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VVVVVV/desktop_version
Misa de00dd4031 Save special text box state using functions
This adds a way to save the text box state of the crew remaining, ACTION
prompt, etc. text boxes by just letting there be a function that is
called to retranslate the text box when needed.

It also adds a way to ignore translating a text box and to leave it
alone, in case there's actually no text in the text box, which is the
case with Level Complete and Game Complete.

Both ways are now in an enum, TextboxTranslate. The former is
TEXTTRANSLATE_FUNCTION and the latter is TEXTTRANSLATE_NONE. The
existing way of translating text boxes became TEXTTRANSLATE_CUTSCENE,
since it's only used for cutscene scripts.

Here's a quick guide to the three ways of creating a text box now.

- TEXTTRANSLATE_NONE: You must call
  graphics.textboxoriginalcontextauto() to save the existing text to the
  original context of the text box, as that will be copied back to the
  text box after the text of the text box is updated due to not having a
  translation.
- TEXTTRANSLATE_CUTSCENE: Translates the text from cutscenes.xml, and
  overrides the spacing (padding and text centering). Shouldn't need to
  be used outside of scriptclass.
- TEXTTRANSLATE_FUNCTION: You must pass in a function that takes in a
  single parameter, a pointer to the textboxclass object to be modified.
  General advice when retranslating text is to clear the `lines` vector
  and then push_back the retranslated text. The function is also solely
  responsible for spacing.

In most cases, you will also need to call
graphics.textboxapplyposition() or graphics.textboxadjust() afterwards.
(Some text boxes shouldn't use graphics.textboxadjust() as they are
within the 10-pixel inner border around the screen that
textboxclass::adjust tries to push the text box out of.)

This commit doesn't fix every text box just yet, though. But it fixes
the Level Complete, Game Complete, crew remaining, and ACTION prompt
text boxes, for a start.
2024-02-02 18:57:24 -08:00
..
fonts Add support for GameCube glyphs. 2024-01-18 00:10:20 -05:00
lang added translation category support to ending credits also 2024-02-02 18:24:49 +01:00
src Save special text box state using functions 2024-02-02 18:57:24 -08:00
VVVVVV-android Android: Update README.md for Maven package 2023-11-14 17:29:34 -08:00
.dockerignore Run CI on CentOS 7 (#574) 2021-01-11 00:30:15 -05:00
.gitignore Optimize recompilation from changing commit hash 2022-08-23 00:00:38 -07:00
CMakeLists.txt Add support for internal screenshots 2024-01-09 15:48:41 -08:00
CONTRIBUTORS.txt Added SnDream to contributors 2024-01-16 12:05:45 +01:00
Dockerfile Update to SDL 2.24.0 2022-08-21 16:07:51 -07:00
fixupMac.sh Remove SDL2_mixer line from fixupMac.sh 2022-03-29 02:27:15 -04:00
icon.ico Updated .ico 2021-09-03 15:57:16 -04:00
icon.rc Embedded .ico 2021-08-28 11:21:49 -04:00
README.md README: Add step for compiling 2024-01-22 00:18:20 -08:00
TRANSLATORS.txt added Ivan Lopes and Lucas Nunes to credits 2024-02-02 17:37:23 +01:00
version.cmake Fix %cs showing instead of commit date on Windows (or older git?) 2023-11-13 14:42:48 -08:00

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"

Then to compile the game, open the solution and click Build.

For more detailed information and troubleshooting, see the Compiling VVVVVV Guide on the Viki.

To generate everywhere else:

mkdir build
cd build
cmake ..

Then to compile the game, type make.

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.