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2503 commits

Author SHA1 Message Date
Dav999
a9ca63b367 Add buffer for IME editing events
When inputting uncommitted text from an IME, this is now stored in a
std::string imebuffer, just like keybuffer. It also enables extended
editing events, so text longer than what fits in the standard editing
event is also supported. This commit does not yet display the text
onscreen.
2024-08-02 22:25:00 -07:00
Misa
345eca5e10 Fix regression: Escape from conveyor spikes
This fixes a regression from 2.3. Consider the following diagram:

       CC
    X  CC
      <<<<

"C" indicates one tile of a checkpoint entity, "X" indicates a spike
tile, and "<" indicates one tile of a conveyor entity that has the
default speed (4 pixels per frame) going leftwards.

Now consider if the player were to touch the checkpoint and die. In 2.2,
they would be able to escape from the spike by holding right. But in
2.3, they would not be able to, and would die from the spike
continuously with no escape.

This happens because in 2.2, the player would spawn a couple pixels off
the surface, and this gained them an extra frame of movement to move
away from the conveyor. 2.3 places the player directly on the ground,
moving them one frame earlier and thus forcing them to their doom.

Now consider the following diagram:

      CC
    X CC
     <<<<

The difference with the previous diagram is that this time, the spike is
one tile closer. This time, there is no escape in 2.2 and you will
always die no matter what.

By the way, both diagrams have the same behavior if the conveyor is
rightwards and if everything is flipped upside-down. Thankfully, it
doesn't seem to be direction-dependent.

The reason 2.3 lowered the player onto the surface was for consistency
(see PR #502), and I don't want to undo that. So I think the best
solution here is to re-add the extra frame of control by conveyors only
moving the player after lifeseq has advanced enough.
2024-07-31 22:17:50 -07:00
Misa
6930bde91b Use variable timestep for SDL_Delay
This fixes a bug where fast-forward wouldn't work in 30-FPS-only mode.

This is because the 30-FPS-only code has a hardcoded check for the
number 34, as in 34 milliseconds must pass before the next frame can
advance. This is why slowdown still worked, because slowdown means
you're waiting longer than 34 ms anyways, but fast-forward tries to wait
for only 1 ms, which wouldn't work if the 34 limit was still enforced.

So instead, swap out the 34 with game.get_timestep() and this will be
fixed.

Fixes #1185.
2024-07-20 18:40:16 -07:00
mothbeanie
487e0c6b2d fix music ear blast bug 2024-07-13 13:11:05 -07:00
Misa
7d01c6bdb0 Fix double error dialog if data.zip is missing
A minor gripe, but one thing I didn't notice with commit
b4579d88d3 is that it now results in two
dialogs if data.zip is missing: The first being the "data.zip is
missing" dialog, and the second is the generic "Unable to initialize
filesystem" dialog.

So just bail early if data.zip can't be found, it's going to take the
error path in main() and also bail regardless.
2024-07-11 11:47:59 -07:00
Misa
64c554261e Fix regression: Entities not moving
Commit 53d725f78a, intended to fix an
overzealous commit, was itself overzealous. This is because it applied
to all entities when it should only apply to entity-emitting entities.
To fix this, `entityclonefix` needs to no-op if the entity is not an
entity emitter.

Fixes #1176.
2024-06-09 19:41:48 -07:00
Misa
53d725f78a Fix regression: Overzealous emitter dupe fix
Commit 4f881b9e26 fixed a duplication bug
where enemy movement types 10 and 12 would keep duplicating itself on
every frame if it was spawned outside of the rooms they were supposed to
be used in the main game. The downside was that this was an overzealous
fix and unintentionally broke some cases that were working before.

As brought to my attention by Ally, you can no longer place an edentity
with a `p1` of 10 or 12 (translating to movement type 10 or 12) in the
proper rooms and have it spawn perfectly working entities (that don't
clone on themselves every frame), whereas you could in 2.2. This is
considered a regression from 2.3.

So the problem here is that the reason the two emitter entities were so
dangerous outside their respective rooms is because the entity they
spawned (`createentity` entry 1) checked if it was in the correct rooms,
and if so, it would call `setenemy`, and `setenemy` would set the
`behave` attribute (movement type) correctly, and so the new entity
would have a different `behave` that wouldn't be the exact same `behave`
as the previous one, so it wouldn't be a duplicate emitter entity.

The previous `entityclonefix` worked okay for entry 1, because it would
only be run if the room checks failed and `setenemy` wasn't called, but
it broke a previously-working case for entry 56, because it was always
run for entry 56.

So the best way to check if we have a dangerous entity is not by seeing
if it is still `behave` 10 or 12 at the end of entity creation - because
10 or 12 could be harmless under the right conditions - but by checking
if the right conditions were satisfied, and if not, then neutralize the
entity.

I considered making the emitter entities work everywhere - which would
be simpler - but I didn't want to go too far and add a new feature,
especially in a minor release.
2024-06-07 14:20:28 -07:00
Misa
c20db02f15 Unload zips before loading zips
This fixes a minor issue where if you had a zip in the levels list, but
then removed it, it would still show up in the levels list after
reloading it (if you also had a .vvvvvv file named the same as in the
zip) even though it shouldn't.

Thankfully, this didn't lead to a memory leak or duplicate zip mounts or
anything like that, because PhysFS ignores mounting a zip if it's
already mounted.

This also didn't result in a level entry from a zip persisting after
removal after reloading the levels list, because the entry would be gone
due to the .vvvvvv file not being found.
2024-06-04 15:42:39 -07:00
Misa
dd15d67e62 Fix info args not working with -console
The intention of the `-console` argument was to enable seeing console
output on Windows without having to use workarounds. However, this
didn't actually work for arguments like `-addresses` and `-version`,
because the program would exit first before it could get the chance to
create the console.

The other issue is that the console closes too quickly before output can
be read by the user. So to fix that, we must hold it open and let the
user close it when they want to by waiting for an enter press from
STDIN.
2024-06-03 21:42:57 -07:00
Misa
a9d43b543f Fix regression: Foreground redraw after G keybind
This fixes a regression from 2.4 where the foreground wouldn't update
after using the G keybind to go to a room, requiring the user to touch a
tile to update the rendering.
2024-06-03 20:58:52 -07:00
Misa
16d75d2da8 Disable state locking if inc'ing state w/ ACTION
This fixes a bug report from Elomavi that you could still softlock from
warping to ship and incrementing the gamestate by pressing ACTION, which
is diverging behavior from how it was in 2.3. Warping to ship and
incrementing by pressing ACTION is useful behavior for a couple niche
speedrun categories.

I had already fixed this earlier by ignoring state locking if
glitchrunner 2.2 or 2.0 was enabled, but softlocks could still happen
because having glitchrunner mode off still enabled you to increment the
gamestate when otherwise unintended. Softlocks shouldn't happen.

But without removing state locking entirely, I've chosen a middle ground
where it will only be disabled if you press ACTION. That signifies
intent that you still want to perform state incrementing glitches even
with glitchrunner mode off (but in the future it could be considered a
2.3/2.4 glitch that could be patched and made re-enable-able). That way,
casual players can't interrupt the warp to ship by accident (unless they
accidentally press ACTION) while softlocks will be removed.
2024-05-25 23:34:03 -07:00
Misa
ff6bb68f3a Fix "Thanks for playing!" reversed in Flip Mode
For localization, the "Thanks for playing!" text was split into two
lines, when it was originally one line. Unfortunately, it was not
updated to account for Flip Mode, so in Flip Mode, it looked like
"playing! Thanks for".

This has been fixed.
2024-05-25 23:33:45 -07:00
leo60228
4b2b4fb7c9 CONTRIBUTORS.txt: leo60228 -> leo vriska 2024-05-21 20:57:19 -07:00
Misa
ff785aaa8a Bump version to 2.4.2
We still need to fix a couple bugs from 2.4.0.
2024-03-29 21:18:39 -07:00
Misa
217996b134 Fix UB from out-of-range <stretch>
If there was a scaling mode value (serialized in the XML as <stretch>
for legacy reasons) that was not 0 or 1 or 2, then the rectangle with
the stretch information would not be initialized by get_stretch_info,
which would lead to a crash, either from dividing by zero (most likely)
or from reading an uninitialized value.

To fix this, when reading <stretch>, normalize it to a sane default if
the value is otherwise bogus. And for good measure, an assertion is
added in get_stretch_info() if the value is still somehow bogus.

Fixes #1155.
2024-03-29 20:22:00 -07:00
Misa
8640ead937 Fix copy-paste error in customposition
This would otherwise result in text boxes for custom crewmates being
improperly positioned.
2024-03-29 19:55:41 -07:00
Dav999
a9d438968d Change reply scripting command to player color
This is just a small visual fix to an inconsistency with textbox
colors in simplified scripting. The `reply` command is meant to be
used for the player, and always correctly positions it above the
player, while the `say` command may be used to generate a cyan textbox
that's positioned above a cyan non-player crewmate. However, the color
for both textboxes is always `cyan`, so the `reply` command doesn't use
the (normally identical) `player` color even though all its other
behavior (squeak, position) does. Now that customized textbox colors
were added in 2.4 (#910), it's a shame that this distinction isn't
made between `cyan` and `player`, so this change addresses that (before
we're stuck with levels that change `cyan` but not `player`).
2024-03-29 19:47:46 -07:00
Dav999
99a1562d87 Only re-show language screen in default basedir
After some discussion about the previous commit, the usecase of
managing tons of basedirs and locking files in the filesystem might
mean it gets annoying to have the language screen show up again
whenever a new language is added, for a small group of people. The
solution to get the best of both worlds is to only re-ask for the
language in the default basedir. This means barely anyone will miss
their language having been newly added (especially since barely anyone
will use any custom basedirs, let alone ONLY custom ones).
2024-02-08 10:28:27 -08:00
Dav999
fbc3bd4d5a Make language screen show up once more
Now that two new variants of Spanish have been added, it would be
a shame that many players from Latin-America/Argentina may stay on
Castilian or English because they don't realize the new versions
were added for them. So now, if you've set your language in 2.4.0,
the language screen will show up once more in 2.4.1. This is done by
simply incrementing the lang_set flag to 2 - so that if it's 0 or 1,
your language setting is considered to be possibly outdated.

This shouldn't inconvenience players who don't need to select a new
language - their existing language will still be pre-selected, so they
can just hit ACTION once.

Terry confirms he did the same thing with Dicey Dungeons and says
it's a good idea (and that nobody minds).
2024-02-08 10:28:27 -08:00
Misa
365ee963eb Fix resize-to-nearest could be larger than desktop
This fixes the possibility of the "resize to nearest" graphics option
resizing the game window to be bigger than the resolution of the user's
desktop monitor.

To fix this, just subtract multiples of 320x240 until the chosen
multiple is smaller than the dimensions of the desktop.

Discord user Dzhake discovered this issue.
2024-02-05 18:03:32 -08:00
Ally
3e57d6620c Update desktop_version/src/Graphics.cpp
Co-authored-by: Misa Elizabeth Kai <infoteddy@infoteddy.info>
2024-02-03 18:11:11 -08:00
AllyTally
77a571017d Implement scaling modes manually
For future PRs, it'll be very nice to have full control over how VVVVVV
gets drawn to the window. This means we can use the entire window size
for things like touch input, drawing borders, or anything we want.
2024-02-03 18:11:11 -08:00
Misa
935db27d39 Revert "Translate editor notes on-the-fly"
This reverts commit ec3de52970.

The complexity is not worth it for something that only lasts less than
two seconds anyway. *shrug*
2024-02-02 19:13:59 -08:00
Misa
ec3de52970 Translate editor notes on-the-fly
This is so they will be updated when switching language with CTRL+F8.

Most of the editor notes are simple text that don't use any string
formatting. For the ones that aren't, some (saving and loading, changing
map size) reference variables that wouldn't change without initiating a
new note anyway. For the others, i.e. the ones that _do_ reference
variables that could easily be changed (tileset name, speed) by
switching the current room, we cache their values and use the cached
values when drawing the note. Unfortunately, this requires adding a
couple of ugly attributes to editorclass, but it'll be fine.
2024-02-02 18:57:24 -08:00
Misa
67f41a780c Translate editor prompt text on-the-fly
These are simple strings (no vformat), so we can just un-bake them to
make sure that cycling languages with one of them onscreen updates them
accordingly.
2024-02-02 18:57:24 -08:00
Misa
a7acf4e177 Fix cycling menus in editor not updating
While there's a check to recreate the menu if you cycle the language
while in a menu, editor menus are a special case and need specific
handling.
2024-02-02 18:57:24 -08:00
Misa
53ed33039f Translate level title and creator on-the-fly
These weren't getting updated when cycling language with CTRL+F8. This
is because they would be already baked. Luckily, at least the bool
keeping track of whether or not to translate them in the first place
already exists, so we can just rely on that.
2024-02-02 18:57:24 -08:00
Misa
0aea27f237 Fix limits check not updating with CTRL+F8
This makes it work pretty well. It basically just resets the state of
the limits check and starts from the first limit broken (if any), which
is behavior that makes sense to me.

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

With translation files that are completely arbitrary, it would be
apparent that switching languages during the cutscene test doesn't
really make sense. Like, at all. That's because the list of cutscenes is
populated entirely from language-specific XML and the cutscenes in them
are also from language-specific XML. So keeping the same position in the
menu doesn't really make sense, and keeping the same position in a
cutscene definitely doesn't make sense.
2024-02-02 18:57:24 -08:00
Misa
3d61f9067b Translate NDM hardest room on-the-fly
Otherwise, cycling languages through CTRL+F8 would result in mismatched
languages.
2024-02-02 18:57:24 -08:00
Misa
531b151d12 Translate menu options on-the-fly
I saw that the only problem with cycling languages in a title screen
menu is that the menu options don't get updated. So I was like, we can
just recreate the menu, and then I was like "Sure, why not." So that's
what I did.

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

Also, the menucountdown needs to be preserved because otherwise
createmenu() resets it, even if it's the "same" menu (this behavior is
needed so that the menu that is shown during the countdown isn't added
as a stack frame which would make it a menu that could be returned to).
2024-02-02 18:57:24 -08:00
Misa
c173dec8f9 Reset textcase in speak/speak_active
Originally, textcase was reset in scriptclass::translate_dialogue(),
which is called inside the `text` script command. However, this didn't
really work with the new on-the-fly text box translation system, and
that function is gone now, so I removed that and kind of forgot about
it.

Of course, this now causes a regression. Namely, that the text boxes
after the VVVVVV-Man sequence in the Secret Lab entrance cutscene are
not translated.

I can't reset the text case in `text`, as the scripts assume that they
can set the text case before `text`. So the next best thing is to reset
it in speak/speak_active.
2024-02-02 18:57:24 -08:00
Misa
861f724d90 Recompute textboxes on active input device change
This fixes a bug where some text boxes wouldn't update the displayed
button if the active input device changed from a keyboard to controller,
or vice versa. Namely, the "Press ACTION to continue" text boxes.
2024-02-02 18:57:24 -08:00
Misa
505956ae83 Remove textboxwrap() and wrap() return value
This removes Graphics::textboxwrap(), as it is now an unused function.
Additionally, this removes the return value of textboxclass::wrap(), as
it is also now unused.
2024-02-02 18:57:24 -08:00
Misa
c50da88ad4 Store original position of text box
This stores the original x-position and y-position of the text box, and
when a text box gets repositioned, it will use those unless a crewmate
position overrides it.

This is the original position of the text box, before centering or
crewmate position is considered.

This fixes a bug where a cutscene text box can be "shifted" from its
normal position via CTRL+F8 cycling if there is a translation that is
too long for the screen and thus gets pushed by adjust(). I tested this
with the text box in the Comms Relay cutscene that starts with "If YOU
can find a teleporter".

This is not applicable to function-based translations
(TEXTTRANSLATE_FUNCTION), because the responsibility of correctly
positioning the text box resides with the function.
2024-02-02 18:57:24 -08:00
Misa
9b56a53d98 Add debug keybind CTRL+(SHIFT)+F8 to cycle lang
This adds a debug keybind to cycle the current language forwards,
CTRL+F8. It also adds a debug keybind to cycle it backwards,
CTRL+SHIFT+F8.

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

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

For now, this is only meant to be used in-game, as text boxes get
retranslated instantly, whereas things like menu options don't. But menu
options will be retranslated on-the-fly in a later commit.
2024-02-02 18:57:24 -08:00
Misa
84daa8fbc2 Call resize() before formatting text in cutscene
This fixes a problem where it would incorrectly format the text because
the width of the text box hadn't updated yet.

This fixes a bug where the jukebox informational terminal would
initially be created with too much padding in CJK languages, pushing the
text box offscreen, even though switching languages while the text box
is already open fixes it.
2024-02-02 18:57:24 -08:00
Misa
3de2c543a5 Move all other text boxes to new system
These include the room name translator text boxes (which aren't
translated) and the foundlab and foundlab2 text boxes.
2024-02-02 18:57:24 -08:00
Misa
b14ca5e366 Move Game Complete sequence to new text box system
In order to be able to retranslate the game time text box in particular,
I had to create new variables to bake the saved time, since the existing
savetime variable is just an std::string. From there, the saved time can
be retranslated on-the-fly.
2024-02-02 18:57:24 -08:00
Misa
7088858957 Add textbox indexes, update trinket/crew textboxes
This adds an attribute to textboxclass to allow a text box to keep an
index that references another text box inside the graphics.textboxes
std::vector.

This is needed because the second text box of a "You have found a
shiny trinket!" or "You have found a lost crewmate!" pair of text boxes
explicitly relies on the height of the first text box. With this, I have
moved those text boxes over to the new text box translation system.

Since the update order now matters, I added a comment to
recomputetextboxes() that clarifies that the text boxes must be updated
in linear order, starting from 0.
2024-02-02 18:57:24 -08:00
Misa
668d0c744d Add assert for giving func if it won't be used
This adds an assert to Graphics::textboxtranslate() to make sure that
callers don't accidentally provide a function when specifying a
translation type that isn't TEXTTRANSLATE_FUNCTION, because in that case
the function won't be used, and then it will make them scratch their
heads wondering why their function won't work.

And yes, I am stupid enough to blindly type TEXTTRANSLATE_CUTSCENE when
I meant to type TEXTTRANSLATE_FUNCTION. This assert has already caught
one of my mistakes. :)
2024-02-02 18:57:24 -08:00
Misa
76483f96ef Move Comms Relay text boxes to new system
These seemed annoying to do without copy-pasting, because I didn't want
to make a separate function for every single dialogue, and I didn't know
how to pass through the English text, until I realized that I can just
use the existing original.lines vector in the text box to store the
English text. After that, getting it translated on-the-fly isn't too
bad.
2024-02-02 18:57:24 -08:00
Misa
82150fd3a9 Remove unnecessary calls to resize()
Just a small optimization.

For example, consider the calls in adjust(). After the first resize(),
the lines after only change the x-position and y-position of the text
box and depend on the x-position, y-position, width, and height.
However, resize() only changes the width and height if the contents of
the text box change, which after the first call, they don't. So remove
the second call to resize(), because it's completely unnecessary.

By similar reasoning, the second calls to resize() in centerx() and
centery() are unnecessary too.
2024-02-02 18:57:24 -08:00
Misa
28df0148b1 Transfer adjust call to applyposition
This transfers the responsibility of the adjust() call to
applyposition().

This is because cutscene text boxes (TEXTTRANSLATE_CUTSCENE) will have
adjust() called, but all other text boxes won't. And I can't place the
adjust() call inside applyposition(), because adjust() also calls
applyposition(), and that leads to an infinite loop which leads to a
stack overflow, so I had to remove the applyposition() call from
adjust(), and replace the other existing call to
Graphics::textboxadjust() with Graphics::textboxapplyposition(), and
then remove Graphics::textboxadjust() function because it's no longer
used.
2024-02-02 18:57:24 -08:00
Misa
3ef089ed3d Save context of untranslated text boxes
Several text boxes in the gamestate system are unused and are
untranslated. To prevent them from becoming empty when retranslating
text boxes, we need to save their original context by calling
graphics.textboxoriginalcontextauto() (which is just
graphics.textboxoriginalcontext() but automatically saving whatever is
already in the text box at the time).
2024-02-02 18:57:24 -08:00
Misa
d989c232af Recompute text boxes in Flip Mode
With the new system of retranslating text boxes on-the-fly, this also
enables us to retranslate them whenever the player toggles Flip Mode.
This is relevant because the Intermission 1 instructional text boxes
refer to a floor when Flip Mode is off, but when it is on, it talks
about the ceiling.
2024-02-02 18:57:24 -08:00
Misa
94b9722b7b Split textwraps, move more textboxes to new system
This splits the text wrapping functionality of Graphics::textboxwrap to
a new function textboxclass::wrap, and with this new function, some more
text boxes can be moved to the new TEXTTRANSLATE_FUNCTION system.
Namely, Game Saved (specifically the game failing to save text box),
instructional text boxes in Space Station 1, and the Intermission 1
instructional text boxes.
2024-02-02 18:57:24 -08:00
Misa
de00dd4031 Save special text box state using functions
This adds a way to save the text box state of the crew remaining, ACTION
prompt, etc. text boxes by just letting there be a function that is
called to retranslate the text box when needed.

It also adds a way to ignore translating a text box and to leave it
alone, in case there's actually no text in the text box, which is the
case with Level Complete and Game Complete.

Both ways are now in an enum, TextboxTranslate. The former is
TEXTTRANSLATE_FUNCTION and the latter is TEXTTRANSLATE_NONE. The
existing way of translating text boxes became TEXTTRANSLATE_CUTSCENE,
since it's only used for cutscene scripts.

Here's a quick guide to the three ways of creating a text box now.

- TEXTTRANSLATE_NONE: You must call
  graphics.textboxoriginalcontextauto() to save the existing text to the
  original context of the text box, as that will be copied back to the
  text box after the text of the text box is updated due to not having a
  translation.
- TEXTTRANSLATE_CUTSCENE: Translates the text from cutscenes.xml, and
  overrides the spacing (padding and text centering). Shouldn't need to
  be used outside of scriptclass.
- TEXTTRANSLATE_FUNCTION: You must pass in a function that takes in a
  single parameter, a pointer to the textboxclass object to be modified.
  General advice when retranslating text is to clear the `lines` vector
  and then push_back the retranslated text. The function is also solely
  responsible for spacing.

In most cases, you will also need to call
graphics.textboxapplyposition() or graphics.textboxadjust() afterwards.
(Some text boxes shouldn't use graphics.textboxadjust() as they are
within the 10-pixel inner border around the screen that
textboxclass::adjust tries to push the text box out of.)

This commit doesn't fix every text box just yet, though. But it fixes
the Level Complete, Game Complete, crew remaining, and ACTION prompt
text boxes, for a start.
2024-02-02 18:57:24 -08:00
Misa
0ea0b8e00b Save text box centering state
This is another piece of state that needs to be kept and re-played when
switching language, because a different language could change the
dimensions of the text box, which affects how it's centered.

Also, to make sure that crewmate positions override any text centering,
the scriptclass variables textx and texty should be reset in the
position and customposition commands.
2024-02-02 18:57:24 -08:00
Misa
e8a231f2e2 Fix translating text box ignoring line limit
Originally I did a straight deep copy of the original lines, but this
ignores the limit of either 12 or 26 lines in a text box. So we defer to
addline() which will enforce the limit accordingly, just like it would
do with the original text box.
2024-02-02 18:57:24 -08:00