This reverts the following commits:
- 29f05c41b1
- f1bf1f683c
- a7b22919ae
- 2ed1aac67d
Recently, text images were changed to fade in with textboxes, where
before they previously appeared after the fade. This created a charming
effect where the images would appear to "load in" once the textbox
finishes fading in. This behavior really complements the retro
aesthetic the game is going for. Changing it to a fade is a needless
change in direction, as it was not a bug in the first place and looked
good already.
Additionally, custom levels have used text images (levelcomplete and
gamecomplete) in creative ways by replacing them with something else
to show as 'foreground' or as a cutscene image. Changing text images
to fade has unintended consequences for levels that have utilized
them in this fashion.
13d6b2d64c adds a check where you can't
type a pipe in script/terminal input fields anymore. It does this
completely incorrectly, checking if certain variables are set instead
of checking what's actually trying to be done.
This commit fixes that, simplifying the check a lot in the process.
This disables typing the pipe character in the data fields of terminals
and script boxes. Care has been taken to make sure that it's still
possible to type pipes in room text.
This is because pipes are the line separator in the big XML tag that
stores every single script line, and thus a script name with pipes would
end up being split up after the level file has been saved and loaded
again.
While a7b22919ae makes text sprites
modulate their RGB values, text images continued using alpha,
despite alpha blending not even being enabled, so the initial
commit didn't work right either.
This is quite a last-minute thing that was almost getting called off by
me discovering a critical segfault just now in testing this (whew) but
this shouldn't hurt.
This reverts commit a806b072bd.
It causes an instant segfault if there's no entities or if you're not
editing terminals/script boxes or something, whatever it's not
crucial as a last-minute fix.
No Death Mode is intended to be unlocked by getting at least S-rank in
at least 4 time trials. Before 2.3, completing a time trial put you at
the main menu, so you would always be notified of having unlocked No
Death Mode once you went to the play menu again. But since 2.3,
completing a time trial puts you back at the Time Trial selection
screen, which isn't the play menu, so you would need to back all the way
out first in order to get the notification. And since you don't actually
unlock No Death Mode until you see the notification, this would be
required to be able to play No Death Mode.
To fix this, I decided to do something a bit kludge-y and just re-use
the code to check and unlock No Death Mode when the player presses
ACTION on the Time Trial complete screen (and there's also another path
by pressing Escape). At least I put it in a function, so it's not a pure
copy-paste, although it might as well be. I don't have time to think of
a proper solution, but it would probably involve disentangling unlock
notifications from Menu::play, for starters. But that's for later.
This disables typing the pipe character in the data fields of terminals
and script boxes. Care has been taken to make sure that it's still
possible to type pipes in room text.
This is because pipes are the line separator in the big XML tag that
stores every single script line, and thus a script name with pipes would
end up being split up after the level file has been saved and loaded
again.
This makes it so that the boolean to draw mode indicator text is false
if there aren't any modes active.
Otherwise, when loading in, the in-game timer would only come in after a
few seconds instead of appearing when the fade-in finishes.
This fixes a bug where pressing Escape in the following menus would not
play Presenting VVVVVV (the title screen music) and would instead leave
you with silence: Game Complete, Time Trial complete, Game Over, and No
Death Mode complete.
This makes it so that only inputs between 1 and 255 inclusive will be
accepted. Otherwise, the command has no effect.
This is because the text case is stored as one byte in a string, and a
value of zero would be the null terminator.
We also want to minimize potential weirdness with integer wrapping if we
accept inputs from outside those bounds. While the textcase variable as
used throughout the codebase is plain unqualified `char` (which, unlike
other integers, exists in a quantum superposition of being signed and
unsigned depending on compiler, machine, and various other stuff) and so
there still might be issues there, we definitely don't want anything
higher than 255.
If the language is RTL, then the left and right menu navigation keys
should be reversed, because the menu layout goes from right to left.
This is to be consistent with the other menus in the game. The editor is
just a special case so it was overlooked.
There was an inconsistency where W and S couldn't be used in place of
the Up and Down arrow keys, but this has been fixed.
This only applies where W and S otherwise are not bound to anything
else. E.g. not the main editor (where W changes the warp direction and S
saves the level) and not the script editor (where W and S can be typed
inside a script), but the script list is fine.
Currently, it's a bit jarring that text box overlays (which are text box
images, e.g. Level Complete and Game Complete, and sprites, e.g. the
crewmates) will suddenly appear when their text box has fully faded in
and suddenly disappear once it starts fading out.
This makes it so that text box overlays will be faded in and out
smoothly along with the rest of the text box fading in and out.
Transparent text boxes are not affected, as they do not fade in and out
at all. Thus, text box overlays in transparent text boxes will still
suddenly appear and disappear as usual.
The number "one" in Dutch is "één" (silly, I know :P). Capital letters
can have accents, but there's an exception where for this specific
word, the first accent is much more often left off than not. So I'm
now using wordy2 as the uppercase variants of all the numbers, and
using that instead of the |upper flag.
I forgot that the position of the activity zone can vary based on
setactivityposition() in custom levels. So account for that.
Additionally, if the activity zone prompt is far down enough, then we
don't need to move the mode text at all.
Dav999 notified me that if multiple screenshots are taken in the same
second, the second screenshot has `_2` appended to it and so on. We do
the same here by storing the current timestamp and a counter.
This doesn't prevent overwriting files if you have system time that
changes, or have multiple instances of VVVVVV running at the same time,
but my position on those cases is as follows: Don't do that.
This makes the mode indicator text be visible even if there is an
activity zone prompt on screen, by making it so that it gets moved if an
activity prompt is being rendered.
This is to make sure that it's visible no matter what, even if e.g. a
custom level starts the player on an activity zone.
Trophy text can overlap with the timer. How bad it is depends on the
localization but in English some text definitely overlaps.
Simple fix is to disable rendering the timer if we are rendering any
trophy text.
These are functions used in other files that are not on the
GraphicsResources class but are implemented inside the
GraphicsResources.cpp file. For some reason they were never put in the
GraphicsResources.h file until now, even though it's a perfectly good
header file to put them in.
Filenames are timestamped now, down to the second. If you take multiple
screenshots in the same second, then the last one will overwrite the
others. This seems to be how other screenshot programs operate so I
don't think it matters if you can't take more than one per second.
Additionally, 1x screenshots (320x240) will go in the 1x/ subdirectory,
and 2x screenshots (640x480) will go in the 2x/ subdirectory.
Originally, I was thinking of adding a notification text that you took a
screenshot, but this is better because it is language-agnostic and it
doesn't contribute to potential UI clutter/clashing.
It flashes yellow if the screenshot successfully saved, and red if it
didn't.
The plan is to have Steam screenshots always be 2x, but in the VVVVVV
screenshots directory (for F6 keybind) save both 1x and 2x.
Again, just for now, the 2x screenshot is being saved to a temporary
location for testing and will get proper timestamps later.
One problem with internal screenshot capture is that we rely on SDL's
render subsystem to flip the screen in Flip Mode, while leaving our
actual screen untouched. Since we source the screenshot from the screen
and not what SDL renders, we need to flip the screenshot ourselves when
saving an internal capture.
To do this, we need to support 24-bit colors in DrawPixel() and
ReadPixel(). Luckily, this isn't too hard to do. A 24-bit color is just
a tuple of three bytes, and we just need to do a small amount of bitwise
math to pack/unpack them to a single integer for SDL_GetRGB() and
SDL_MapRGB().
Using the Steamworks API, we can hook the screenshot function and listen
for a screenshot request callback to send in our own screenshot. This
applies the screenshot improvements to Steam screenshots as well.
Doing this requires adding some C wrapper functions, as our interface
with the Steam API is only conducted through C.
"But people already have screenshot tools", you might protest. The
rationale is simple: If you play with any video setting other than 1x
windowed (no stretching and no letterbox), then your screenshot will be
too big if you want the internal resolution of 320x240, and downscaling
will be an inconvenience.
The point is to make screenshots based off of internal resolution so
they are always pixel perfect and ideally never have to be altered once
taken.
I've added the keybind of F6 to do this.
Right now it saves to a temporary test location with the same filename;
future commits will save to properly-timestamped filenames.
This is mostly so people making levels in an RTL language have a more
pleasant and logical experience. If roomtext is placed in a level set
to RTL, it will get p1=1, which makes that roomtext right-aligned.
Because, imagine for English you click to place roomtext, and the text
runs left of where you clicked, which wouldn't be logical.
Since it's an entity-bound property, switching RTL on and off either in
the editor or via a script does not affect existing entities.
This remaps the keybind to reload language files from F12 to F8.
This is because the F12 keybind conflicts with the default Steam keybind
to take a Steam screenshot.
I chose F8 because it is next to another keybind that reloads stuff, F9
(which reloads assets in the editor).
Fixes#1089.
While working on adding a screenshots keybind, I encountered a link
error with these functions. Wrapping them in `extern "C"` fixed it. It's
most likely due to the fact that they were `extern "C"` in the header,
but not in the `.cpp` file. They should be both `extern "C"`'d
regardless.
If you load in to gameplay with invincibility mode, glitchrunner mode,
Flip Mode, or slowdown enabled, then there will be text displayed on
screen for a few seconds that says so.
This is to serve as a useful reminder. A common pitfall with using
invincibility is forgetting to turn it off when you don't want it
anymore. What usually happens is that players forget that they have it
on until they encounter a hazard. Now, they can realize it as soon as
they load in.
See #1091.
If text is set to be centered, but is so long that it starts running
offscreen on both sides, the print function instead makes the text
start no further left than the left border of the screen (x=0).
This is because text running offscreen at the end only is more readable
and looks less sloppy than running offscreen at both sides.
For RTL, the opposite applies, so it now also works oppositely for RTL
prints, where centered strings will only run offscreen on the left side
of the screen.
Spaces on the left and right would end up on the other side in RTL,
which made the "You have rescued a crewmate!" text overlap with the
crewmate sprite, and makes the [C[C[C[C[Captain!] dialogs have spaces
on the left instead of on the right. So, best thing is to just swap
the directions so that they match.
They're invisible in font::print(), but they were still considered
characters with widths in the width function. This change made the
levels screen look better in RTL too - I was wondering why the level
options were too far left.
If you copy-paste a newline character where it's not interpreted, such
as in a level title, the print function wouldn't treat it any special.
font::print_wrap() would, but that's not used here.
However, now that bidi is involved, the newline is passed straight to
SheenBidi which interprets it as a new line (which would need a new
SBLine to be created, or maybe even a new SBParagraph if there's two).
All while we're still treating it as a single line. This means the text
would just stop being displayed after the first newline. This is now
fixed by treating all newlines as spaces.
This has a lot of reading-orientation stuff on it like "Key: value",
so easiest is to just flip the whole design of the screen rather than
trying to flip individual strings.
I forgot to add the PR_RTL_XFLIP flag to these menu options, so they
were always left-aligned, no matter what.
What actually took me a bit to figure out was how to make the level
completion stars work regardless of the contents of the title - the
stars should always be to the left of the title in an LTR language, and
always to the right of the title in an RTL language. Level titles can
contain bidi characters regardless of the level's rtl flag being set,
so I just let bidi handle all the level menu options, with some control
characters to make sure everything always appears in the correct order.
Stuff like centertext="1" and padtowidth="264" in cutscene translations
looked wrong in RTL mode, both with Arabic and English text. For Arabic
text, I could easily fix the problem by not counting the number of
codepoints (and assuming they all have the same glyph width), but by
instead taking the width of the string as reported for the font, and
dividing it by the glyph width. This leaves English text still looking
weird in RTL mode. But this shouldn't be a problem either: the Arabic
translations will probably be in Arabic (where the problem doesn't
happen), and I can get English text to show up fine by wrapping it in
U+2066 LEFT-TO-RIGHT ISOLATE and U+2069 POP DIRECTIONAL ISOLATE. So it
looks like an inherent quirk of bidi, that translators familiar with
bidi can easily grasp and fix.
This is main-game only functionality, so it shouldn't break existing
custom levels. We should just make sure textboxes in other languages
aren't broken, but from my testing, it's completely fine - in fact, it
should've improved if it was broken.
Instead of just up/down, you can also control menus with left/right.
Which is illogical in Arabic... No big deal, I imagined this code
to become much worse than it did. (And action sets is probably gonna
refactor the whole thing anyway)
Okay, the "Font:" thing needed some local code after all, because both
the interface font as well as the level font are used there. But it's
good enough - all the other places can just use the flag.
Notably, I also used this for the menus, since the existing ones are
kinda LTR-oriented, and it's something that we don't *really* have to
do, but I think it shows we care!
This lets you mirror the X axis specifically in RTL languages, so the
left border is 320 and the right border is 0, and invert the meaning of
PR_LEFT (0) and PR_RIGHT. Most of the time this is not necessary,
it's just for stuff where a label is followed by a different print,
like "Font: " followed by the font name, time trial time displays, etc
With the <font> tag (which doesn't indicate RTL-ness as explained),
we've had a setfont(font) scripting command. Now we have an <rtl>
tag, so we need a setrtl(on/off) command too to control that.
Again, the RTL property controls whether textboxes will be
right-aligned, and that kind of stuff. It can't be font-bound, since
Space Station supports Hebrew characters and we want to be able to
support, say, a Hebrew translation or Hebrew levels in the future
without having to make a dedicated (or duplicated) font for it.
Therefore it's a property of both the language pack as well as custom
levels - like custom levels already had a <font> tag, they now also
have an <rtl> tag that sets this property.
Right now, we'll have to hardcode it so the menu option for the Arabic
font sets the <rtl> property to 1, and all the other options set it to
0. But it's future-proof in that we can later decide to split the
option for Space Station into an LTR option and an RTL option (so both
"english/..." and "עברית" would select Space Station, but one sets the
RTL property to 0 and the other sets it to 1).
This now returns true if any of the characters in the text belong to
the Arabic or Hebrew alphabet, or are one of the Unicode directional
formatting characters. This is just so the bidi machinery doesn't have
to run 100% of the time for 100% of the languages. I will also make it
so the Arabic language pack, as well as custom levels, have an RTL
attribute that always enables bidi (and does things like
right-alignment in textboxes and other design-flipping)
I'm now using SheenBidi to reorder RTL and bidirectional text properly
at text rendering time! For Arabic this is still missing reshaping, but
everything's looking really promising now!
The code changes are really non-invasive. The changes to Font.cpp are
absolutely minimal:
1305+ if (bidi_should_transform(text))
1306+ {
1307+ text = bidi_transform(text);
1308+ }
There's now a FontBidi.cpp, which implements these two functions,
notably bidi_transform(), which takes a UTF-8 encoded string and
returns another UTF-8 encoded string that has bidi reorderings and
reshapings applied.
In that function, SheenBidi gives us information about where in the
input string runs start and end, and on a basic level, all we need to
do there is to concatenate the parts together in the order that we're
given them, and to reverse the RTL runs (recognizable by odd levels).
As this is a proof-of-concept, bidi_should_transform() still always
returns true, applying the bidi algorithm to all languages and all
strings. I'm thinking of enabling bidi only when the language/font
metadata enables RTL (which could be for the interface or for a custom
level), or outside of that, at least when RTL characters are detected
(such as Arabic or Hebrew Unicode blocks).
I had added 1px spaces in some Japanese strings with buttons in them,
to avoid the button glyphs touching the rest of the text. However, the
Japanese translator later ended up putting full spaces in, not noticing
the hair spaces. So now the space was 1 pixel wider than it should've
been, and it's better to remove them.
This fixes a bug where you could still drag an entity around with the
debugger inactive if you were holding the entity while disabling the
debugger with Y. Furthermore, you couldn't even drop the entity even if
you wanted to.
There is a clash between the timer text and the "Survive for 60
seconds!" text. It's minor in English but it can be worse in other
languages (e.g. Polish).
So make the timer go away when that text is onscreen.
The "[Press {button} to return to editor]" and the "TIME:" text
overlapped, which resulted in an ugly clash.
To fix this, make the return editor text take priority over the timer
text. This involves a minor refactor to first calculate whether or not
we should draw the return editor text before we check if we should draw
the timer text.
Some languages have different spellings of wordy numbers based on the
gender of the things they're counting (uno crewmate versus una trinket)
or what a number's role is in the sentence (e.g. twenta out of twentu).
We've always had the idea we couldn't support such complex differences
though, because the game can't be adapted to know what gender each
object will have and what word classes might exist in other languages,
so translators would in those cases just have to forgo the wordy
numbers and just let the game use "20 out of 20".
A solution we came up semi-recently though (after all translations were
finished except for Arabic), was to allow the translator to define
however many classes of wordy numbers they need, and fill them all out.
This would not need the game to be *adapted* for every language's
specific grammar and word genders/classes. Instead, the translator
would just choose their correct self-defined class at the time they use
`wordy` in the VFormat placeholder. Something like
{n|wordy|class=feminine}, or {n|wordy_feminine}.
So this would benefit several languages, but we came up with the
solution a little late for all languages to benefit from it. The Arabic
translators asked for two separate classes of wordy numbers though, so
my plan is to first just have a second list of wordy numbers
(translation2 in numbers.xml), which can be accessed by passing the
`wordy2` flag to VFormat, instead of `wordy`.
Once 2.4 is released, we can take our time to do it properly. This
would involve the ability for translators to define however many
classes they need, to name them what they want, and this name would
then be useable in VFormat placeholders. We can convert all existing
translations to have one class defined by default, such as "wordy", or
"translation" depending on implementation, but there's not so much
concern for maintaining backwards compatibility here, so we can do a
mass-switchover for all language files. That said, it wouldn't be too
hard to add a special case for "translation" being "wordy" either.
We can then ask translators if they would like to change anything with
the new system in place.
For now, we can use this system for Arabic, maybe Spanish since there
were complaints about uno/una, and *maybe* Dutch (it has a thing where
the number "one" is often capitalized differently, but it's not
mandatory per se)
For some reason, the default behavior of SDL and/or Windows(?) (I only
tested this on Windows) seems to result in the fact that if any SDL app
doesn't account for it, there is no way for Japanese and Chinese
speakers to know what they're typing in.
How IMEs are supposed to work is that you can type words as sort of
WIP versions, and then select out of a list of candidates what the
final result should be. The app may display the WIP text and tell the
IME where the text field is so that the IME's menu can be displayed
around it. But if the app doesn't say where the text field is, then the
candidate list can also be displayed at the corner of the screen, which
is done in Minecraft.
By default, however, SDL apps don't get a candidate list at all, which
means you're basically flying blind as to what you're typing in, and
you would have to basically open notepad and copy-paste everything from
there - unless I'm missing something.
This commit sets the SDL_HINT_IME_SHOW_UI hint (added in SDL 2.0.18
apparently), so that the candidate list is at least shown in the corner.
We can probably deal with positioning and uncommitted text later.
The TAB bind is used in both roomname translator mode and the level
debugger. To fix this, the TAB keybind will prioritize roomname
translator mode, unless the debugger text is enabled (with the Y
keybind), in which case the debugger takes priority. Additionally, the
roomname translator text will not render when the debugger text is
shown.
Fixes#1094.
This ensures that the game won't silently fail to start if it can't
initialize the filesystem. Instead, it will fail loudly by popping open
a message box (using SDL_ShowSimpleMessageBox).
The motivation for this comes from issue #1010 where this is likely to
occur if the user has Controlled Folder Access enabled on Windows, but I
didn't want to put in the work to specifically detect CFA (and not sure
if it's even possible if it turns out that the OS just gives a standard
"permission denied" in this case). At least any message box is better
than silently failing but printing to console when most users don't know
what a console is.
Fixes#1010.
This is the same as commit 70357a65bf
("Fix regression: Warp BG lerps in reverse direction"), but for the
tower background.
This bug is most visible when moving the camera in a tower using
invincibility, or holding down ACTION during the credits scroll.
This lets you hold down F to fast-forward the game if you have the level
debugger interface open (with Y) and the game isn't paused.
This is most useful for quickly skipping through cutscenes to test
something.
This code was introduced by Dav999 in
abf12632bb (PR #1077), but it contains a
memory error. I spotted this with Valgrind.
The problem comes from the fact that `max_codepoint` is calculated from
the width and height of the surface (which will have the same width and
height as the source `font.png` from the filesystem). Let's work through
an example using a typical 128 by 128 `font.png` and an 8 by 8 glyph.
`chars_per_line` is calculated by dividing the width of the image
(`temp_surface->w`, or 128) by `f->glyph_w` (8), yielding 16.
`max_codepoint` is calculated by first calculating the height of the
image divided by the height of the glyph - which here just happens to be
the same as `chars_per_line` (16) since we have a square `font.png` -
and then multiplying the result by `chars_per_line`. 16 times 16 is 256.
Now it is important to recognize here that this is the _amount_ of
glyphs in `font.png`. It is _not_ the last codepoint in the image. To
see why, consider the fact that codepoint 0 is contained in the image.
If we have codepoint 0, then we can't have codepoint 256, because that
would imply that we have 257 codepoints, but clearly, we don't. If we
try to read codepoint 256, then after working through the calculations
to read the glyphs, we would be trying to read from pixel columns 0
through 7 and pixel rows 128 through 135... in a 128 by 128 image...
which is clearly incorrect.
Therefore, it's incorrect to write the upper bound of the for-loop
iterating over every codepoint as `codepoint <= max_codepoint` instead
of `codepoint < max_codepoint`.
I was running the game through Valgrind and I noticed a memory error
where the game was attempting to read a pixel that was just outside the
image. Since this is an error that doesn't immediately result in a
segfault, I figured that it would be prudent to put in an assertion to
make it loud and clear that a memory error is, in fact, happening here.
Similarly, drawing to a pixel just outside the surface wouldn't result
in a crash, so I copy-pasted the check there too (with changes).
If you're in (5, 5) (1-indexed) and you resize the map to (4,5), the
editor stays in (5, 5). This has no real consequences, other than
possibly confusing the user, but it should probably be fixed anyway.
Turns out the string I fixed in the previous commit was also never
noticed in German. For that one, I simply used the wording that was
used in the old hardcoded-ACTION string (with my German knowledge,
I'm confident that's still correct).