* 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>
* 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.
* Optimized final blit to the screen render target.
When bumping the table, instead of offseting the table pixels by CPU, just memcpy all the pixels to vScreenTex once, and then render two separate quads from that texture: one for the board and the other for the sidebar. Then change the coordinates of the board quad when bumping.
* Main menu bar doesn't cover game area
* Forgot to also take into account changing UI scale.