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Dav999-v 3e36bfd56f Simplify time formatting functions
Here's my notes on all the existing functions and what kind of time
formats they output:

- Game::giventimestring(int hrs, int min, int sec)
	H:MM:SS
	MM:SS

- Game::timestring()
// uses game.hours/minutes/seconds
	H:MM:SS
	MM:SS

- Game::partimestring()
// uses game.timetrialpar (seconds)
	MM:SS

- Game::resulttimestring()
// uses game.timetrialresulttime (sec) + timetrialresultframes (1/30s)
	MM:SS.CC

- Game::timetstring(int t)
// t = seconds
	MM:SS

- Game::timestringcenti(char* buffer, const size_t buffer_size)
// uses game.hours/minutes/seconds/frames
	H:MM:SS.CC
	MM:SS.CC

- UtilityClass::timestring(int t)
// t = frames, 30 frames = 1 second
	S:CC
	M:SS:CC

This is kind of a mess, and there's a lot of functions that do the same
thing except using different variables. For localization, I also want
translators to be able to localize all these time formats - many
languages use the decimal comma instead of the decimal point (12:34,56)
maybe some languages really prefer something like 1時02分11秒44瞬...
Which I don't know to be correct, but it's good to be prepared for it
and not restrict translators arbitrarily to only changing ":" and "."
when we can start making the system better in the first place.

I added a new function, UtilityClass::format_time. This is the place
where all time formats come together, given the number of seconds and
optionally frames. I have simplified the above-mentioned functions
somewhat, but I haven't given them a complete refactor or renaming -
I mainly made sure that they all use the same backend so I can make the
formats consistent and properly localizable.

(And before we start shoving more temporary char buffers everywhere
just to get rid of the std::string's, maybe we need to think of a
globally used working buffer of size SCREEN_WIDTH_CHARS+1, as a
register of sorts, for when any line of text needs to be made or
processed, then printed, and then goes unused. Maybe help.textrow,
or something like that.)

As for this commit, the available time formats are now more consistent
and changed a little in some places. Leading zeroes for the first unit
are now no longer included, time trial results and the Super Gravitron
can now display hours when they went to 60 minutes before, and we now
always use .CC instead of :CC. These are the formats:
- H:MM:SS
- H:MM:SS.CC
- M:SS
- M:SS.CC
- S.CC  (only used when always_minutes=false, for the Gravitrons)

Here's what changes to the current functions:
- Game::partimestring() is removed - it was used in two places, and
  could be replaced by game.timetstring(game.timetrialpar)
- Game::giventimestring(h,m,s) and Game::timestring() are now wrappers
  for the other functions
- The four remaining functions (Game::resulttimestring(),
  Game::timetstring(t), Game::timestringcenti(buffer, buffer_size)
  and UtilityClass::timestring(t)) are now wrappers for the "central
  function", UtilityClass::format_time.
- UtilityClass::twodigits(int t) is now unused so it's also removed.
- I also added int UtilityClass::hms_to_seconds(int h, int m, int s)
2021-12-25 11:38:12 -08:00
.github Update CentOS CI container used to Misa's container 2021-09-23 12:26:50 -07:00
desktop_version Simplify time formatting functions 2021-12-25 11:38:12 -08:00
mobile_version Fix 1x1 quicksand collision optimization not working 2020-05-13 08:16:34 -04:00
third_party Make PhysFS RWops work with -DBUNDLE_DEPENDENCIES=OFF 2021-08-31 23:09:13 -07:00
tools Adding original mapping tools for the sake of completeness 2020-01-12 19:49:24 +01:00
.gitattributes fix actionscript misclassified as angelscript 2020-01-12 15:18:45 -05:00
License exceptions.md Update license exceptions last updated date 2021-08-24 09:10:23 -07:00
LICENSE.md Updated link to Make and Play edition 2020-01-13 19:37:50 +01:00
README.md Update README.md 2020-01-10 17:45:29 +01:00

This is the source code to VVVVVV, version 2.0+. For more context about this release, see the announcement on Terry's blog!

License

VVVVVV's source code is made available under a custom license. See LICENSE.md for more details.

In general, if you're interested in creating something that falls outside the license terms, get in touch with Terry and we'll talk about it!

Authors

Versions

There are two versions of the VVVVVV source code available - the desktop version (based on the C++ port, and currently live on Steam), and the mobile version (based on a fork of the original flash source code, and currently live on iOS and Android).