Commit Graph

101 Commits

Author SHA1 Message Date
Muzychenko Andrey 52126feb40 Added SDL game controller DB.
Issue #202.
2024-02-28 08:16:36 +03:00
Muzychenko Andrey 73262ae207 Fixed initial input focus for hidden menu.
Issue #201
2024-01-27 14:23:42 +03:00
Muzychenko Andrey 350651dae6 Fixed MSVC warnings, added Windows build script. 2023-09-05 10:51:19 +03:00
Muzychenko Andrey e2f3ae66f8 Added hide mouse cursor option.
Issue #181.
2023-07-11 15:34:51 +03:00
Muzychenko Andrey e466bbacb8 Added credits from FT about dialog. 2023-03-26 14:35:27 +03:00
Muzychenko Andrey f521a03322 Removed confirmation for exit done from the menu.
Issue #173.
2023-03-10 09:28:28 +03:00
Muzychenko Andrey 4b86fe2aa7 FT collision part3: cleanup. 2023-03-05 14:16:07 +03:00
Muzychenko Andrey 466c875f8a Added a way to reset all game options.
Fixed some of the fragmented translations.
Improved input rejection in control dialog.
2023-02-17 13:35:18 +03:00
Muzychenko Andrey 9454e11fd9 Adjusted exit key: added shortcut binding, confirmation dialog. 2023-02-12 08:43:08 +03:00
Muzychenko Andrey 215599684c Options refactor part 3: added key bindings for menu shortcuts.
Issue #168.
2023-02-11 13:18:29 +03:00
Muzychenko Andrey 10ff1143cc Refactored options: symmetric save/load. 2023-01-03 16:42:34 +03:00
Muzychenko Andrey 2d6f2c14e5 FT collision part1: AABB. 2022-12-28 08:47:44 +03:00
Muzychenko Andrey 17f11bd428 Improved frame timing display. 2022-12-13 15:06:27 +03:00
Muzychenko Andrey 6aa6472667 Added hardware ImGui renderer. 2022-12-11 09:32:40 +03:00
Muzychenko Andrey ab3f3bd12b Updated ImGui to v1.89.2 WIP.
Fixed IdxOffset support in imgui_sdl.
2022-12-11 07:57:49 +03:00
Muzychenko Andrey 2162cac977 Moved SDL mixer initialization out of partial restart loop.
This might help with issue #167.
2022-12-02 14:46:22 +03:00
Muzychenko Andrey 8e43d06e84 Improved console output: added version constants and message box texts. 2022-12-02 08:21:08 +03:00
Muzychenko Andrey ea32c08c4f Added “easy mode” cheat, aka frustration-free mode.
It involves always on center post and never closing kicker gates.
Issue #161.
2022-11-21 09:49:15 +03:00
Muzychenko Andrey 80947888a0 Optimized table restart, external font loading.
Fixed memory leak related to restart.
Added window to table size adjustment on init, imperfect.
2022-11-17 15:43:59 +03:00
Low-power 6486589c4a
Fix null pointer dereferencing in SDL_GetPrefPath(3) (#163) 2022-11-17 10:10:24 +03:00
Muzychenko Andrey 3c6e1c9d47 Added rate limiter for SDL error messages.
Workaround for issue #158.
2022-10-11 13:39:33 +03:00
Muzychenko Andrey cfaab257ed Added debug overlay for ball sprite size cutoff points. 2022-10-11 12:45:03 +03:00
Muzychenko Andrey 42226a14c9 Simplified get_rc_string, merged pinball and pb. 2022-08-31 15:18:22 +03:00
Muzychenko Andrey 88f835d068 Removed unused translated texts.
Fixed translation.h include leak.
Added TTextBox font color support.
2022-08-31 11:11:21 +03:00
Alexis Murzeau 66a868083a
Add translations (#153)
* Add translations from v1

* Add font configuration (to be able to use non-latin languages)

* translations: remove includes that are already in pch.h

* translations: rename enums and avoid macros

* Fix crash when the font file doesn't exist

* translations: avoid u8 to avoid reencoding by MSVC

MSVC will read the file as ASCII and reconvert characters as UTF-8, this will corrupt characters as the file is in fact already in UTF-8.

* translations: remove NUMBER in enums

* translations: handle non existing translations gracefuly (don't crash)

Fallback to english if available, else return empty string

* Testing pull collaboration.

* Rollback: remove NUMBER in enums.

* Get rid of namespace, use header instead.

* Collapsed translated text struct and array.

* Fixed build errors and warnings.

* Simplified language list.

* All new types, locals and globals should use CamelCase.

* Removed unnecessary ImGui patch.

* Rearranged TTextBox immediate mode draw.

* Final touches: removed unused declaration in gdrv.
Removed unused Msg entries and added new check.

* Remove placeholder english texts from missing translations

Co-authored-by: Muzychenko Andrey <33288308+k4zmu2a@users.noreply.github.com>
2022-08-31 07:58:03 +03:00
Alexis Murzeau 367f4538a3
fix gui not responding when the game is paused (#151) 2022-08-09 08:26:15 +03:00
Muzychenko Andrey 8017734de4 Switched positional audio to collision coordinate system.
Refactored positional audio.
2022-06-01 16:19:27 +03:00
Muzychenko Andrey c93e11ee6b Added sprite positions to debug overlay. 2022-05-31 11:34:04 +03:00
Patrice Levesque a4c6165094
Implement stereo sound. (#138)
* Implement stereo sound.

Original Space Cadet has mono sound.  To achieve stereo, the following
steps were accomplished:

- Add a game option to turn on/off stereo sound.  Default is on.

- TPinballComponent objects were extended with a method called
  get_coordinates() that returns a single 2D point, approximating the
  on-screen position of the object, re-mapped between 0 and 1 vertically
  and horizontally, {0, 0} being at the top-left.

    - For static objects like bumpers and lights, the coordinate refers
      to the geometric center of the corresponding graphic sprite, and
      is precalculated at initialization.

    - For ball objects, the coordinate refers to the geometric center of
      the ball, calculated during play when requested.

- Extend all calls to sound-playing methods so that they include a
  TPinballComponent* argument that refers to the sound source, e.g.
  where the sound comes from.  For instance, when a flipper is
  activated, its method call to emit a sound now includes a reference to
  the flipper object; when a ball goes under a SkillShotGate, its method
  call to emit a sound now includes a reference to the corresponding
  light; and so on.

  For some cases, like light rollovers, the sound source is taken from
  the ball that triggered the light rollover.

  For other cases, like holes, flags and targets, the sound source is
  taken from the object itself.

  For some special cases like ramp activation, sound source is
  taken from the nearest light position that makes sense.

  For all game-progress sounds, like mission completion sounds or ball
  drain sounds, the sound source is undefined (set to nullptr), and the
  Sound::PlaySound() method takes care of positioning them at a default
  location, where speakers on a pinball machine normally are.

- Make the Sound::PlaySound() method accept a new argument, a
  TPinballComponent reference, as described above.

  If the stereo option is turned on, the Sound::PlaySound() method calls
  the get_coordinates() method of the TPinballComponent reference to get
  the sound position.

  This project uses SDL_mixer and there is a function called
  Mix_SetPosition() that allows placing a sound in the stereo field, by
  giving it a distance and an angle.

  We arbitrarily place the player's ears at the bottom of the table; we
  set the ears' height to half a table's length.  Intensity of the
  stereo effect is directly related to this value; the farther the
  player's ears from the table, the narrowest the stereo picture gets,
  and vice-versa.

  From there we have all we need to calculate distance and angle; we do
  just that and position all the sounds.

* Copy-paste typo fix.
2022-05-30 10:35:29 +03:00
Muzychenko Andrey cfe2691892 Optimized SDL_RenderDrawCircle.
Change mouse warping strategy in hidden test cheat.
2022-05-27 13:54:36 +03:00
Muzychenko Andrey e283a643b3 Added support for multiple music tracks in FT mode.
Note that taba3 is not currently played as it needs multiball support.
Issue #129.
2022-05-20 19:32:09 +03:00
Muzychenko Andrey 5461483bb5 Added debug overlay v1.
It features various collision info perspective projected and overlayed on the table.
2022-05-19 14:17:31 +03:00
Muzychenko Andrey 0a2d6847ba Added sound and music volume control.
Issue #120.
2022-01-12 17:17:38 +03:00
Muzychenko Andrey 43af97127b Simplified game mode, pause. 2022-01-05 11:38:50 +03:00
Muzychenko Andrey 9acd3dbc9b Bumped version to 2.0.1.
Added Flathub link.
2021-12-29 09:46:09 +03:00
Muzychenko Andrey a6e2a433c4 Added secondary clear hack.
Issue #88
2021-12-26 13:25:25 +03:00
Muzychenko Andrey 3400ea4576 Added WD and Linux-specific /usr/* to game data search paths.
Improved data not found error message.
Ref #100.
2021-12-08 15:55:49 +03:00
Martin Ligabue 389122182e
typo (#102)
pause/ resume to pause/resume
2021-12-03 15:35:23 +03:00
Muzychenko Andrey 37198f1b99 Added integer scaling option.
Useful for getting exact upscale in combination with nearest neighbor.
Ref issue #97.
2021-11-22 09:32:17 +03:00
Muzychenko Andrey 64c3f2031b Added “Prefer 3DPB game data” option.
Useful for quickly switching between the two datasets.
3DPB and FT data can be stored in one folder without collisions.
2021-11-21 15:40:56 +03:00
Muzychenko Andrey 2229f9b70e Added hybrid sleep/spin wait mode. 2021-11-18 17:58:53 +03:00
Muzychenko Andrey 545af17b3b Merge from classic: better frame time tool, negative sleep remainder. 2021-11-18 12:11:25 +03:00
Muzychenko Andrey 200a7dbf79 Enabled ImGui navigation with keyboard and game controller.
Ref issue #92.
2021-11-15 17:32:18 +03:00
Muzychenko Andrey 8ab50ea7b7 ColorRgba: replaced union with bit shifts.
Fixed bad clamping in frame time tool.
2021-11-13 09:00:58 +03:00
Muzychenko Andrey f3e4211226 Improved frame time diagnostic tool.
Split overdraw palette from frame time tool.
2021-11-11 14:30:56 +03:00
Muzychenko Andrey 683204519c Added UTF-8 path support on Windows.
Ref issue #82.
2021-11-06 19:22:56 +03:00
Muzychenko Andrey ecdf802d68 Added game data loading from user folder (SDL_GetPrefPath).
Ref issue #80.
2021-11-05 10:16:27 +03:00
Muzychenko Andrey 862fe13dcd Added game controller exit shortcut: back/select when paused.
Ref issue #79.
2021-11-01 09:09:19 +03:00
Muzychenko Andrey fc1975a607 Fixed bug: dialogs not shown when main menu is hidden.
Ref issue #76.
2021-10-30 12:34:17 +03:00
Muzychenko Andrey e61bbd634c Added fallback to SW SDL renderer. 2021-10-30 10:12:30 +03:00