de00dd4031
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. |
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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"
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.