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VVVVVV/desktop_version/src/GraphicsResources.cpp
Dav999 9045e26d3e Add support for translatable sprites
Language folders can now have a graphics folder, with these files:
- sprites.png and flipsprites.png: spritesheets which contain
  translated versions of the word enemies and checkpoints
- spritesmask.xml: an XML file containing all the sprites that should
  be copied from the translated sprites and flipsprites images to
  the original sprites/flipsprites.

This means that the translated spritesheets don't have to contain ALL
sprites - they only have to contain the translated ones. When loading
them, the game assembles a combined spritesheet with translated sprites
replacing English ones as needed, and this sheet is used to visually
substitute the normal sprites at rendering time.

It's important to note that even if 32x32 enemies have pixel-perfect
hitboxes, this is only a visual change. This has been discussed several
times on Discord - basically we don't want to give people unfair
advantages or disadvantages because of their language setting, or
change existing gameplay and speedruns tactics, which may depend on the
exact pixel arrangements of the enemies. Therefore, the hitboxes are
still based on the English sprites. This should be basically
unnoticeable for casual players, especially with some thought from
translators and artists, but there will be an option in the speedrunner
menu to display the original sprites all the time.

I removed the `VVV_freefunc(SDL_FreeSurface, *tilesheet)` in
make_array() in Graphics.cpp, which frees grphx.im_sprites_surf and
grphx.im_flipsprites_surf. Since GraphicsResources::destroy() already
frees these, it looks like the only purpose the one in make_array()
serves is to do it earlier. But now we need them again later (when
switching languages) so let's just not free them early.
2023-10-31 22:31:41 -07:00

472 lines
13 KiB
C++

#include "GraphicsResources.h"
#include <tinyxml2.h>
#include "Alloc.h"
#include "FileSystemUtils.h"
#include "GraphicsUtil.h"
#include "Localization.h"
#include "Vlogging.h"
#include "Screen.h"
#include "XMLUtils.h"
// Used to load PNG data
extern "C"
{
extern unsigned lodepng_decode32(
unsigned char** out,
unsigned* w,
unsigned* h,
const unsigned char* in,
size_t insize
);
extern const char* lodepng_error_text(unsigned code);
}
static SDL_Surface* LoadImageRaw(const char* filename, unsigned char** data)
{
*data = NULL;
// Temporary storage for the image that's loaded
SDL_Surface* loadedImage = NULL;
unsigned int width, height;
unsigned int error;
unsigned char* fileIn;
size_t length;
FILESYSTEM_loadAssetToMemory(filename, &fileIn, &length);
if (fileIn == NULL)
{
SDL_assert(0 && "Image file missing!");
return NULL;
}
error = lodepng_decode32(data, &width, &height, fileIn, length);
VVV_free(fileIn);
if (error != 0)
{
vlog_error("Could not load %s: %s", filename, lodepng_error_text(error));
return NULL;
}
loadedImage = SDL_CreateRGBSurfaceWithFormatFrom(
*data,
width,
height,
32,
width * 4,
SDL_PIXELFORMAT_ABGR8888
);
return loadedImage;
}
static SDL_Surface* LoadSurfaceFromRaw(SDL_Surface* loadedImage)
{
SDL_Surface* optimizedImage = SDL_ConvertSurfaceFormat(
loadedImage,
SDL_PIXELFORMAT_ARGB8888,
0
);
SDL_SetSurfaceBlendMode(optimizedImage, SDL_BLENDMODE_BLEND);
return optimizedImage;
}
/* Can't be static, used in Screen.h */
SDL_Surface* LoadImageSurface(const char* filename)
{
unsigned char* data;
SDL_Surface* loadedImage = LoadImageRaw(filename, &data);
SDL_Surface* optimizedImage = LoadSurfaceFromRaw(loadedImage);
if (loadedImage != NULL)
{
VVV_freefunc(SDL_FreeSurface, loadedImage);
}
VVV_free(data);
if (optimizedImage == NULL)
{
vlog_error("Image not found: %s", filename);
SDL_assert(0 && "Image not found! See stderr.");
}
return optimizedImage;
}
static SDL_Texture* LoadTextureFromRaw(const char* filename, SDL_Surface* loadedImage, const TextureLoadType loadtype)
{
if (loadedImage == NULL)
{
return NULL;
}
// Modify the surface with the load type.
// This could be done in LoadImageRaw, however currently, surfaces are only used for
// pixel perfect collision (which will be changed later) and the window icon.
switch (loadtype)
{
case TEX_WHITE:
SDL_LockSurface(loadedImage);
for (int y = 0; y < loadedImage->h; y++)
{
for (int x = 0; x < loadedImage->w; x++)
{
SDL_Color color = ReadPixel(loadedImage, x, y);
color.r = 255;
color.g = 255;
color.b = 255;
DrawPixel(loadedImage, x, y, color);
}
}
SDL_UnlockSurface(loadedImage);
break;
case TEX_GRAYSCALE:
SDL_LockSurface(loadedImage);
for (int y = 0; y < loadedImage->h; y++)
{
for (int x = 0; x < loadedImage->w; x++)
{
SDL_Color color = ReadPixel(loadedImage, x, y);
// Magic numbers used for grayscaling (eyes perceive certain colors brighter than others)
Uint8 r = color.r * 0.299;
Uint8 g = color.g * 0.587;
Uint8 b = color.b * 0.114;
const double gray = SDL_floor(r + g + b + 0.5);
color.r = gray;
color.g = gray;
color.b = gray;
DrawPixel(loadedImage, x, y, color);
}
}
SDL_UnlockSurface(loadedImage);
break;
default:
break;
}
//Create texture from surface pixels
SDL_Texture* texture = SDL_CreateTextureFromSurface(gameScreen.m_renderer, loadedImage);
if (texture == NULL)
{
vlog_error("Failed creating texture: %s. SDL error: %s\n", filename, SDL_GetError());
}
return texture;
}
SDL_Texture* LoadImage(const char *filename, const TextureLoadType loadtype)
{
unsigned char* data;
SDL_Surface* loadedImage = LoadImageRaw(filename, &data);
SDL_Texture* texture = LoadTextureFromRaw(filename, loadedImage, loadtype);
if (loadedImage != NULL)
{
VVV_freefunc(SDL_FreeSurface, loadedImage);
}
VVV_free(data);
if (texture == NULL)
{
vlog_error("Image not found: %s", filename);
SDL_assert(0 && "Image not found! See stderr.");
}
return texture;
}
static SDL_Texture* LoadImage(const char* filename)
{
return LoadImage(filename, TEX_COLOR);
}
/* Any unneeded variants can be NULL */
static void LoadVariants(const char* filename, SDL_Texture** colored, SDL_Texture** white, SDL_Texture** grayscale)
{
unsigned char* data;
SDL_Surface* loadedImage = LoadImageRaw(filename, &data);
if (colored != NULL)
{
*colored = LoadTextureFromRaw(filename, loadedImage, TEX_COLOR);
if (*colored == NULL)
{
vlog_error("Image not found: %s", filename);
SDL_assert(0 && "Image not found! See stderr.");
}
}
if (grayscale != NULL)
{
*grayscale = LoadTextureFromRaw(filename, loadedImage, TEX_GRAYSCALE);
if (*grayscale == NULL)
{
vlog_error("Image not found: %s", filename);
SDL_assert(0 && "Image not found! See stderr.");
}
}
if (white != NULL)
{
*white = LoadTextureFromRaw(filename, loadedImage, TEX_WHITE);
if (*white == NULL)
{
vlog_error("Image not found: %s", filename);
SDL_assert(0 && "Image not found! See stderr.");
}
}
if (loadedImage != NULL)
{
VVV_freefunc(SDL_FreeSurface, loadedImage);
}
VVV_free(data);
}
/* The pointers `texture` and `surface` cannot be NULL */
static void LoadSprites(const char* filename, SDL_Texture** texture, SDL_Surface** surface)
{
unsigned char* data;
SDL_Surface* loadedImage = LoadImageRaw(filename, &data);
*surface = LoadSurfaceFromRaw(loadedImage);
if (*surface == NULL)
{
vlog_error("Image not found: %s", filename);
SDL_assert(0 && "Image not found! See stderr.");
}
*texture = LoadTextureFromRaw(filename, loadedImage, TEX_WHITE);
if (*texture == NULL)
{
vlog_error("Image not found: %s", filename);
SDL_assert(0 && "Image not found! See stderr.");
}
if (loadedImage != NULL)
{
VVV_freefunc(SDL_FreeSurface, loadedImage);
}
VVV_free(data);
}
static void LoadSpritesTranslation(
const char* filename,
tinyxml2::XMLDocument* mask,
SDL_Surface* surface_english,
SDL_Texture** texture
) {
/* Create a sprites texture for display in another language.
* surface_english is used as a base. Parts of the translation (filename)
* will replace parts of the base, as instructed in the mask XML. */
if (surface_english == NULL)
{
vlog_error("LoadSpritesTranslation: English surface is NULL!");
return;
}
// Make a copy of the English sprites, for working with
SDL_Surface* working = GetSubSurface(
surface_english,
0, 0, surface_english->w, surface_english->h
);
if (working == NULL)
{
return;
}
SDL_Surface* translated;
{
unsigned char* data;
SDL_Surface* loaded_image = LoadImageRaw(filename, &data);
translated = LoadSurfaceFromRaw(loaded_image);
VVV_freefunc(SDL_FreeSurface, loaded_image);
VVV_free(data);
}
SDL_SetSurfaceBlendMode(translated, SDL_BLENDMODE_NONE);
tinyxml2::XMLHandle hMask(mask);
tinyxml2::XMLElement* pElem;
int sprite_w = 1, sprite_h = 1;
if ((pElem = mask->FirstChildElement()) != NULL)
{
sprite_w = pElem->IntAttribute("sprite_w", 1);
sprite_h = pElem->IntAttribute("sprite_h", 1);
}
FOR_EACH_XML_ELEMENT(hMask, pElem)
{
EXPECT_ELEM(pElem, "sprite");
int x = pElem->IntAttribute("x", 0);
int y = pElem->IntAttribute("y", 0);
SDL_Rect src;
src.x = x * sprite_w;
src.y = y * sprite_h;
src.w = pElem->IntAttribute("w", 1) * sprite_w;
src.h = pElem->IntAttribute("h", 1) * sprite_h;
SDL_Rect dst;
dst.x = pElem->IntAttribute("dx", x) * sprite_w;
dst.y = pElem->IntAttribute("dy", y) * sprite_h;
SDL_BlitSurface(translated, &src, working, &dst);
}
*texture = LoadTextureFromRaw(filename, working, TEX_WHITE);
VVV_freefunc(SDL_FreeSurface, translated);
VVV_freefunc(SDL_FreeSurface, working);
}
void GraphicsResources::init_translations(void)
{
VVV_freefunc(SDL_DestroyTexture, im_sprites_translated);
VVV_freefunc(SDL_DestroyTexture, im_flipsprites_translated);
if (loc::english_sprites)
{
return;
}
const char* langcode = loc::lang.c_str();
const char* path_template = "lang/%s/graphics/%s";
char path_xml[256];
char path_sprites[256];
char path_flipsprites[256];
SDL_snprintf(path_xml, sizeof(path_xml), path_template, langcode, "spritesmask.xml");
SDL_snprintf(path_sprites, sizeof(path_sprites), path_template, langcode, "sprites.png");
SDL_snprintf(path_flipsprites, sizeof(path_flipsprites), path_template, langcode, "flipsprites.png");
/* We don't want to apply main-game translations to level-specific (custom) sprites.
* Either sprites and translations are BOTH main-game, or BOTH level-specific.
* Our pivots are the XML (it _has_ to exist for translated sprites to work) and
* graphics/sprites.png (what sense does it make to have only flipsprites). */
if (FILESYSTEM_isAssetMounted(path_xml) != FILESYSTEM_isAssetMounted("graphics/sprites.png"))
{
return;
}
tinyxml2::XMLDocument doc_mask;
if (!FILESYSTEM_loadAssetTiXml2Document(path_xml, doc_mask))
{
// Only try to load the images if the XML document exists
return;
}
if (FILESYSTEM_areAssetsInSameRealDir(path_xml, path_sprites))
{
LoadSpritesTranslation(
path_sprites,
&doc_mask,
im_sprites_surf,
&im_sprites_translated
);
}
if (FILESYSTEM_areAssetsInSameRealDir(path_xml, path_flipsprites))
{
LoadSpritesTranslation(
path_flipsprites,
&doc_mask,
im_flipsprites_surf,
&im_flipsprites_translated
);
}
}
void GraphicsResources::init(void)
{
LoadVariants("graphics/tiles.png", &im_tiles, &im_tiles_white, &im_tiles_tint);
LoadVariants("graphics/tiles2.png", &im_tiles2, NULL, &im_tiles2_tint);
LoadVariants("graphics/entcolours.png", &im_entcolours, NULL, &im_entcolours_tint);
LoadSprites("graphics/sprites.png", &im_sprites, &im_sprites_surf);
LoadSprites("graphics/flipsprites.png", &im_flipsprites, &im_flipsprites_surf);
im_tiles3 = LoadImage("graphics/tiles3.png");
im_teleporter = LoadImage("graphics/teleporter.png", TEX_WHITE);
im_image0 = LoadImage("graphics/levelcomplete.png");
im_image1 = LoadImage("graphics/minimap.png");
im_image2 = LoadImage("graphics/covered.png");
im_image3 = LoadImage("graphics/elephant.png", TEX_WHITE);
im_image4 = LoadImage("graphics/gamecomplete.png");
im_image5 = LoadImage("graphics/fliplevelcomplete.png");
im_image6 = LoadImage("graphics/flipgamecomplete.png");
im_image7 = LoadImage("graphics/site.png", TEX_WHITE);
im_image8 = LoadImage("graphics/site2.png", TEX_WHITE);
im_image9 = LoadImage("graphics/site3.png", TEX_WHITE);
im_image10 = LoadImage("graphics/ending.png");
im_image11 = LoadImage("graphics/site4.png", TEX_WHITE);
im_sprites_translated = NULL;
im_flipsprites_translated = NULL;
init_translations();
im_image12 = SDL_CreateTexture(gameScreen.m_renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 240, 180);
if (im_image12 == NULL)
{
vlog_error("Failed to create minimap texture: %s", SDL_GetError());
SDL_assert(0 && "Failed to create minimap texture! See stderr.");
return;
}
}
void GraphicsResources::destroy(void)
{
#define CLEAR(img) VVV_freefunc(SDL_DestroyTexture, img)
CLEAR(im_tiles);
CLEAR(im_tiles_white);
CLEAR(im_tiles_tint);
CLEAR(im_tiles2);
CLEAR(im_tiles2_tint);
CLEAR(im_tiles3);
CLEAR(im_entcolours);
CLEAR(im_entcolours_tint);
CLEAR(im_sprites);
CLEAR(im_flipsprites);
CLEAR(im_teleporter);
CLEAR(im_image0);
CLEAR(im_image1);
CLEAR(im_image2);
CLEAR(im_image3);
CLEAR(im_image4);
CLEAR(im_image5);
CLEAR(im_image6);
CLEAR(im_image7);
CLEAR(im_image8);
CLEAR(im_image9);
CLEAR(im_image10);
CLEAR(im_image11);
CLEAR(im_image12);
CLEAR(im_sprites_translated);
CLEAR(im_flipsprites_translated);
#undef CLEAR
VVV_freefunc(SDL_FreeSurface, im_sprites_surf);
VVV_freefunc(SDL_FreeSurface, im_flipsprites_surf);
}