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Misa d7040b23d0 Axe manual state trackers and use SDL_IsTextInputActive()
After looking at pull request #446, I got a bit annoyed that we have TWO
variables, key.textentrymode and ed.textentry, that we rolled ourselves
to track the state of something SDL already provides us a function to
easily query: SDL_IsTextInputActive(). We don't need to have either of
these two variables, and we shouldn't.

So that's what I do in this patch. Both variables have been axed in
favor of using this function, and I just made a wrapper out of it, named
key.textentry().

For bonus points, this gets rid of the ugly NO_CUSTOM_LEVELS and
NO_EDITOR ifdef in main.cpp, since text entry is enabled when entering
the script list and disabled when exiting it. This makes the code there
easier to read, too.

Furthermore, apparently key.textentrymode was initialized to *true*
instead of false... for whatever reason. But that's gone now, too.

Now, you'd think there wouldn't be any downside to using
SDL_IsTextInputActive(). After all, it's a function that SDL itself
provides, right?

Wrong. For whatever reason, it seems like text input is active *from the
start of the program*, meaning that what would happen is I would go into
the editor, and find that I can't move around nor place tiles nor
anything else. Then I would press Esc, and then suddenly become able to
do those things I wanted to do before.

I have no idea why the above happens, but all I can do is to just insert
an SDL_StopTextInput() immediately after the SDL_Init() in main.cpp. Of
course, I have to surround it with an SDL_IsTextInputActive() check to
make sure I don't do anything extraneous by stopping input when it's
already stopped.
2020-08-13 17:51:38 -04:00
.github Mention the in-game credits for the Legal Stuff 2020-04-24 12:52:11 -04:00
desktop_version Axe manual state trackers and use SDL_IsTextInputActive() 2020-08-13 17:51:38 -04:00
mobile_version Fix 1x1 quicksand collision optimization not working 2020-05-13 08:16:34 -04:00
third_party Remove TinyXML-1 2020-06-12 15:08:29 -04:00
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 Added License exception for Sega Dreamcast port 2020-08-13 12:19:54 +10:30
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).