random fixes + support clang-cl on visual studio (#1129)

* delete unused shaders

* hide some options in debug menu

* change fullscreen logic a bit

* add "all actors" toggle

* borderless fix and fix alpha in direct renderer untextured (do we need a separate shader for that?)

* fix fuel cell orbit icons in widescreen

* fix `curve` types

* refs

* fix levitator task...

* fix some task stuff

* update font code a bit (temp)

* cmake, third-party and visual studio overhaul

* Update .gitmodules

* update modules

* clone repos

* fix encoding in zydis

* where did these come from

* try again

* add submodule

* Update 11zip

* Update 11zip

* Update 11zip

* delete

* try again

* clang

* update compiler flags

* delete 11zip. go away.

* Create memory-dump-p2s.py

* properly

* fix minimum architecture c++ compiler flags

* fix zydis

* oops

* Update all-types.gc

* fix clang-cl tests

* make "all actors" work better, entity debug qol

* update game-text conversion code to be more modularized

* Create vendor.txt

* fix typos and minor things

* update refs

* clang

* Attempt to add clang-cl support to vs2019 and CI

* vs2022 + clang-cl

* srsly? fix clang build

* Update launch.vs.json

* extend windows CI timer
This commit is contained in:
ManDude
2022-02-08 00:15:37 +00:00
committed by GitHub
parent 1bf6972f21
commit 5b44aece75
1120 changed files with 335829 additions and 29329 deletions
+6 -5
View File
@@ -7,7 +7,6 @@
#include "decompiler/ObjectFile/ObjectFileDB.h"
#include "common/goos/Reader.h"
#include "common/util/BitUtils.h"
#include "common/util/FontUtils.h"
namespace decompiler {
namespace {
@@ -99,9 +98,11 @@ GameTextResult process_game_text(ObjectFileData& data, GameTextVersion version)
}
// escape characters
result.text[text_id] = version == GameTextVersion::JAK1_V1
? convert_from_jak1_encoding(text.c_str())
: goos::get_readable_string(text.c_str()); // HACK!
if (font_bank_exists(version)) {
result.text[text_id] = get_font_bank(version)->convert_game_to_utf8(text.c_str());
} else {
result.text[text_id] = goos::get_readable_string(text.c_str()); // HACK!
}
// remember what we read (-1 for the type tag)
auto string_start = (text_label.offset / 4) - 1;
@@ -144,7 +145,7 @@ std::string write_game_text(
// build map
std::map<int, std::vector<std::string>> text_by_id;
for (auto lang : langauges) {
for (auto text : data.at(lang)) {
for (auto& text : data.at(lang)) {
text_by_id[text.first].push_back(text.second);
}
}