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Andrei Alexeyev 322edd0dce
Text rendering rewrite and optimizations; some refactoring (#129)
* wip font rendering stuff; hashtable monstrosity is temporary

* various text rendering fixes/improvements

* HashTables™ 3.0

* Add some comments to aid navigating the hashtable macro maze

* overhaul text rendering API; add default and example shaders

* text: implement text_render for spellcard effect; misc fixes

* README: update dependencies

Bye SDL_ttf, hello freetype2.

* text_draw: fix resolution/scale-dependent bugs

* make text_draw fallback to the current shader, fix hud and stagetext

* repair the bgm loading

* fix spell practice mode

* fix walloftext

forgot one site of text_draw earlier

* fix wrapped text rendering

* fix and simplify the hud text shader

* dynamic glyph cache

* implement font size change on window resize/quality setting change/etc.

* rename text shaders for consistency

* preloads for fonts and text shaders

* make the stagetext shader look somewhat better

* text_render: attempt to normalize height

* small improvement for stagetext
2018-06-30 00:36:51 +03:00
atlas optimize flame animation for atlas space usage (no atlas rebuild) 2018-06-29 04:55:23 +03:00
doc put the animation format documentation into a separate file 2018-04-15 11:05:20 +02:00
external fix missing math definitions in cglm 2018-06-20 19:30:53 +03:00
misc Rendering system rewrite, tons of refactoring, optimizations, and other cool stuff (#116) 2018-04-12 17:08:48 +03:00
resources Text rendering rewrite and optimizations; some refactoring (#129) 2018-06-30 00:36:51 +03:00
scripts fix _POSIX_C_SOURCE define in that one place that needs it 2018-06-20 23:18:50 +03:00
src Text rendering rewrite and optimizations; some refactoring (#129) 2018-06-30 00:36:51 +03:00
subprojects Rendering system rewrite, tons of refactoring, optimizations, and other cool stuff (#116) 2018-04-12 17:08:48 +03:00
xdg meson: fixed some install_relative issues 2017-12-21 03:58:54 +01:00
.gitignore Rendering system rewrite, tons of refactoring, optimizations, and other cool stuff (#116) 2018-04-12 17:08:48 +03:00
COPYING COPYING: small clarification 2018-02-09 08:38:09 +02:00
meson.build Text rendering rewrite and optimizations; some refactoring (#129) 2018-06-30 00:36:51 +03:00
meson_options.txt Rendering system rewrite, tons of refactoring, optimizations, and other cool stuff (#116) 2018-04-12 17:08:48 +03:00
README.rst Text rendering rewrite and optimizations; some refactoring (#129) 2018-06-30 00:36:51 +03:00

This file contains ambiguous Unicode characters

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Taisei
======

.. contents::

Introduction
------------

Taisei is an open clone of the Tōhō Project series. Tōhō is a one-man
project of shoot-em-up games set in an isolated world full of Japanese
folklore.

Installation
------------

Dependencies
^^^^^^^^^^^^

-  SDL2 >= 2.0.5, SDL2_mixer, SDL2_image
-  zlib
-  libzip >= 1.0
-  libpng >= 1.5.0
-  libjpeg
-  freetype2
-  OpenGL >= 3.3

Build-only dependencies
^^^^^^^^^^^^^^^^^^^^^^^

-  meson >= 0.45.0 (build system)
-  Python >= 3.4
-  pkg-config
-  docutils (optional, for documentation)

To build and install Taisei just follow these steps.

::

    mkdir build
    cd build
    meson --prefix=$yourprefix ..
    ninja
    ninja install

This will install game data to ``$prefix/share/taisei/`` and build this
path *statically* into the executable. This might be a package
maintainers choice. Alternatively you may want to add
``-Dinstall_relative=true`` to get a relative structure like

::

    $prefix/taisei
    $prefix/data/

``install_relative`` is always set when building for Windows.

Where are my replays, screenshots and settings?
-----------------------------------------------

Taisei stores all data in a platform-specific directory:

-  On **Windows**, this will probably be ``%APPDATA%\taisei``
-  On **macOS**, it's ``$HOME/Library/Application Support/taisei``
-  On **Linux**, **\*BSD**, and most other **Unix**-like systems, it's
   ``$XDG_DATA_HOME/taisei`` or ``$HOME/.local/share/taisei``

This is referred to as the **Storage Directory**. You can set the
environment variable ``TAISEI_STORAGE_PATH`` to override this behaviour.

Game controller support
-----------------------

Taisei uses SDL2's unified GameController API. This allows us to
correctly support any device that SDL recognizes by default, while
treating all of them the same way. This also means that if your device
is not supported by SDL, you will not be able to use it unless you
provide a custom mapping. If your controller is listed in the settings
menu, then you're fine. If not, read on.

An example mapping string looks like this:

::

    03000000ba2200002010000001010000,Jess Technology USB Game Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b0,

There are a few ways to generate a custom mapping:

-  You can use the
   `controllermap <https://aur.archlinux.org/packages/controllermap>`__
   utility, which `comes with SDL source
   code <https://hg.libsdl.org/SDL/file/68a767ae3a88/test/controllermap.c>`__.
-  If you use Steam, you can configure your controller there. Then you
   can add Taisei as a non-Steam game; run it from Steam and everything
   should *just work™*. In case you don't want to do that, find
   ``config/config.vdf`` in your Steam installation directory, and look
   for the ``SDL_GamepadBind`` variable. It contains a list of SDL
   mappings separated by line breaks.
-  You can also try the `SDL2 Gamepad Tool by General
   Arcade <http://www.generalarcade.com/gamepadtool/>`__. This program
   is free to use, but not open source.
-  Finally, you can try to write a mapping by hand. You will probably
   have to refer to the SDL documentation. See
   `gamecontrollerdb.txt <misc/gamecontrollerdb/gamecontrollerdb.txt>`__
   for some more examples.

Once you have your mapping, there are two ways to make Taisei use it:

-  Create a file named ``gamecontrollerdb.txt`` where your config,
   replays and screenshots are, and put each mapping on a new line.
-  Put your mappings in the environment variable
   ``SDL_GAMECONTROLLERCONFIG``, also separated by line breaks. Other
   games that use the GameController API will also pick them up.

When you're done, please consider contributing your mappings to
`SDL <https://libsdl.org/>`__,
`SDL_GameControllerDB <https://github.com/gabomdq/SDL_GameControllerDB>`__,
and `us <https://github.com/taisei-project/SDL_GameControllerDB>`__, so
that other people can benefit from your work.

Also note that we currently only handle input from analog axes and
digital buttons. Hats, analog buttons, and anything more exotic will not
work, unless remapped.

Troubleshooting
---------------

Sound problems (Linux)
^^^^^^^^^^^^^^^^^^^^^^

If your sound becomes glitchy, and you encounter lot of console messages
like:

::

    ALSA lib pcm.c:7234:(snd_pcm_recover) underrun occurred

it seems like you possibly have broken ALSA configuration. This may be
fixed by playing with parameter values of ``pcm.dmixer.slave`` option
group in ``/etc/asound.conf`` or wherever you have your ALSA
configuration. Commenting ``period_time``, ``period_size``,
``buffer_size``, ``rate`` may give you the first approach to what to do.

Contact
-------

http://taisei-project.org/

#taisei-project on Freenode