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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-28 23:48:30 +02:00
Commit Graph

2162 Commits

Author SHA1 Message Date
Misa
e1e9e47d95 Always update scaling before rendering
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.
2023-03-20 20:56:15 -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
AllyTally
371404f393 Fix textboxes fully fading out during blackout
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.
2023-03-19 15:15:52 -07:00
Misa
397d7f21b4 Add length check to OGG check
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.
2023-03-19 14:05:51 -07:00
Misa
2dc7f0b5e8 Remove dialogue and cutscene bars if disabling completestop
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.
2023-03-19 13:48:01 -07:00
Misa
88d49547d4 Evaluate flipping eligibility per-entity
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.
2023-03-18 21:30:23 -07:00
Misa
ba7519106f Add support for sound OGG files
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.
2023-03-18 18:24:30 -07:00
Misa
05ed7e041c Use VVV_freefunc to call stb_vorbis_close
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).
2023-03-18 17:51:55 -07:00
Misa
d6bc319535 Add sample rate mismatch check to sound effects
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.
2023-03-18 16:40:24 -07:00
Misa
d54e98200f Fix loading sounds with non-16 bit depths
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.
2023-03-18 16:38:28 -07:00
Misa
671c90f7dc Fix music playing wrong if played after track of different format
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.
2023-03-18 16:30:19 -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
Misa
63bc71b796 Always add null terminator when loading files
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.
2023-03-18 15:12:24 -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
Misa
acfa085fd1 Remove reference from customlevelclass::load arg
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.
2023-03-16 21:09:41 -07:00
Dav999-v
79f5e7a05c Fix loading font .txt files that contain null bytes
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.
2023-03-16 14:01:31 -07:00
Dav999-v
df577c59ef Fix font .txt files not being null-terminated
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.
2023-03-16 12:42:54 -07:00
Dav999-v
310f3489d2 Remove key casts from hashmap function calls
We don't need the (char*) or (void*) casts anymore. You may need to
`git submodule update --init`.
2023-03-05 13:21:43 -08:00
AllyTally
188fc996bd Fix hardestroom not being translated
`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.
2023-03-05 11:33:16 -08:00
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
Dav999-v
5e3a4e69ce Overload font::print text argument for both std::string and const char*
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
2023-03-04 16:10:17 -08:00
Dav999-v
264b6474be Change font::print_wrap text argument from std::string to const char*
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
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
33fa0750be Destroy gameScreen after all other graphics are destroyed
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.
2023-03-03 16:46:15 -08:00
Dav999-v
faff8bba5f Fix possible dangling pointers in FontContainer.map_name_idx
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.
2023-03-03 16:38:53 -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
AllyTally
5beaf973ce Strip out old special roomname system
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>
2023-03-02 22:58:12 -08:00
AllyTally
dd108a035f Animated roomnames, setroomname command
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.
2023-03-02 22:58:12 -08:00
Dav999-v
368b9f1b3d Replace use of PHYSFS UTF-8 functions by UTF8.h
This is a massive simplification of the UTF-8 work there, lol
2023-02-27 23:00:41 -08:00
Dav999-v
a91c85d92e Fix UTF-8 handling in next_wrap
Finally this FIXME can be removed!
2023-02-27 23:00:41 -08:00
Dav999-v
f34aa65faa Replace utfcpp by UTF8.h in Font.cpp
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.
2023-02-27 23:00:41 -08:00
Dav999-v
8a011c3061 Replace utfcpp by UTF8.h in Textbox.cpp 2023-02-27 23:00:41 -08:00
Dav999-v
736ce3ecbf Replace utfcpp by UTF8.h in Localization.cpp 2023-02-27 23:00:41 -08:00
Dav999-v
a545384677 Replace utfcpp by UTF8.h in KeyPoll.cpp 2023-02-27 23:00:41 -08:00
Dav999-v
c5a48776c9 Replace utfcpp by UTF8.h in Editor.cpp 2023-02-27 23:00:41 -08:00
Dav999-v
393c5ac4fe Replace utfcpp by UTF8.h in CustomLevels.cpp 2023-02-27 23:00:41 -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
3ce4735d50 Add UTF8.c
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
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
Fussmatte
00279c0e04 Fix minor visual issue in int1yellow_5
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.
2023-02-24 17:54:29 -08:00
Misa
ede52ccc48 Add Jules de Sartiges to Credits.h
I noticed this name was present in CONTRIBUTORS.txt but missing in
Credits.h. Their contribution was PR #782.
2023-02-21 12:28:57 -08:00
Misa
abab6864d7 Add iliana etaoin to contributor list
PR #931 was merged, so this adds xer to CONTRIBUTORS.txt and Credits.h.
2023-02-21 12:27:50 -08:00
iliana etaoin
5d719d3e90 Add magic string to the start of the game global
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.
2023-02-21 12:24:20 -08:00
Dav999-v
086b157152 Allow multiple lines and wordwrapping in activity zone prompts
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.)
2023-02-20 19:43:39 -08:00
Dav999-v
a320ee3b4d Deduplicate font::print for activity zone prompts
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).
2023-02-20 19:43:39 -08:00
Dav999-v
28e9df7f47 Move line width addition in next_wrap to be after switch block
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.
2023-02-20 17:00:06 -08:00
Dav999-v
d883ff6938 Add support for button glyph fallback fonts
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.
2023-02-20 17:00:06 -08:00