We had two separate cases for translators for this string (a
"TO UNLOCK:" one and a secret lab trophy one) but I forgot to use
the latter in the code, so both places in the game were using the
former. This is now fixed.
And another new language!
This uses the same font as Simplified Chinese. As such, I changed the
displayed name of the font (in the level editor) from 简体中文 to 中文.
Another new language! And this is a very interesting one, since it's
based on Nicalis' translation for 3DS and Switch (with their go-ahead).
Which means I had to convert between two completely different
language file formats, which was some work, but it's totally worth it!
Naturally, there are a lot of missing strings, so a translator will
still need to fill in all the blanks (and maintain the translation for
new strings of course)
The next commit will be the initial commit adding the Japanese
translation, so here's the font!
Specifically, it's k8x12L (2021-05-05), and it can be downloaded (in
non-VVVVVV format) from https://littlelimit.net/k8x12.htm
New language! This uses the 10x10 font added in the previous commit.
This has some minor changes from the delivered version:
- Synced language files, and thus added max_local attributes
- Removed leftover Catalan strings in strings_plural (and reduced to
just one form)
- Aligned terminal_finallevel
The Korean localization has been delivered (next commit), so this
commit adds the font for it! The chosen font is Galmuri 9 (specifically
GalmuriMono9, version v2.38.7). It's licensed OFL, and since I had to
convert it to VVVVVV's bespoke font format and shift characters around,
I think we are now bundling a Modified Version of the font, and it has
to use the same license. Including it as font_ko_license.txt and
clearly indicating that the copyright came from the Original Version
should be more than enough.
This version is a bit more polished than the placeholder one posted on
Discord, namely (non-CJK) characters were shifted to fit into their
10x10 bounds as much as possible, and notably the , and . characters
were shifted 2 pixels to the right.
This adds the following new strings from #993:
- The level editor is not currently supported on Steam Deck, as it
requires a keyboard and mouse to use.
- The level editor is not currently supported on this device, as it
requires a keyboard and mouse to use.
Unfortunately this means most languages won't be quite 100% anymore
for a bit, and updates come in which don't have this string yet.
But at least we can track it really well. In the next couple of
commits, when a language is updated with all new strings except for
these, I'll call them 99.9% instead of 100% (I did not get an actual
percentage).
Closes#925.
My fix here is to delay the font change until all fading-out textboxes
have disappeared. See it as adding a sort of `untilbars` or `untilfade`
for text box fadeout, into setfont.
This doesn't prevent every possible way to change the font of an
existing textbox, but you would need to use internal scripting to still
do it (and basically be doing it on purpose) - the problem in
simplified scripting when you simply do textbox-setfont-textbox is
gone.
Showing the option on the "play a level" option feels to me as though
inexperienced players would think they're not supposed to open the
player levels, because the message says editor levels are unsupported,
right? But the message is only referring to the level editor, so in my
opinion, it's clearer to only show it there.
If this text on the time trial results screen would overlap with the
time value, all rank labels will be displayed on the header line
instead ("TIME TAKEN:" etc). This works because the overlap with the
time most likely only happens with CJK fonts (where the time will be
very wide because of the font size) while strings like "TIME TAKEN"
take up very little space due to only needing 4 characters or so for
the same information.
- ERROR/WARNING screen title was overlapping with message
- Crewmate screen names and rescued statuses were overlapping with each
other
- Textboxes on Level Complete screen were overlapping with each other
and the crewmate was not vertically centered in the box
- Some strings were running into each other in flip mode, instead of
being moved out of each other (PR_CJK_HIGH and PR_CJK_LOW worked the
wrong way around because of FLIP macros being applied to Y coords)
- In-game esc menu was "bouncy" with selected menu options because of a
hardcoded 16 pixel offset
- Bindings in the gamepad menu were overlapping with each other
- Some Super Gravitron "Best Time" labels and values were a little too
close
This will be needed for the Simplified Chinese translation, of which
the first version has just been delivered!
This is the first language with a font bigger than 8x8 (this is 12x12),
so it might be a little rough in some places. Most of the game is
already prepared for it, though!
The only changes I made from the previous version (which was uploaded
on Discord a few times and also sent to the translator) was the …
character - it's often used twice in a row, and it was a little uneven
(looking like - - - - - - instead of - - - - - -); and the
semicolon, which was missing some pixels.
Two changes:
- The labels on the Game Complete! screen for number of trinkets/deaths
/time etc have been moved two pixels to the right, and had their
limits increased by 1 character
- The inaccuate limit for "quit to main menu" has been increased
These are errors and issues that have been reported, but are fixable by
us without needing to involve the translator in the fix, without too
much risk of accidentally breaking grammar rules.
The full list of fixes:
- Fixed some menus going offscreen by removing unneeded words (I'm
fairly confident after some cross-referencing and research) in
Portuguese BR, Portuguese PT, Spanish, and French
- Set 0 to singular in numbers.xml in Portuguese BR and French
- Removed the ** from dimensional stability generator to make it not go
offscreen, and aligned the text better, in Portuguese BR and Spanish
- Fixed some small casing and spacing errors in Portuguese BR, French
and Welsh. Think of misplaced spaces or sentences starting with a
lowercase letter
- Fixed a limit break in Spanish (the menu button already drops the
word "de" in "retraso de la entrada", so the title can too, right?)
- Corrected some typos in French and German (je continuer->je continue,
9: Finde->9: Feinde and NENÜ->MENU)
- Fixed spacing and alignment in teletype terminals in Welsh (like the
dimensional stability generator)
923efe54d6 added a note to the PR
template, but the best place is probably in the translators readme.
Hopefully this will make sure we no longer get people eager to start
a translation because nobody else had started one yet, and then have to
be disappointed with a reply from us saying we can't accept voluntary
translation contributions.
Another new language! It's based off of the old translator pack so
it'll need to be updated later. This commit also includes some fixes
to the originally submitted version, mainly:
- "2.0" and ".99" were broken by excel(?), now fixed
- Removed traces from extraneous rows and columns
- Small human errors
This includes the update received 2023-06-09.
- Some levels used chars < 0x20 as non-collapsible spaces, those would
now show up as [?]
- I recently found out how making characters < 0x20 6 pixels wide
doesn't work if they're missing from the font altogether
Therefore, the font now starts at 0x00 again instead of 0x20, like it
used to.
Arguably it was an advantage that the game would look extremely messed
up if you made a mistake with the fonts. In particular, a common
mistake could be to copy the new Unicode font.png, but forget to copy
the corresponding font.txt. However, 2.3 didn't come with the unicode
font, 2.4 will, so it'll be a lot less common for people to need to
manually copy the font. And if they do, it's probably for their own
level, and they have something in mind for the font, and if it doesn't
work they'll know fast enough when whatever they're planning doesn't
work (and it would only affect their own level's text, not any menus).
New language! It's still based off the old translator pack so the
newest strings haven't been translated yet, but the language files are
synced and we still need to get these updated in most other languages
either way.
This does include the update delivered on 2023-05-24.
This command was changed from setactivityposition(x,y) to
setactivityposition(y), but there's a small problem here:
```diff
else if (words[0] == "setactivityposition")
{
- obj.customactivitypositionx = ss_toi(words[1]);
obj.customactivitypositiony = ss_toi(words[2]);
}
```
This meant that the function still took two arguments, the first of
which was unused and the second of which was the Y position of the
activity zone. This is now fixed.
In the past I was thinking we could use some kind of feature in VVVVVV
to track outdated strings across language files. But as it turns out, a
manual solution is actually *perfect* (in combination with automatic
syncing): duplicating strings and marking the old one as outdated. We
started doing it in recent PRs, so let's make it official by adding it
to the readme.
In Italian, "Credits" is "Riconoscimenti", which runs offscreen with
the 3x font size that this title uses in the rolling credits at the end
of the game. I'm not sure if the translators saw that specific
instance, or thought the limit complaint was about the main menu button
all along (which is more prominent and *does* stick out far enough that
the complaint could plausibly have been about that, from a translator's
perspective!)
Either way, it's solved now: this string's width is now checked, and if
it will run offscreen at 3x size, it will now be displayed at 2x size
instead. The limit has been increased from 13 to 20 in the language
files accordingly.
This already happened on 2023-03-16, but I held off on updating the
repo's version a bit long: I wanted to wait a little to batch it up
with the next update, but the next update only arrived today, so...
Ever since 2.3, if you bind a controller button to the "menu" action
(i.e. back/escape) you won't be able to change that button to any other
action, because pressing it anywhere in the binding menu will exit to
the previous menu, without applying the binding.
I know action sets will overhaul everything, but 2.4 may (probably
"should") come out before we have action sets. This part is very
broken, and the fix is very easy: just move the bind-assigning code to
above the menu-return-on-esc code, and add a return.
Misa asked me if this should only work for non-transparent textboxes,
and it shouldn't - that was kind of an oversight.
To make it work for transparent textboxes as well, I made a little
restructuring to avoid duplicating the code - fill_buttons() is now
called textbox_line(), and it replaces the direct accessing of the
textbox lines in the printing loops. The code that checks the width
of the textbox does not need to be copied, since the text box is
naturally not drawn for transparent text boxes.
I thought 2.2 already had separate map and interact gamepad bindings,
and they simply got neglected and broken with 2.3's split Enter/E key
option. But actually, the new split Enter/E option also applied to
gamepad buttons, and a separate interact binding was added, without
really indicating anything if Enter and E are not split. And I guess
using the same button for map and interact by default also makes sense
for simplicity...
This commit makes sure the button glyph displayed in-game is at least
the correct button. The gamepad bindings menu is also slightly modified
to darken the interact option - the button glyphs code now
automatically causes them to show equal buttons anyway, so it wasn't
too big of a change to also darken the line and disable the binding
option. To me this says: "the interact key is fixed to be the same as
enter right now, but there is a way to change it."
It's still not ideal of course, and I know a similar change to the
gamepad menu to hide the interact option was rejected a year ago
because action sets would already fix it, but it's a year later now,
and showing misleading button glyphs should be fixed in 2.4, whether it
will already have action sets or not (And at this point I think the
plan already is to keep the existing input system for 2.4)
And it's a 3 line diff to darken and disable the option, compared to
fully hiding the option.
The language screen has a "Press Space, Z, or V to select" hint, which
I forgot to update for supporting button glyphs in #943, so this commit
does.
<action_hint>Press Space, Z, or V to select</action_hint>
<gamepad_hint>Press {button} to select</gamepad_hint>
> CMake is re-running because D:/a/VVVVVV/VVVVVV/desktop_version
> /build_default/CMakeFiles/generate.stamp is out-of-date.
> the file 'D:/a/VVVVVV/VVVVVV/desktop_version/CMakeLists.txt'
> is newer than 'D:/a/VVVVVV/VVVVVV/desktop_version/build_default
> /CMakeFiles/generate.stamp.depend'
> result='-1'
"newer" probably means "the last edit date is newer because it was just
cloned", so let's see if including it in the cache means the last edit
date will be kept the same too... We can freely do this, as the cache
key includes the hash of the file itself.
Since the initial `cmake -G "Visual Studio 17 2022" ..` seems to be a
real bottleneck on the Windows CI (sometimes taking multiple minutes
for seemingly no reason), cache the build folder based on the hash
of CMakeLists.txt. It should be possible to reuse the build folder if
CMakeLists hasn't changed, and if it does change (because someone adds
a source file or library or something), we'll just do that initial
cmake with -G once, and cache that version as well.
https://docs.github.com/en/actions/using-workflows/caching-dependencies-to-speed-up-workflows
For some reason, this test takes a dozen seconds or more. Maybe because
it needs to boot up powershell or something like that? No idea, but
it's just sitting there. The cache action has a return value that
indicates whether there was a cache hit, so there's no need to use
Test-Path, saving CI time.
EDIT: Maybe the SDL cache hasn't ever been working. It seems to cache
30 bytes (huh?) and the folder it caches is C:\SDL, not C:\SDL2-2.24.0
as the folder would look like. So it was probably downloading SDL every
time anyway?
Also, I upgraded the cache@v2 action to cache@v3. I added a cache@v3
myself and noticed this was still using cache@v2, so I figured, why not
future-proof it? And that's when I notice this warning: "Node.js 12
actions are deprecated. Please update the following actions to use
Node.js 16: actions/cache@v2." So it's pretty good timing.
This was easier than I expected - just add an optional buttons="1"
attribute to cutscenes.xml. It's treated like the speaker attribute -
it's only there as context for the translator, and for the cutscene
test.
Due to rebasing messiness and diff noise, it's probably best if pull
requests either don't sync all the language files at all (and only
modify the English ones) OR only do it as a final commit. It's still
something we need to figure out, lol.
If a controller button is pressed, a controller is connected (even at
startup!) or an axis is moved, the game will switch to displaying
controller glyphs. If a keyboard key is pressed or the last controller
is removed, the game will switch to displaying keyboard keys.
This adds mappings from SDL's Xbox-based SDL_GameControllerButton
constants, to glyphs for the following layouts:
- LAYOUT_NINTENDO_SWITCH_PRO,
- LAYOUT_NINTENDO_SWITCH_JOYCON_L,
- LAYOUT_NINTENDO_SWITCH_JOYCON_R,
- LAYOUT_DECK,
- LAYOUT_PLAYSTATION,
- LAYOUT_XBOX,
- LAYOUT_GENERIC,
There may still be errors in these, but they should be mostly correct.
I'm leaving it up to Ethan to make it show the correct button glyphs
for the correct controllers being connected (and possibly to fix these
mappings where needed).
Violet's dialogue now looks like this:
squeak(purple)
text(purple,0,0,2)
Remember that you can press {b_map}
to check where you are on the map!
position(purple,above)
textbuttons()
speak_active
The new textbuttons() command sets the next textbox to replace {b_map}
with the map button, and {b_int} with the interact button. The
remaining keys would be added as soon as they need to be added to
ActionSets.h as well.
This adds a function that converts an action (such as interacting
in-game) to the corresponding button text ("ENTER", "E") or button
glyph (PlayStation triangle, Steam Deck Y, etc). This function
currently only gives the existing ENTERs or Es, because I don't know
how best to detect controller usage, or whether the game is running on
a Steam Deck, or what buttons need to be displayed there. Still, it
should now be really easy to adapt the rendering of keyboard keys to
consoles, controllers, or rebound keys.
To identify the actions that currently need to be displayed, this
commit also adds the initial enums for action sets as described by
Ethan in a comment in #834 (Jan 18, 2022).
An example is Maximally Misleading Miserable Misadventure, which has a
font.txt which includes all ASCII characters starting with a 0x00 byte.
This would accidentally null-terminate the string too early.
Instead, we now use the total length of the file again, and keep
getting the next UTF-8 codepoint until the file ends. We still need to
null-terminate it - it protects against incomplete sequences getting
the UTF-8 decoder to read out of bounds.
This was an oversight when we migrated to the new UTF-8 system - it
expects a null-terminated string, but the utfcpp implementation worked
with a pointer to the end of the file instead.
I also added an assert in FILESYSTEM_loadFileToMemory() so this is less
likely to happen again - because there should be no valid reason to
have a NULL pointer for the total file size, as well as not wanting a
null terminator to be added at the end of the file.
Courtesy of Reese. Mainly the accented characters are updated -
uppercase letters are now mostly a pixel higher to make them higher
than lowercase letters (and only a single pixel lower than uppercase
letters without accents, instead of two pixels lower). Accents for
lowercase letters have also been made thicker overall and changed in
appearance.
Also: this font image is converted to indexed grayscale instead of full
RGBA, which makes the file only 4.5 KB instead of about 10 KB.
This updates all language files to the latest version.
- Some minor errors are also fixed - for example, a small number of
changes were made to the English string instead of the translation.
Alignment of the dimensional stability generator terminal is also
improved in several languages.
- I also discovered that the string "Complete the game" appears twice -
and has, to be consistent with adjacent strings, two separate
translations in Portuguese (PT). So this string now properly has two
different cases so it can be translated separately.
- The limit for TIME/SHINY/LIVES has been bumped from 7 to 8
The following languages are new:
- French
- German
- Italian
- Portuguese (BR)
- Portuguese (PT)
- Russian
- Spanish
- Turkish
Esperanto has also received some updates.
See the previous two commits, a lot of the time we don't need
std::string objects to be passed to these functions because we already
have C strings.
Commit 1/3: font::print_wrap
Commit 2/3: font::print
-> Commit 3/3: font::len
Turns out I was overplaying my hand a little when changing font::print
from std::string to const char*, so instead, I'll overload the
function: it can take either a const char* (the main function) or a
std::string (a wrapper). This means any C string that's printed
everywhere else (which is common, especially because loc::gettext gives
them) no longer needs to be converted to a std::string object each call.
Commit 1/3: font::print_wrap
-> Commit 2/3: font::print
Commit 3/3: font::len
We no longer need to pass a std::string object to the print and len
functions - in fact, we often only have a C string that we want to
print or get the visual width of (that C string most often comes from
loc::gettext), and it's a bit wasteful to wrap it in a new std::string
object on every print/len call.
This does mean adding a few more .c_str()s, but there's not many places
where a std::string is being passed to these functions, and we already
use .c_str() sometimes.
-> Commit 1/3: font::print_wrap
Commit 2/3: font::print
Commit 3/3: font::len
These are from a fan translation that was originally made in 2020.
The files were kept around as a possible base for the future Spanish
translators, and now that a first version of the new Spanish
translation is being tested, it's time to remove this one. These files
are making it very annoying for me to test all the new translations and
then jump around between different commits (and they're already not in
the round 2 translator pack).
Actually, this won't really help with the jumping around different
commits part... But the sooner it's removed, the less confusing it will
be when different versions of the language pack are floating around and
the latest version needs to be added, and the less "Changes not staged
for commit" problems you'll get when testing the new language packs.
(Or two different españols being on the language screen)
The hashmap would get populated with the name of each font, as each
font was being added. Unfortunately, adding a font would also realloc
the storage for fonts, in which the names are also stored... Possibly
invalidating the pointers to the names. This is now fixed by populating
the hashmap after all the fonts are added.
I'm also planning to change the argument types of font::len,
font::print and font::print_wrap from const std::string&s to
const char*s, but I'll do that separately.
This is a small library I wrote to handle UTF-8.
Usage is meant to be as simple as possible - see for example decoding
a UTF-8 string:
const char* str = "asdf";
uint32_t codepoint;
while ((codepoint = UTF8_next(&str)))
{
// you have a codepoint congrats
}
Or encoding a single codepoint to add it to a string:
std::string result;
result.append(UTF8_encode(0x1234).bytes);
There are some other functions (UTF8_total_codepoints() to get the
total number of codepoints in a string, UTF8_backspace() to get the
length of a string after backspacing one character, and
UTF8_peek_next() as a slightly less fancy version of UTF8_next()), but
more functions could always be added if we need them.
This will allow us to replace utfcpp (utf8::unchecked) and also fix
some less-than-ideal code:
- Some places have to resort to ignoring UTF-8 (next_wrap) or using
UCS-4→UTF-8 functions (VFormat had to use PHYSFS ones, and one other
place has four lines of code including a std::back_inserter just for
one character)
- The iterator stuff is kinda confusing and verbose anyway
Activity zone prompts have always been limited to a single line,
because the text box had a hardcoded size. A translator requested for
the possibility to add a subtitle under music names for the jukebox,
and the easiest solution is to make it possible to translate a prompt
with multiple lines. This is possible now, and the textbox even
wordwraps automatically.
(I wouldn't really like to see translations using multiple lines for
stuff like "Press ENTER to talk to Vitellary", especially if it wraps
with one name and not with another, but if a string is too long,
wordwrapping will look better than text running out of the box.)
There were two print calls, one for the transparent case, and one for
a regular textbox. The print calls were nearly the same except for the
color, and for some reason the transparent case didn't have PR_CJK_LOW
(that one is on me).
There is no overlap in side effects between this line and the switch
statement after it, but it did result in adding the width of a final
null terminator or newline to the width of the current line, which is
a waste because those widths both 1) require trying to find
non-existent characters in the font and 2) will not be used.
I found this out because I added a debug print in find_glyphinfo(), and
something was requesting lots of codepoint 0 from the font.
In a button glyph font (like buttons_8x8.fontmeta) you can now specify
<type>buttons</type> to indicate that it's a button glyphs font. In a
normal font, you can specify <fallback>buttons_8x8</fallback>. This
will make it such that if a character is not found in the main font,
it will instead be looked for in buttons_8x8. If not found there
either, the main font's U+FFFD or '?' will be used as before.
This makes find_font_by_name() not O(n). It's not really a big deal,
because there won't be many fonts, but it'd make a function in the next
commit (finding the given fallback font for each font by name) O(n^2).
It's easy enough to add the hashmap.
They are not used yet in this commit - this just adds the graphics and
data for the glyphs. It also adds a <fallback> tag to font.fontmeta to
use buttons_8x8.
The icons themselves are made by Reese Rivers - see #859.
Even though it would be a bizarre combination, declaring no character
set (neither via <chars> nor via font.txt) meant that <special>
couldn't be used because the ASCII fallback charset would be loaded
after special ranges were processed. Now, all the methods of loading
the charset are attempted sequentially, and only afterwards, the
special ranges are loaded.
There used to be two ways of fading in/out text in VVVVVV:
- Local code that modifies the R, G and B values of the text
- Keeping the RGB values the same and using the alpha channel
The latter approach is only used once, for [Press ENTER to return to
editor]. The former approach causes problems with colored (button)
glyphs: there's no way for the print function to tell from the RGB
values whether a color is "full Viridian-cyan" or "Viridian-cyan faded
out 50%", so I added the flag PR_COLORGLYPH_BRI(value) to tell the
print function that the color brightness is reduced to match the
brightness of colored glyphs to the brightness of the rest of the text.
However, there were already plans to make the single use of alpha
consistent with the rest of the game and the style, so PR_ALPHA(value)
could be removed, as well as the bit signifying whether the brightness
or alpha value is used. For the editor text, I simply copied the "Press
{button} to teleport" behavior of hiding the text completely if it
becomes darker than 100/255.
Another simplification is to make the print function handle not just
the brightness of the color glyphs while local code handled the
brightness of the normal text color, but to make the print function
handle both. That way, the callsite can simply pass in the full colors
and the brightness flag, and the flag name can be made a lot simpler as
well: PR_BRIGHTNESS(value).
"by {author}" is a string that will cause a lot of localization-related
problems, which then become much worse when different languages and
levels can also need different fonts:
- If the author name is set to something in English instead of a name,
then it'll come out a bit weird if your VVVVVV is set to a different
language: "de various people", "por various people", etc. It's the
same problem with Discord bots completing "playing" or "watching" in
their statuses.
- Translators can't always fit "by" in two letters, and level creators
have understandably always assumed, and will continue to assume, that
"by" is two letters. So if you have your VVVVVV set to a language that
translates "by" as something long, then:
| by Various People and Others |
...may suddenly show up as something like:
|thorer Various People and Othe|
- "by" and author may need mutually incompatible fonts. For example, a
Japanese level in a Korean VVVVVV needs to be displayed with "by" in
Korean characters and the author name with Japanese characters, which
would need some very special code since languages may want to add
text both before and after the name.
- It's very possible that some languages can't translate "by" without
knowing the gender of the name, and I know some languages even
inflect names in really interesting ways (adding and even replacing
letters in first names, surnames, and anything in between, depending
on gender and what else is in the sentence).
So to solve all of this, the "by" is now replaced by a 10x10 face from
sprites.png, like a :viridian: emote. See it as a kind of avatar next
to a username, to clarify and assert that this line is for the author's
name. It should be a fairly obvious/recognizable icon, it fixes all the
above problems, and it's a bonus that we now have more happy faces in
VVVVVV.