59ccdbea00
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). |
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.. | ||
fonts | ||
lang | ||
src | ||
VVVVVV-android | ||
.dockerignore | ||
.gitignore | ||
CMakeLists.txt | ||
CONTRIBUTORS.txt | ||
Dockerfile | ||
fixupMac.sh | ||
icon.ico | ||
icon.rc | ||
README.md | ||
TRANSLATORS.txt | ||
version.cmake |
How to Build
VVVVVV's official desktop versions are built with the following environments:
- Windows: Visual Studio 2010
- macOS: Xcode CLT, currently targeting 10.9 SDK
- GNU/Linux: CentOS 7
The engine depends solely on SDL2 2.24.0+. All other dependencies are statically linked into the engine. The development libraries for Windows can be downloaded from SDL's website, Linux developers can find the dev libraries from their respective repositories, and macOS developers should compile and install from source. (If you're on Ubuntu and your Ubuntu is too old to have this SDL version, then see here for workarounds.)
Since VVVVVV 2.4, git submodules are used for the
third party libraries.
After cloning, run git submodule update --init
to set all of these up.
You can also use this command whenever the submodules need to be updated.
Steamworks support is included and the DLL is loaded dynamically, you do not need the SDK headers and there is no special Steam or non-Steam version. The current implementation has been tested with Steamworks SDK v1.46.
To build the Make and Play edition of the game, uncomment #define MAKEANDPLAY
in MakeAndPlay.h
.
To generate the projects on Windows:
# Put your SDL2 folders somewhere nice!
mkdir build
cd build
cmake -A Win32 -G "Visual Studio 10 2010" .. -DSDL2_INCLUDE_DIRS="C:\SDL2-2.24.0\include" -DSDL2_LIBRARIES="C:\SDL2-2.24.0\lib\x86\SDL2;C:\SDL2-2.24.0\lib\x86\SDL2main"
For more detailed information and troubleshooting, see the Compiling VVVVVV Guide on the Viki.
To generate everywhere else:
mkdir build
cd build
cmake ..
Including data.zip
You'll need the data.zip file from VVVVVV to actually run the game! You can grab it from your copy of the game, or you can just download it for free from the Make and Play page. Put this file next to your executable and the game should run.
This is intended for personal use only - our license doesn't allow you to actually distribute this data.zip file with your own forks without getting permission from us first. See LICENSE.md for more details.