999 has in store for
error checking. But that's also why I did (4), because it looks like
tile sizes in font.png files can be different (i.e. non-square).
game.quittomenu() correctly resets state, as it's the function that's
always used when quitting to menu. This fixes a bug where if a level
with assets failed to load, it wouldn't unload the assets.
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.
After the scriptclass::startgamemode refactor, a lot of common code is
still being executed even if the level loading failed. This sets the
game-gamestate to TITLEMODE in gotoerrorloadinglevel(), and also returns
early just in case.
Fixes#975.
This is quite a simple bug: If you edit a script, then close it, you
will no longer be able to use the mute buttons (N and M).
The problem here is that in 2.3, key.disabletextentry() was called when
closing a script. However, #944 removed the call. Therefore, a
regression.
If you used command-line playtesting to load a level in a zip, the game
would print a warning saying the level wasn't found. This is because the
warning is printed when it tries to load a level before it loads zips,
inside the metadata load function itself.
To fix this, just move the responsibility for printing the error outside
the function, and put it on the caller.
This prints all binary blob check fails. It's an error if the game
rejects the header and will refuse to load it at all, and a warning if
the game continues on.
This also removes the EOF check (`offset + header->size > size`) as a
fatal error. It will only print a warning now. If the last header goes
past the end of file, it will be handled gracefully by PhysFS, which is
the same case in VVVVVV 2.2. This actually fixes a regression from 2.3
where certain custom level tracks that were working perfectly fine in
2.2 (e.g. Summer Spooktacular's track 15) refused to play since 2.3.
This checks the return value of PHYSFS_readBytes() in all cases, and
uses a wrapper to not duplicate common logic. If the read fails, then it
will vlog an error, else if the amount of bytes read was less than
expected, it will vlog a warning.
Additionally, the space allocated for a file in
FILESYSTEM_loadFileToMemory is SDL_calloc()ed instead of SDL_malloc()ed
so if there are less bytes than expected, the memory will at least be
zeroed. This also means we don't have to do the null termination,
because the last byte will already be zeroed.
The return value of PHYSFS_readBytes() when reading the headers of
binary blobs now assigns to `header->size`, so the call has been placed
after the increment to `offset` because `offset` needs the correct (i.e.
intended) size of the header.
In the past I was thinking we could use some kind of feature in VVVVVV
to track outdated strings across language files. But as it turns out, a
manual solution is actually *perfect* (in combination with automatic
syncing): duplicating strings and marking the old one as outdated. We
started doing it in recent PRs, so let's make it official by adding it
to the readme.
In Italian, "Credits" is "Riconoscimenti", which runs offscreen with
the 3x font size that this title uses in the rolling credits at the end
of the game. I'm not sure if the translators saw that specific
instance, or thought the limit complaint was about the main menu button
all along (which is more prominent and *does* stick out far enough that
the complaint could plausibly have been about that, from a translator's
perspective!)
Either way, it's solved now: this string's width is now checked, and if
it will run offscreen at 3x size, it will now be displayed at 2x size
instead. The limit has been increased from 13 to 20 in the language
files accordingly.
This already happened on 2023-03-16, but I held off on updating the
repo's version a bit long: I wanted to wait a little to batch it up
with the next update, but the next update only arrived today, so...
I noticed that in 2.3, the game would launch with default controller
binds upon first launch (e.g. no pre-existing unlock.vvv or
settings.vvv), but in 2.4, this wasn't the case, and the default binds
would only be set the next time the game was launched. This would result
in you being essentially unable to use the controller on first launch
save for the analogue stick and D-pad to move between menu selections
and move the player.
Bisecting pointed to commit 3ef5248db9 as
the cause of the regression. It turns out returning early upon error or
a file not existing didn't set the default controller binds, because
they were done at the end of Game::deserializesettings(). But the binds
would be set on the next launch because if the file didn't exist, a new
file would be written, not with the default binds, but then the next
launch would read the file, see there were no binds, and then set the
default binds accordingly.
To fix this, I made it so that the default controller binds are set when
Game is initialized. That way, it covers all cases where the game can't
read a settings file.
Ever since 2.3, if you bind a controller button to the "menu" action
(i.e. back/escape) you won't be able to change that button to any other
action, because pressing it anywhere in the binding menu will exit to
the previous menu, without applying the binding.
I know action sets will overhaul everything, but 2.4 may (probably
"should") come out before we have action sets. This part is very
broken, and the fix is very easy: just move the bind-assigning code to
above the menu-return-on-esc code, and add a return.
For some reason, the accessibility option that was meant to disable
flashes doesn't disable ALL flashes, only screen flashes and screen
shaking. This commit disables a lot more, most importantly randomness
in colors, the player flashing on death/respawn, and teleporters
flashing.
This updates the interpolation positions of the player when transforming
into and out of VVVVVV-Man.
Otherwise, it can be seen that the player "zips" quickly during these
transformations if the Secret Lab entrance cutscene is played with
screen effects off.
Unfortunately, 1de459d9b4 caused a
regression where musicclass::niceplay() didn't work, because fading out
the music would cause haltdasmusik() to be called, which would reset the
fade variables.
To fix this, haltdasmusik() will now only reset the fade variables if
it's not called from a fade, which is signaled with a function
parameter.
`platv` is a room property that controls platform speed, and it has
always worked (other than some weird storage issues due to a bug).
However, the editor has no way to edit it currently, so people had to
resort to editing the level file by hand, or with a third-party tool.
This commit simply adds an easy way to modify platform speed.
VED has a fill bucket subtool for tiles and backgrounds, which is
really useful when creating rooms. This commit adds a fill bucket as
well, with an adaptive tool highlight, unlike VED.
This fixes a regression from 2.3 where the very beginning of A New
Dimension isn't silent.
A New Dimension's level music is set to Predestined Fate, but there is a
script box the player touches right upon spawning that stops playing
music. Then after the player ascends upwards, they touch a script box
that plays Predestined Fate. But in 2.2 and before, the very beginning
is silent due to the script box that stops music.
However in 2.3, due to the changes made to playing music during a fade,
the initial level music trying to play Predestined Fate during a music
fadeout from the main menu resulted in Predestined Fate being stored in
the nice fade variables, which kicked in after halting the music since
halting didn't reset those variables.
This resets those variables whenever music is halted, and now the
beginning of A New Dimension is back to how it was in 2.2 and before.
This fixes a regression where the red channel 0 glitch didn't work,
because the surface was always whitened, because LoadSprites would
whiten the image before converting it to surface.
This regression happened because of #923.
Fixes#962.
Misa asked me if this should only work for non-transparent textboxes,
and it shouldn't - that was kind of an oversight.
To make it work for transparent textboxes as well, I made a little
restructuring to avoid duplicating the code - fill_buttons() is now
called textbox_line(), and it replaces the direct accessing of the
textbox lines in the printing loops. The code that checks the width
of the textbox does not need to be copied, since the text box is
naturally not drawn for transparent text boxes.
This makes it so that `CustomEntity`s, at least internally, do not use
global tile position. Instead, they will use room-x and room-y
coordinates, which will be separate from their x- and y- positions.
This makes it much easier to deal with `CustomEntity`s, because you
don't have to divide and modulo everywhere to use them.
Since editorclass::add_entity and editorclass::get_entity_at expect
global tile position in their arguments, I've added room-x and room-y
arguments to these functions too.
Of course, due to compatibility reasons, the XML files will still have
to use global tile position. For the same reason, warp token
destinations are still using global tile position too.
As reported by Lilithtreasure on the VVVVVV Discord server, it is
possible to get gray moving platforms and enemies in the main game.
This happens if you play the main game after loading a custom level with
a room that is gray at the same coordinates. E.g. if you play a custom
level with a gray room at (12, 4), then exit and go to Gantry and Dolly
in the main game which is also at (12, 4), then the platforms there
would be gray too.
This is because there is a missing map.custommode check.
The missing piece from sound effects was handling what to do when the
buffer ran out. Which seems to happen often when decoding from OGG,
unlike WAV. This handling involves callbacks to functions named
refillReserve and swapBuffers.
Without this code,some sound effects would be cut off early, as
documented in #953. This might also explain the division by 20 - which
I've copied too, just in case.
Now OGG sound effect tracks should be identical to music tracks (except
I've stripped the looping code out).
Fixes#953.
We were using this function to check if the format of the existing voice
is different from the format of the voice we intended to play. However,
whereas the format we use is the FAudioWaveFormatEx struct, the only
details we get from FAudioVoice_GetVoiceDetails is the
FAudioVoiceDetails struct, which has much less details and is missing
important things like whether the format is 8-bit or 16-bit or something
else.
And of course, if we don't check that the number of bits matches, then
it still leads to playback issues as described in #953.
There are no other functions in FAudio that operate on
FAudioWaveFormatEx structs. So instead, we'll just have to do it
ourselves, and store the format of the existing voice alongside the
format of the intended voice. And then use SDL_memcmp to make sure the
formats are the same before playing, and if not, then destroy and
re-create the voice.
Fixes#953.
There's a few places where textboxes are constructed through code, but
they pass in the color's RGB values in manually. This commit
unhardcodes most of them them, replacing them with a color lookup.
The ones that weren't changed are special cases, like `175, 174, 174`.
I thought 2.2 already had separate map and interact gamepad bindings,
and they simply got neglected and broken with 2.3's split Enter/E key
option. But actually, the new split Enter/E option also applied to
gamepad buttons, and a separate interact binding was added, without
really indicating anything if Enter and E are not split. And I guess
using the same button for map and interact by default also makes sense
for simplicity...
This commit makes sure the button glyph displayed in-game is at least
the correct button. The gamepad bindings menu is also slightly modified
to darken the interact option - the button glyphs code now
automatically causes them to show equal buttons anyway, so it wasn't
too big of a change to also darken the line and disable the binding
option. To me this says: "the interact key is fixed to be the same as
enter right now, but there is a way to change it."
It's still not ideal of course, and I know a similar change to the
gamepad menu to hide the interact option was rejected a year ago
because action sets would already fix it, but it's a year later now,
and showing misleading button glyphs should be fixed in 2.4, whether it
will already have action sets or not (And at this point I think the
plan already is to keep the existing input system for 2.4)
And it's a 3 line diff to darken and disable the option, compared to
fully hiding the option.
The language screen has a "Press Space, Z, or V to select" hint, which
I forgot to update for supporting button glyphs in #943, so this commit
does.
<action_hint>Press Space, Z, or V to select</action_hint>
<gamepad_hint>Press {button} to select</gamepad_hint>
This was easier than I expected - just add an optional buttons="1"
attribute to cutscenes.xml. It's treated like the speaker attribute -
it's only there as context for the translator, and for the cutscene
test.
Due to rebasing messiness and diff noise, it's probably best if pull
requests either don't sync all the language files at all (and only
modify the English ones) OR only do it as a final commit. It's still
something we need to figure out, lol.
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.
This adds mappings from SDL's Xbox-based SDL_GameControllerButton
constants, to glyphs for the following layouts:
- LAYOUT_NINTENDO_SWITCH_PRO,
- LAYOUT_NINTENDO_SWITCH_JOYCON_L,
- LAYOUT_NINTENDO_SWITCH_JOYCON_R,
- LAYOUT_DECK,
- LAYOUT_PLAYSTATION,
- LAYOUT_XBOX,
- LAYOUT_GENERIC,
There may still be errors in these, but they should be mostly correct.
I'm leaving it up to Ethan to make it show the correct button glyphs
for the correct controllers being connected (and possibly to fix these
mappings where needed).
Violet's dialogue now looks like this:
squeak(purple)
text(purple,0,0,2)
Remember that you can press {b_map}
to check where you are on the map!
position(purple,above)
textbuttons()
speak_active
The new textbuttons() command sets the next textbox to replace {b_map}
with the map button, and {b_int} with the interact button. The
remaining keys would be added as soon as they need to be added to
ActionSets.h as well.
This adds a function that converts an action (such as interacting
in-game) to the corresponding button text ("ENTER", "E") or button
glyph (PlayStation triangle, Steam Deck Y, etc). This function
currently only gives the existing ENTERs or Es, because I don't know
how best to detect controller usage, or whether the game is running on
a Steam Deck, or what buttons need to be displayed there. Still, it
should now be really easy to adapt the rendering of keyboard keys to
consoles, controllers, or rebound keys.
To identify the actions that currently need to be displayed, this
commit also adds the initial enums for action sets as described by
Ethan in a comment in #834 (Jan 18, 2022).
These visualize the horizontal gravity line kludge for rooms beside
eachother. When you enter another room, gravity lines which look like
they're connected between the rooms try to have the same activated
state.
Basically, if you're in room (1,4) and you go into (2,4), if a
gravity line in (1,4) is activated (gray, on cooldown) and it's
touching the gravity line in (2,4), that gravity line will also be
activated.
This uses DDA (https://w.wiki/6RSQ) to draw a line between the previous
frame's mouse position, and the current frame's mouse position. This
means that there will no longer be gaps in lines of tiles if you move
your mouse fast enough (which is actually rather slow, so it gets
annoying quickly).
The editor's timestep is no longer hardcoded to 24, as I assume that
was only done so there would be less gaps in lines of tiles drawn.
With interpolation, that is no longer an issue, so I've removed the
editor's special case for the timestep.
Scripts used a weird "hook" system, where script names were extracted
into their own list. This was completely unneeded, so it has been
replaced with using the script.customscripts vector directly.
The script editor has been cleaned up, so the cursor's Y position is
relative to the entire script, rather than what's just displaying on
the screen currently. This simplifies a lot of code, and I don't know
why it was done the other way in the first place.
The script selector and script editor cursors have been sped up, since
both lists can be massive, and waiting 6 frames per line is extremely
slow and boring. This is still slow and boring, but we don't have
proper input repetition yet.
This commit moves everything left out of the previous commit to the
state system. This means a bunch of new functions were added as well,
to avoid the code in each function becoming too huge. A lot of cleanup
was done as well, simplifying logic, merging duplicated code, etc.
This commit does NOT touch "script hooks", script editor logic and
autotiling, as those seem to be their own separate beasts.
While warp lines were being drawn, they also got resized to
automatically fit between collision. In renderfixed, gravity lines are
resized the same way. Doing logic while drawing is very poor practice,
so resizing of these has been moved into logic, and merged together.
Aside from some more cleanup, this commit also removes the very poorly
done right click emulation, when you hold CTRL and click. It never
worked well in the past, and even requires a right click to use, so
there's not really any point to keeping it around.
The drawer could definitely be improved further, however I cleaned up a
little bit of the code duplication. I'll have to take a closer look
some other time, but I'm pretty sure that the duplicated code at the
bottom can be removed with a few tweaks, but I'll do that carefully
in a different commit.
Tools were a mess, spread all over the code with hundreds of `else-if`
statements. Instead of magic numbers denoting tools, an enum has been
created, and logic has been extracted into simple switch/cases, shared
logic being deduplicated.
The base of a state system for the editor has been created as well,
laying a good path for further organization improvements. Because of
this, the entire editor no longer gets drawn underneath the menus,
except for a few pieces which I haven't extracted yet. Either way,
this should be good for performance, if that was a concern.
I have this annoying issue where the game will open on the wrong monitor
in fullscreen mode, because that monitor is considered to be display 0,
whereas the primary monitor I want is display 1.
To mitigate this somewhat, the game now stores the display index that it
was closed on, and will save it to settings. Then the next time the game
opens, it will open on that display index. This should work pretty well
as long as you aren't changing your monitor setup constantly.
Of course, none of this applies if your window manager is busted. For
example, on GNOME Wayland, which is what I use, in windowed mode the
game will always open on the monitor the cursor is on, and it won't even
be centered in the monitor. But it works fine if I use XWayland via
SDL_VIDEODRIVER=x11.
Previously, the game would not store the size of the window itself, and
would always call SDL_GetRendererOutputSize() (via
Screen::GetWindowSize()) to figure out the size of the window. The only
problem is, this would return the size of the whole monitor if the game
was in fullscreen mode. And the only place where the original windowed
mode size was stored would be in SDL itself, but that wouldn't persist
after the game was closed.
So, if you exited the game while in fullscreen mode, then your window
size would get set to the size of your monitor (1920 by 1080 in my
case). Then when you opened the game and toggled fullscreen off, it
would go back to the default window size, which is 640 by 480.
This is made worse, however, if you were in forced fullscreen mode when
you previously exited the game in windowed mode. In that case, the game
saves the size of 1920 by 1080, but doesn't save that you were in
fullscreen mode, so opening the game not in forced fullscreen mode would
result in you having a 1920 by 1080 window, but in windowed mode.
Meaning that not even fullscreening and unfullscreening would put the
game window back to normal size.
The solution, of course, is to just store the window size ourselves,
like any other screen setting, and only use GetWindowSize() if needed.
And just to make things clear, I've also renamed the GetWindowSize()
function to GetScreenSize(), because if it was named "window" it could
lead one to think that it would always return the size of the screen in
windowed mode, when in fact it returns the size of the screen whatever
mode it is in - fullscreen size if in fullscreen mode and window size if
in windowed mode.
And doing this also fixes the FIXME above Screen::isForcedFullscreen().
This fixes the following bug that only occurs on Wayland: If the game is
configured to be fullscreened and in stretch mode, on startup, it won't
be in stretch mode. It will appear to be in letterbox mode, but the game
still thinks it's in stretch mode.
This is because during the ResizeScreen() call on startup, for whatever
reason, the window size will be reported to be the default size (640 by
480) instead of the screen resolution of the monitor, as one would
expect from being in fullscreen. It seems like when the game queries the
window size, the window isn't actually in fullscreen at that time, even
though this is after fullscreen has been set to true.
To fix this, I decided to always update the logical size before
SDL_RenderPresent() is called. To make this neater, I put the scaling
code in its own function named UpdateScaling().
This bug has existed since 2.3 and does not occur on X11. I tested this
on GNOME Wayland, and for testing it on X11, I used Openbox in a Xephyr
session while running VVVVVV with SDL_VIDEODRIVER=x11.
It turns out this texture is only used as a temporary texture to draw
the screen with an offset before rendering it to the output target.
I thought it was used for drawing the map menu animation, but that was
only true of `tempBuffer`, and is no longer true of the new render
system.
When `blackout` is active, the screen (to simplify) stops getting drawn
to. The excecption is textboxes, which draw anyway. But since the
screen isn't being cleared, removed textboxes stay on screen, since
that texture isn't being cleared. In the SDL_Renderer PR, I
accidentally broke this behavior, so this commit fixes it.
Fixes#951.
Dav999 pointed out this potential issue on Discord.
While basically all memcmp implementations will terminate early here if
there's a null byte (because it's mismatched), it doesn't hurt to add
the check here.
This fixes a bug where the trinket collection text boxes, along with the
cutscene bars, would stay on-screen if the player warped to the ship
while they were up.
This only happens during the gamestate 0 anti-softlock checks, and only
if completestop is active in the first place, so text boxes aren't
cleared if the player is doing something that wouldn't lead to a
softlock otherise.
Fixes#921.
This fixes a regression where the behavior of duplicate player entities
is different, causing a gameplay section in Vespera Scientifica to be
impossible, as described in #903.
In the level, you are allowed to flip in mid-air. Vespera accomplishes
this by having two duplicate player entities stuck in a platform. One of
them is responsible for letting the player flip in one direction, and
one of them is responsible for letting them flip in the other.
In 2.3, this works because in order for a player entity to flip,
`game.jumppressed` is checked, and the entity will flip if
`game.jumppressed` is greater than 0, then `game.jumppressed` will be
set to 0. In this way, whenever a player entity flips, it will set
`game.jumppressed` to 0, so whenever the next player entity is
evaluated, `game.jumppressed` is 0 and thus _that_ entity will not flip.
This is because the for-loop surrounds both the `game.jumppressed` check
and flipping the entity. In 2.4 after #609 and subsequent patches,
however, this is not the case. Here, the for-loop only surrounds
flipping the entity. Therefore, the `game.jumppressed` check is
evaluated only once. So, it will end up flipping every player entity if
the entities are eligible. In this case, one of them is eligible twice,
resulting in the game flipping gravitycontrol four times, which is
essentially the same as not flipping at all (except for all the sound
effects).
Hence, the fix here is to make it so the for-loop surrounds the
`game.jumppressed` check.
Now, this doesn't mean that the intent of #609 - that duplicate player
entities have the same initial velocity applied to them when flipping -
has to be removed. We can just put the for-loops back in. But I
carefully implemented them in such a way that the overall function is
not quadratic, i.e. O(n²). Instead, there's a pass done over the
`obj.entities` vector beforehand to store all indexes of a player entity
in a temporary vector, and then that vector is used to update all the
player entities. In this manner, the function is still linear - O(n) -
over the number of entities in the room.
I tested this to make sure that no previous regressions popped up again,
including #839, #855, and #887. And #484 is still resolved.
Fixes#903.
This adds support for OGG files as sound effects (via renaming them to
the wrong .wav file extension), because in previous versions of the
game, SDL_mixer didn't care what the file extension was, and so some
people relied on this, as described in #900.
This is accomplished by copy-pasting the OGG loading code for music
tracks. For a bit of cleanliness, I put the WAV and OGG loading code in
separate functions.
This is mostly the same code, except that because sound effects don't
loop and can't be paused or resumed, there's no reserve buffer, and
there's no data for loop points.
Also, for some reason, the music loading code divided by 20 in the
`size` calculation. I found that this prematurely cut off sound effects,
and that it made more sense to just not do the division. I don't know
why it was there, but removing it works.
Also also, some OGG files don't work with this. Namely, ones produced by
FFmpeg. To test this, I just extracted 0levelcomplete.ogg from
vvvvvvmusic.vvv and replaced terminal.wav with it. And it works, so
hopefully I won't have to touch audio code again, although I might if
someone complains about this. But either way, I'm committing this
because it's better than it was before.
Fixes#900.
I noticed that this call wasn't using VVV_freefunc. I missed it earlier
when going through Music.cpp and checking for instances when
VVV_freefunc should have been used
(a926ce9851).
Sound effects already get recreated if the number of channels
mismatches, but the same could be true if the sample rate mismatches
too, which was the case with music tracks as described in #886.
So, just to be sure - and to be consistent with music tracks - sound
effects now check that the sample rate matches, too, and if not, will be
recreated.
This fixes an issue where sound effects of bit depths that weren't 16,
such as 8, were being played incorrectly, as described in #886.
The problem is that when loading the sound effect, we would always set
the bit depth to 16 no matter what! Instead, we should set the bit depth
to the actual bit depth of the file.
Fixes#886.
As described in #886, if a track was played when an existing track was
already playing, and the sample rates of the two tracks differ, then the
second track would play wrong and distorted.
This is because the second track would play with the sample rate of the
first. To fix this, halt the track if the sample rate is mismatched,
which destroys the voice. This results in the voice being recreated
later in the Play() function. The track is also halted if the number of
channels or bit depth is mismatched.
Fixes#886.
The style we have here is that functions with no arguments are to have
explicit `void` arguments, even though this doesn't apply in C++,
because it does apply in C.
Unfortunately, some have slipped through the cracks. This commit fixes
them.
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.
Because of how `blackout` works, screen shaking must clear the gameplay
buffer. `blackout` simply pauses rendering, so if the gameplay buffer
gets cleared, then the screen will just be black, otherwise it'll look
like the game is "frozen". VVVVVV only uses `blackout` during screen
shaking, so it works as intended. However, when reimplementing this
behavior in the move to using the SDL_Renderer system, I failed to
notice that since my implementation always clears the gameplay buffer
when shaking, if you open the menu during a shake, instead of seeing
gameplay during the transition animation, you only see black. This has
been fixed with a simple `game.blackout` check before clearing the
gameplay buffer.
For some reason, originally, this function mutated the std::string
passed into it by reference. So calling the function could potentially
mutate whatever got passed in, and callers potentially could have relied
on that behavior.
Now that the surrounding callsites have all been cleaned up, though
(especially scriptclass::startgamemode), it's clear that it's only used
in two places: Loading the level in the editor, and loading the level in
live gameplay. In both cases, the passed-in string isn't used ever again
afterwards.
So, it's safe to delete the mutable reference without any undesirable
effects, making the code cleaner and easier to understand. The function
now mutates a copy instead of mutating whatever the caller has.
An example is Maximally Misleading Miserable Misadventure, which has a
font.txt which includes all ASCII characters starting with a 0x00 byte.
This would accidentally null-terminate the string too early.
Instead, we now use the total length of the file again, and keep
getting the next UTF-8 codepoint until the file ends. We still need to
null-terminate it - it protects against incomplete sequences getting
the UTF-8 decoder to read out of bounds.
This was an oversight when we migrated to the new UTF-8 system - it
expects a null-terminated string, but the utfcpp implementation worked
with a pointer to the end of the file instead.
I also added an assert in FILESYSTEM_loadFileToMemory() so this is less
likely to happen again - because there should be no valid reason to
have a NULL pointer for the total file size, as well as not wanting a
null terminator to be added at the end of the file.
Courtesy of Reese. Mainly the accented characters are updated -
uppercase letters are now mostly a pixel higher to make them higher
than lowercase letters (and only a single pixel lower than uppercase
letters without accents, instead of two pixels lower). Accents for
lowercase letters have also been made thicker overall and changed in
appearance.
Also: this font image is converted to indexed grayscale instead of full
RGBA, which makes the file only 4.5 KB instead of about 10 KB.
This updates all language files to the latest version.
- Some minor errors are also fixed - for example, a small number of
changes were made to the English string instead of the translation.
Alignment of the dimensional stability generator terminal is also
improved in several languages.
- I also discovered that the string "Complete the game" appears twice -
and has, to be consistent with adjacent strings, two separate
translations in Portuguese (PT). So this string now properly has two
different cases so it can be translated separately.
- The limit for TIME/SHINY/LIVES has been bumped from 7 to 8
The following languages are new:
- French
- German
- Italian
- Portuguese (BR)
- Portuguese (PT)
- Russian
- Spanish
- Turkish
Esperanto has also received some updates.
`hardestroom` currently stores the current roomname, but it was missing
a call to get the translated string. This has been added, fixing the
hardest room appearing as untranslated.
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
Turns out I was overplaying my hand a little when changing font::print
from std::string to const char*, so instead, I'll overload the
function: it can take either a const char* (the main function) or a
std::string (a wrapper). This means any C string that's printed
everywhere else (which is common, especially because loc::gettext gives
them) no longer needs to be converted to a std::string object each call.
Commit 1/3: font::print_wrap
-> Commit 2/3: font::print
Commit 3/3: font::len
We no longer need to pass a std::string object to the print and len
functions - in fact, we often only have a C string that we want to
print or get the visual width of (that C string most often comes from
loc::gettext), and it's a bit wasteful to wrap it in a new std::string
object on every print/len call.
This does mean adding a few more .c_str()s, but there's not many places
where a std::string is being passed to these functions, and we already
use .c_str() sometimes.
-> Commit 1/3: font::print_wrap
Commit 2/3: font::print
Commit 3/3: font::len
This removes memory churn caused by using analogue mode.
The surfaces are only allocated if analogue mode is turned on, and kept
after they are initialized. Otherwise, if analogue mode is never turned
on (which will be the case for the vast majority of the time the game is
played), then no extra memory is used.
Drawing a texture onto itself seems to produce issues on Metal.
To fix this, use a temporary texture instead, that then gets drawn onto
the original texture.
Fixes#927.
These are from a fan translation that was originally made in 2020.
The files were kept around as a possible base for the future Spanish
translators, and now that a first version of the new Spanish
translation is being tested, it's time to remove this one. These files
are making it very annoying for me to test all the new translations and
then jump around between different commits (and they're already not in
the round 2 translator pack).
Actually, this won't really help with the jumping around different
commits part... But the sooner it's removed, the less confusing it will
be when different versions of the language pack are floating around and
the latest version needs to be added, and the less "Changes not staged
for commit" problems you'll get when testing the new language packs.
(Or two different españols being on the language screen)
This is because destroying the renderer causes use-after-frees since the
renderer destroys all textures when it gets destroyed.
This fixes a Valgrind error where an invalid read occurs because the
font textures get destroyed again after the renderer is destroyed.
The hashmap would get populated with the name of each font, as each
font was being added. Unfortunately, adding a font would also realloc
the storage for fonts, in which the names are also stored... Possibly
invalidating the pointers to the names. This is now fixed by populating
the hashmap after all the fonts are added.
For consistency, since they are created in create_buffers as well. I
checked with Valgrind (which is very noisy on Wayland, it turns out),
but I didn't see anything about them not being freed. It doesn't hurt to
use VVV_freefunc here anyway, though, since it does a NULL check and
nulls the pointer afterwards, which should prevent double-freeing and
use-after-frees.
I'm going to soon be creating an actually temporary texture, so having
two textures named "temp" would get confusing. This is also a good
chance to correct the name of this texture, because it's not really
temporary, but it's used for map menu animation rendering.
This commit replaces the old system with the new one, making it much
easier to edit the transforming and glitchy roomnames. Additionally,
this syncs flag 72 to finalstretch.
Co-authored-by: Misa Elizabeth Kai <infoteddy@infoteddy.info>
This commit adds a better system for animated roomnames.
The old system, like many other systems, were very hardcoded, and can be
described as mostly else-if chains, with some fun string comparisons.
The new system uses lists of text for transformations and glitchy names,
making it much easier to add new cases if needeed.
This commit implements the system but does not replace the old system,
where that is done in the next commit.
The settings for special roomnames can be read from level XML, and
`setroomname()` can be used from commands to set a new, static name.
I'm also planning to change the argument types of font::len,
font::print and font::print_wrap from const std::string&s to
const char*s, but I'll do that separately.
This is a small library I wrote to handle UTF-8.
Usage is meant to be as simple as possible - see for example decoding
a UTF-8 string:
const char* str = "asdf";
uint32_t codepoint;
while ((codepoint = UTF8_next(&str)))
{
// you have a codepoint congrats
}
Or encoding a single codepoint to add it to a string:
std::string result;
result.append(UTF8_encode(0x1234).bytes);
There are some other functions (UTF8_total_codepoints() to get the
total number of codepoints in a string, UTF8_backspace() to get the
length of a string after backspacing one character, and
UTF8_peek_next() as a slightly less fancy version of UTF8_next()), but
more functions could always be added if we need them.
This will allow us to replace utfcpp (utf8::unchecked) and also fix
some less-than-ideal code:
- Some places have to resort to ignoring UTF-8 (next_wrap) or using
UCS-4→UTF-8 functions (VFormat had to use PHYSFS ones, and one other
place has four lines of code including a std::back_inserter just for
one character)
- The iterator stuff is kinda confusing and verbose anyway
Originally the changedir command was used here, making
Vitellary look left and then immediately snap back to
looking right. Now the changeai command is used instead
to make him actually look left, and then look back to
the right on his last textbox.
The `-addresses` command-line option added in 64be99d4 helps
autosplitters on platforms where VVVVVV is not built as a
position-independent executable. macOS has made it increasingly
difficult, or impossible, to build binaries without PIE.
Adding an obvious string to search for will help tools that need to deal
with versions of VVVVVV built with PIE. The bytestring to search for is
`[vVvVvV]game`, followed by four null bytes (to avoid finding it in the
program code section). This identifies the beginning of the game object;
addresses to other objects can be figured out by relative offsets
printed by `-addresses`, since ASLR can only change where the globals
begin.
Partially fixes#928; it may still be advisable to figure out how to
explicitly disable PIE on Windows/Linux.
Activity zone prompts have always been limited to a single line,
because the text box had a hardcoded size. A translator requested for
the possibility to add a subtitle under music names for the jukebox,
and the easiest solution is to make it possible to translate a prompt
with multiple lines. This is possible now, and the textbox even
wordwraps automatically.
(I wouldn't really like to see translations using multiple lines for
stuff like "Press ENTER to talk to Vitellary", especially if it wraps
with one name and not with another, but if a string is too long,
wordwrapping will look better than text running out of the box.)
There were two print calls, one for the transparent case, and one for
a regular textbox. The print calls were nearly the same except for the
color, and for some reason the transparent case didn't have PR_CJK_LOW
(that one is on me).
There is no overlap in side effects between this line and the switch
statement after it, but it did result in adding the width of a final
null terminator or newline to the width of the current line, which is
a waste because those widths both 1) require trying to find
non-existent characters in the font and 2) will not be used.
I found this out because I added a debug print in find_glyphinfo(), and
something was requesting lots of codepoint 0 from the font.
In a button glyph font (like buttons_8x8.fontmeta) you can now specify
<type>buttons</type> to indicate that it's a button glyphs font. In a
normal font, you can specify <fallback>buttons_8x8</fallback>. This
will make it such that if a character is not found in the main font,
it will instead be looked for in buttons_8x8. If not found there
either, the main font's U+FFFD or '?' will be used as before.
This makes find_font_by_name() not O(n). It's not really a big deal,
because there won't be many fonts, but it'd make a function in the next
commit (finding the given fallback font for each font by name) O(n^2).
It's easy enough to add the hashmap.
They are not used yet in this commit - this just adds the graphics and
data for the glyphs. It also adds a <fallback> tag to font.fontmeta to
use buttons_8x8.
The icons themselves are made by Reese Rivers - see #859.
This makes them stand out more.
The border around the tool has also been moved to be drawn first.
Otherwise, it would be drawn on top of the outline of the text, which
would look bad.
This prints the address of every global class to the console, and then
exits.
This is useful for autosplitters, which read memory addresses directly.
Any time a new version of the game is shipped, this makes updating the
autosplitters much easier as people don't have to find the addresses of
the global classes themselves.
After discussing with Ally and Dav, we came to the agreement that this
is basically useless since the prompt will always be centered and take
up most of the horizontal space of the screen.
And the x-position was only added as an offset because at some point,
there was a missing space from the side of the "- Press ENTER to
Teleport -" prompt, and the offset was there so people could mimic the
prompt accordingly. But that was fixed at some point, so it's useless
now.
Even though it would be a bizarre combination, declaring no character
set (neither via <chars> nor via font.txt) meant that <special>
couldn't be used because the ASCII fallback charset would be loaded
after special ranges were processed. Now, all the methods of loading
the charset are attempted sequentially, and only afterwards, the
special ranges are loaded.
There used to be two ways of fading in/out text in VVVVVV:
- Local code that modifies the R, G and B values of the text
- Keeping the RGB values the same and using the alpha channel
The latter approach is only used once, for [Press ENTER to return to
editor]. The former approach causes problems with colored (button)
glyphs: there's no way for the print function to tell from the RGB
values whether a color is "full Viridian-cyan" or "Viridian-cyan faded
out 50%", so I added the flag PR_COLORGLYPH_BRI(value) to tell the
print function that the color brightness is reduced to match the
brightness of colored glyphs to the brightness of the rest of the text.
However, there were already plans to make the single use of alpha
consistent with the rest of the game and the style, so PR_ALPHA(value)
could be removed, as well as the bit signifying whether the brightness
or alpha value is used. For the editor text, I simply copied the "Press
{button} to teleport" behavior of hiding the text completely if it
becomes darker than 100/255.
Another simplification is to make the print function handle not just
the brightness of the color glyphs while local code handled the
brightness of the normal text color, but to make the print function
handle both. That way, the callsite can simply pass in the full colors
and the brightness flag, and the flag name can be made a lot simpler as
well: PR_BRIGHTNESS(value).
"by {author}" is a string that will cause a lot of localization-related
problems, which then become much worse when different languages and
levels can also need different fonts:
- If the author name is set to something in English instead of a name,
then it'll come out a bit weird if your VVVVVV is set to a different
language: "de various people", "por various people", etc. It's the
same problem with Discord bots completing "playing" or "watching" in
their statuses.
- Translators can't always fit "by" in two letters, and level creators
have understandably always assumed, and will continue to assume, that
"by" is two letters. So if you have your VVVVVV set to a language that
translates "by" as something long, then:
| by Various People and Others |
...may suddenly show up as something like:
|thorer Various People and Othe|
- "by" and author may need mutually incompatible fonts. For example, a
Japanese level in a Korean VVVVVV needs to be displayed with "by" in
Korean characters and the author name with Japanese characters, which
would need some very special code since languages may want to add
text both before and after the name.
- It's very possible that some languages can't translate "by" without
knowing the gender of the name, and I know some languages even
inflect names in really interesting ways (adding and even replacing
letters in first names, surnames, and anything in between, depending
on gender and what else is in the sentence).
So to solve all of this, the "by" is now replaced by a 10x10 face from
sprites.png, like a :viridian: emote. See it as a kind of avatar next
to a username, to clarify and assert that this line is for the author's
name. It should be a fairly obvious/recognizable icon, it fixes all the
above problems, and it's a bonus that we now have more happy faces in
VVVVVV.
If your language has a bigger font, the max attribute isn't really
helpful to you as a translator, so the sync feature adds a special
max_local attribute which is accurate to the font size. This was
already documented in advance.
If used, we now also write an attribute in the root tag of strings.xml
and strings_plural.xml, that looks like max_local_for="12x12". I
decided to add this attribute after finding out the Excel macros would
be really hard to change to only show a max_local column if it is ever
used (it'd need to look ahead through the strings until it finds a
string with a max, or remove the column if no string has used it), but
it's also a convenience for translators.
If, somehow, a single character is wider than the limit, next_wrap
would get you stuck in an infinite loop by refusing to update the start
index and giving a line length of 0. Now, it just gives you a line with
that single character.
I also made some small readability improvements: I renamed next_wrap_s
to next_wrap_buf, and added comments at the top of both functions
explaining what they do.
By default, when you open the level editor to start a new level, the
level font will now match your VVVVVV language; so if you're, say,
Japanese, then you can make Japanese levels from the get-go. If you
want to make levels for a different target audience, you can change the
font via a new menu (map settings > change description > change font).
The game will remember this choice and it will become the new initial
level font.
If a custom level doesn't specify a font, it should be the 8x8 font.
But the main game can't specify a font, it's just the interface font
because that's for the language that the game is in.
They need to know how wide the text is going to be in a particular
font, so font::string_wordwrap and font::string_wordwrap_balanced now
take a flags argument like all the printing and dimensions-getting
functions. next_wrap and next_wrap_s take a Font* now, they're internal
to Font.cpp so they can take a Font and avoid double flag-parsing. But
if any non-Font.cpp code needs next_wrap/next_wrap_s in the future, I'd
just make a public wrapper that takes a uint32_t flags and passes the
Font* to the internal functions.
This is one of the few places still using 2-space indentation instead
of 4 spaces, and it makes it very annoying to work with when your tab
key inserts four spaces - so I could either just mimic it for the time
being, or I could just fix it while I was at it.
- If the level font is higher than 10 pixels, the third description
line (Desc3) is disabled and unavailable. CJK languages require less
characters to convey the same message (140 characters caused people
to cram tweets in all languages except CJK) and this gives us enough
room in the levels list without having to cram the metadata even more
than it already was or showing less levels per page.
- The "Untitled Level" and "by Unknown" now selectively show up in the
interface font instead of the level font.
None of the structs in the new font system ended up being "publicly"
accessible, they were all treated as implementation details for
Font.cpp to use, so these structs are now fully defined in Font.cpp
only.
The last two deprecated functions are:
- Graphics::Print
- Graphics::PrintWrap
These are used a lot, but they're relatively easy to replace, since the
only flag I probably have to immediately worry about is PR_CEN. I do
often need to add PR_FONT_* flags but I don't need to add any
PR_2X/PR_3X/PR_4X anymore.
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)
Only four deprecated functions remain:
- Graphics::Print
- Graphics::PrintWrap
- Graphics::bigprint
- Graphics::bprint
Graphics::bprint is the least-used one of them, and after that, the
other functions are used a LOT, but it'll be a lot faster to go through
them, since I have less and less flags to worry about. I'll probably
start using Vim macros again like I did for loc::gettext()ing strings,
or maybe I'll automate this completely.
I migrated all of them to font::print, so they can now be removed.
Six deprecated print functions left! (Of which some are used a whole
lot, it's simpler if the lesser-used ones are gone first.)
This used some constants counting numbers of characters
(LEN_INTERIM_COMMIT and LEN_BRANCH_NAME) and even an SDL_arraysize,
all multiplied by 8, to get the length of the displayed text.
Now it just uses the new PR_RIGHT flag of font::print.
I did also force the 8x8 font for all the interim information, since
the date kinda overlapped with the menu options... And all of these
lines only show up in interim versions anyway, except for the version
number - which is left in the interface font for consistency with the
rest of the menu in non-interim versions. The inconsistency in interim
versions doesn't really matter all that much I think, it's just some
technical/debug info.
I migrated all graphics.len calls over to font::len (and also migrated
prints mainly surrounding those graphics.len's) so the old len function
is now completely removed.
I especially focused on graphics.len and the print calls around them,
because graphics.len calls appear a bit less often, might be overlooked
when migrating print calls (thus possibly using different fonts by
accident) and are often used for some kind of right-alignment or
centering which can be changed into PR_RIGHT or PR_CEN with a different
X anyway.
Notably, I also added a new function to generate these kinds of
sliders: ....[]............
Different languages means that the slider for analogue stick
sensitivity needs to be longer to fit possibly long words for
Low/Medium/High, and then different font sizes means that the longer
slider won't fit onscreen in a language that needs a 12-wide font. So
slider_get() can take a "target width", which dynamically changes the
number of characters depending on the width of them in the interface
font.
I kinda forgot that I could force the 8x8 font instead of adapting the
characters in the slider to the font, and other ideas (like using
different characters or a more graphical progress bar) have been
brought up on Discord, so this might all change again sooner or later.
If you for example have your VVVVVV set to English, have the option for
Chinese selected, and then the window loses focus, the English pause
screen would show up in the Chinese font. This is now fixed.
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.
Also added some borders to more of the text in room name translator
mode, fixed a positioning issue if the interface font is not 8x8, and
migrated the trophy texts to font::print_wrap (including
PR_COLORGLYPH_BRI that still needed to be done)
Activity zones need to be in the interface font if the message is from
the system (like Press ENTER to activate terminal, which may be in a
different language) and in the level font if it's a customized message
(setactivitytext).
Graphics::drawtextbox was counting the textbox width and height in
8x8 characters, even including the borders as characters, so it'd need
to be told what the font for the textbox is, and then probably only the
height needs to be adapted to the font and not the width because that's
adapted to the screen width... So just call Graphics::drawpixeltextbox
directly instead. It was already weird enough how actual cutscene
textboxes called Graphics::drawtextbox with x/8, y/8 before the
previous commit, (when you already have the pixel width and height!)
only to have that be a wrapper for drawpixeltextbox by doing x*8, y*8.
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!
find_font_by_name() just finds the index of a given font name. This
index is supposed to be stored and reused, because the font (for a
language/level) won't be changed very often. So this function would
only run when getting the language metadata, when loading a level, etc.
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.
The font::len function now handles the printing scale, so it can
immediately return the scaled length instead of having the caller
calculate it. The print function now handles CJK low/high flags and
vertically centers CJK text by default (instead of letting it stick
out on the bottom).
The following functions were moved directly:
- next_wrap
- next_wrap_s
- string_wordwrap
- string_wordwrap_balanced
- string_unwordwrap
These ones will probably still need get a flags argument, except for
string_unwordwrap (since they need to know what font we're talking
about.
The implementation of graphics.len has also been moved to Font.cpp,
but graphics.len still exists for now and is deprecated.
graphics.PrintWrap is now also deprecated. An advantage of the new
version (with flags) is that it'll be possible to do things like put
a border around wrapped text, wrap text at larger scales, etc, but
these things don't work perfectly yet.
This commit also has some other fixes, like the default advance of
6 pixels for characters 0x00-0x1F in 8x8 fonts.