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https://github.com/open-goal/jak-project
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c162c66118
This PR does two main things: 1. Work through the main low-hanging fruit issues in the formatter keeping it from feeling mature and usable 2. Iterate and prove that point by formatting all of the Jak 1 code base. **This has removed around 100K lines in total.** - The decompiler will now format it's results for jak 1 to keep things from drifting back to where they were. This is controlled by a new config flag `format_code`. How am I confident this hasn't broken anything?: - I compiled the entire project and stored it's `out/jak1/obj` files separately - I then recompiled the project after formatting and wrote a script that md5's each file and compares it (`compare-compilation-outputs.py` - The results (eventually) were the same:  > This proves that the only difference before and after is non-critical whitespace for all code/macros that is actually in use. I'm still aware of improvements that could be made to the formatter, as well as general optimization of it's performance. But in general these are for rare or non-critical situations in my opinion and I'll work through them before doing Jak 2. The vast majority looks great and is working properly at this point. Those known issues are the following if you are curious: 
76 lines
2.8 KiB
Common Lisp
76 lines
2.8 KiB
Common Lisp
;;-*-Lisp-*-
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(in-package goal)
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(require "kernel/gstate.gc")
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(require "engine/ps2/pad.gc")
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;; This file is used for debugging and testing the large font encoding.
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;; This file should *not* be included as part of any packages, it should be manually loaded by the user.
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;; To run this:
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#|
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(mi) ;; build the game
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(lt) ;; connect to the runtime
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(ml "goal_src/jak1/pc/util/font-encode-test.gc") ;; build and load this file.
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|#
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;;;; constants
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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(defconstant FONT_ENCODE_TEXT_LEFT 56)
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(defconstant FONT_ENCODE_TEXT_Y 80)
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;;;; functions
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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(define *font-string* (new 'global 'string 64 (the string #f)))
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(define *font-string-ex* (the string #f))
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(define *font-string-val* #x96)
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(defun-debug font-encode-test-start ()
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"start the encode test proc"
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(unless (process-by-name 'font-encode *active-pool*)
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(process-spawn-function process
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:name 'font-encode
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(lambda :behavior process ()
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(let ((fnt (new 'stack
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'font-context
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*font-default-matrix*
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FONT_ENCODE_TEXT_LEFT
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FONT_ENCODE_TEXT_Y
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0.0
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(font-color red)
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(font-flags shadow kerning large middle))))
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(set-width! fnt 400)
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(set-height! fnt 100)
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(loop
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(suspend)
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(if (or (cpad-pressed? 0 left) (cpad-hold? 0 l1)) (-! *font-string-val* 1))
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(if (or (cpad-pressed? 0 right) (cpad-hold? 0 r1)) (+! *font-string-val* 1))
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(minmax! *font-string-val* 1 #x1ff)
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(clear *font-string*)
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(cond
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((>= *font-string-val* #x100)
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(set! (-> *font-string* data 0) (/ *font-string-val* 256))
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(set! (-> *font-string* data 1) (logand *font-string-val* #xff))
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(set! (-> *font-string* data 2) 0))
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(else (set! (-> *font-string* data 0) (logand *font-string-val* #xff)) (set! (-> *font-string* data 1) 0)))
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(set-origin! fnt FONT_ENCODE_TEXT_LEFT FONT_ENCODE_TEXT_Y)
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(set-flags! fnt (font-flags shadow kerning large middle))
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(print-game-text *font-string* fnt #f 128 24)
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(when *font-string-ex*
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(set-origin! fnt FONT_ENCODE_TEXT_LEFT (+ FONT_ENCODE_TEXT_Y 32))
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(print-game-text *font-string-ex* fnt #f 128 24))
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(set-origin! fnt FONT_ENCODE_TEXT_LEFT (- FONT_ENCODE_TEXT_Y 16))
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(set-flags! fnt (font-flags shadow kerning middle))
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(print-game-text (string-format "#x~x" *font-string-val*) fnt #f 128 12)))))))
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(defun-debug font-encode-test-stop ()
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"stop the encode test proc"
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(kill-by-name 'font-encode *active-pool*))
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