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353 commits

Author SHA1 Message Date
AllyTally
b533731108 More misc cleanup 2023-06-08 15:47:39 -07:00
AllyTally
8b1dcecd5a Replace drawrect with draw_rect
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!
2023-06-08 15:47:39 -07:00
AllyTally
d1b9f4f410 Some formatting fixes 2023-06-08 15:47:39 -07:00
AllyTally
d93d773a8a Remove line_rect and prect
`prect` just wasn't needed as it was used in one place, and
`line_rect` isn't used anymore.
2023-06-08 15:47:39 -07:00
AllyTally
81ad7ed9d6 Clean up background drawing code
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!
2023-06-08 15:47:39 -07:00
AllyTally
5089bc373e Add more draw functions, make less code use rectangles
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.
2023-06-08 15:47:39 -07:00
Misa
14d034e4c6 Use enums for swngame
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.
2023-06-05 17:57:23 -07:00
Misa
414b0647aa Correct orientation of Game Saved clock in Flip Mode
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.
2023-06-05 17:57:23 -07:00
Misa
474cdc092e Use levelDirError for graphics errors too
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).
2023-05-17 17:11:26 -07:00
AllyTally
c6ebf5aeda Disable more flashing elements if a11y is on
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.
2023-04-05 20:02:29 -07:00
Dav999-v
78128222e9 Make textbuttons() work for transparent text boxes
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.
2023-03-30 00:44:33 -07:00
Misa
98feeade02 Fix gray entities applying in main game
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.
2023-03-29 13:49:08 -07:00
AllyTally
efa1bad449 Unhardcode textbox colors in textbox arguments
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`.
2023-03-29 13:48:44 -07:00
Dav999-v
e55e9efd9b Add controller button layout mappings
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).
2023-03-21 19:59:48 -07:00
Dav999-v
09365347b6 Replace ACTION in texts by {button} placeholders
Gamepads and the Steam Deck need "ACTION" to be replaced by a
controller glyph, so that's now possible.
2023-03-21 19:59:48 -07:00
Dav999-v
620365614d Add textbuttons() script command, make Violet's ENTER dialogue dynamic
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.
2023-03-21 19:59:48 -07:00
AllyTally
34cc15505b Cleanup tools & main rendering
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.
2023-03-21 15:41:49 -07:00
Misa
64874065eb Rename menuoffTexture to tempShakeTexture
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.
2023-03-20 17:05:57 -07:00
Misa
9a87d23719 Style: Fixup instances of void arguments
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.
2023-03-18 15:28:33 -07:00
AllyTally
fb15a0b515 Fix the game texture clearing during menu shaking
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.
2023-03-18 13:53:36 -07:00
Dav999-v
d112dee72c Change font::len text argument from std::string to const char*
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
2023-03-04 16:10:17 -08:00
Misa
58d21e956b Fix analogue filter allocating/freeing surfaces every frame
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.
2023-03-04 14:02:47 -08:00
Misa
5eecc2a21d Don't draw texture onto itself for scrolling
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.
2023-03-03 20:21:53 -08:00
Misa
04743abe91 Destroy towerbg and titlebg textures in destroy_buffers
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.
2023-03-03 15:34:13 -08:00
Misa
d1e9bdc284 Rename tempTexture to menuoffTexture
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.
2023-03-03 15:25:15 -08:00
Misa
e31344c68c Remove trailing whitespace in create_buffers
This was added in by AllyTally in
19b2a317f1.
2023-03-03 15:23:55 -08:00
Dav999-v
2474623b59 Remove #include <utf8/unchecked.h> from Graphics.cpp
Turns out the last utfcpp function had already been removed from this
file, so the include can simply be removed.
2023-02-27 23:00:41 -08:00
Dav999-v
32e14755dd Fix centering of translated "Level Complete!" and "Game Complete!"
Operator precedence meant that `sc == 2 ? PR_2X : PR_1X | PR_CEN`
didn't work how I expected it to. So I added some parentheses.
2023-02-24 18:48:24 -08:00
AllyTally
de43005676 Fix screen shake during flip mode not flipping the screen
This fixes a regression introduced by #923 where flip mode no longer flips the screen while the screen is shaking.
2023-02-14 15:33:29 -08:00
AllyTally
1183083355 Allow a maximum of 26 lines, with L suffix 2023-02-14 14:56:27 -08:00
Dav999-v
716a241b79 Replace PR_COLORGLYPH_BRI(a) and PR_ALPHA(a) with PR_BRIGHTNESS(a)
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).
2023-02-13 23:27:00 -08:00
Dav999-v
d1f6c1adf2 Replace "by" for level authors with happy face
"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.
2023-02-13 23:27:00 -08:00
Dav999-v
25feb9dbb5 Make wordwrapping functions take font arguments
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.
2023-02-13 23:27:00 -08:00
Dav999-v
0eaceed0a2 Completely remove Graphics::PrintWrap
All print calls are font:: ones now and all the old Graphics:: print
functions have been removed, the migration is complete!
2023-02-13 23:27:00 -08:00
Dav999-v
7ecff42e0e Completely remove Graphics::Print, make many CJK positioning fixes
Only Graphics::PrintWrap is left of the old print functions!
2023-02-13 23:27:00 -08:00
Dav999-v
d2461c90ce Completely remove Graphics::bigprint
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.
2023-02-13 23:27:00 -08:00
Dav999-v
ddaabb3efe Completely remove Graphics::bprint
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)
2023-02-13 23:27:00 -08:00
Dav999-v
d784f7f61a Completely remove Graphics::PrintAlpha and Graphics::bprintalpha
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.
2023-02-13 23:27:00 -08:00
Dav999-v
9749858365 Completely remove Graphics::bigbprint, bigrprint and bigbrprint
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.)
2023-02-13 23:27:00 -08:00
Dav999-v
da6be09993 Completely remove Graphics::len
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.
2023-02-13 23:27:00 -08:00
Dav999-v
df4e351b30 Use languages' fonts for options on language screen 2023-02-13 23:27:00 -08:00
Dav999-v
dadb7f2623 Complete font::print_wrap flag handling
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)
2023-02-13 23:27:00 -08:00
Dav999-v
689d6e3e97 Print activity zone text in correct font, remove Graphics::drawtextbox
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.
2023-02-13 23:27:00 -08:00
Dav999-v
48a4e19635 Migrate more prints to font::, determine font for most textboxes
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.
2023-02-13 23:27:00 -08:00
Dav999-v
6ca83114bc Start using level-specific font where needed, make CJK tweaks
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!
2023-02-13 23:27:00 -08:00
Dav999-v
159c70dade Move wordwrapping functions and len to Font.cpp/font:: namespace
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.
2023-02-13 23:27:00 -08:00
Dav999-v
1d8494db8d Add initial version of font::print_wrap
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.
2023-02-13 23:27:00 -08:00
Dav999-v
0475539075 Implement first font::print function, fix most fading of colored glyphs
There has always been a mess of different print functions that all had
slightly different specifics and called each other:

Print(x, y, text, r, g, b, cen)
    nothing special here, just does what the arguments say

PrintAlpha(x, y, text, r, g, b, a, cen)
    just Print but with an alpha argument

PrintWrap(x, y, text, r, g, b, cen, linespacing, maxwidth)
    added for wordwrapping, heavily used now

bprint(x, y, text, r, g, b, cen)
    prints an outline, then just PrintAlpha

bprintalpha(x, y, text, r, g, b, a, cen)
    just bprint but with an alpha argument

bigprint(x, y, text, r, g, b, cen, sc)
    nothing special here, just does what the arguments say

bigbprint(x, y, text, r, g, b, cen, sc)
    prints an outline, then just bigprint

bigrprint(x, y, text, r, g, b, cen, sc)
    right-aligns text, unless cen is given in which case it just
    centers text like other functions already do?

bigbrprint(x, y, text, r, g, b, cen, sc)
    prints an outline, then just bigrprint

We need even more specifics with the new font system: we need to be
able to specify whether CJK characters should be vertically centered or
stick out on the top/bottom, and we sometimes need to pass in
brightness variables for colored glyphs. And text printing functions
now fit better in Font.cpp anyway. So there's now a big overhaul of
print functions: all these functions will be replaced by font::print
and font::print_wrap (the former of which now exists). These take flags
as their first argument, which can be 0 for a basic left-aligned print,
PR_CEN for centered text (set X to -1!!!) PR_BOR for a border (instead
of functions like bprint and bigbprint), PR_2X, PR_3X etc for scaling,
and these can be combined with |.

Some text, for example [Press ESC to return to editor], fades in/out
using the alpha value, which is passed to the print function. In some
other places (like Press ENTER to teleport, textboxes, trophy text...)
text can fade in or out by direct changes to the RGB values. This means
regular color-adjusted white text can change color, but colored button
glyphs can't, since there's no way to know in the print system what the
maximum RGB values of a specific textbox are supposed to be, so the
only thing it can do is draw the button glyphs at full brightness,
which looks bad. Therefore, you can now also pass in the brightness
value via the flags, with PR_COLORGLYPH_BRI(255).
2023-02-13 23:27:00 -08:00
Dav999-v
794f081530 Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.

Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.

The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.

The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.

Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.

This commit also adds fontmeta (xml) support.

Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.

A .fontmeta file looks somewhat like this:

<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
    <width>12</width>
    <height>12</height>
    <white_teeth>1</white_teeth>
    <chars>
        <range start="0x20" end="0x7E"/>
        <range start="0x80" end="0x80"/>
        <range start="0xA0" end="0xDF"/>
        <range start="0x250" end="0x2A8"/>
        <range start="0x2AD" end="0x2AD"/>
        <range start="0x2C7" end="0x2C7"/>
        <range start="0x2C9" end="0x2CB"/>
        ...
    </chars>
    <special>
        <range start="0x00" end="0x1F" advance="6"/>
        <range start="0x61" end="0x66" color="1"/>
        <range start="0x63" end="0x63" color="0"/>
    </special>
</font_metadata>

The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.

If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.

In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).

As for <white_teeth>:

The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).

This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.

The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-02-13 23:27:00 -08:00
Misa
fbc9b3ddd7 Use SDL_Point instead of rolling our own point struct
The `point` struct was a relic of ActionScript and was added because of
the Flash 'point' object. However, it seems like Simon Roth didn't
realize that SDL has its own point struct.

With this, `Maths.h` can be un-included from a couple headers, which
exposes the fact that `preloader.cpp` was relying on `Maths.h` being
transitively included from `Graphics.h`.
2023-01-28 23:32:14 -08:00