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Fix oversight with unfocus pause screen in Flip Mode

Flip Mode flips all the unfocus pause screen text upside-down, to make
it read in reverse order. This looks kind of strange to me, and I don't
think it was intended. So I'm flipping the text again so it's the right
way up in Flip Mode.
This commit is contained in:
Misa 2021-03-19 15:58:52 -07:00
parent a405635cb2
commit 0c72260c5d

View File

@ -730,10 +730,12 @@ static void unfocused_run(void)
if (!game.blackout)
{
ClearSurface(graphics.backBuffer);
graphics.bprint(5, 110, "Game paused", 196 - help.glow, 255 - help.glow, 196 - help.glow, true);
graphics.bprint(5, 120, "[click to resume]", 196 - help.glow, 255 - help.glow, 196 - help.glow, true);
graphics.bprint(5, 220, "Press M to mute in game", 164 - help.glow, 196 - help.glow, 164 - help.glow, true);
graphics.bprint(5, 230, "Press N to mute music only", 164 - help.glow, 196 - help.glow, 164 - help.glow, true);
#define FLIP(YPOS) graphics.flipmode ? 232 - YPOS : YPOS
graphics.bprint(5, FLIP(110), "Game paused", 196 - help.glow, 255 - help.glow, 196 - help.glow, true);
graphics.bprint(5, FLIP(120), "[click to resume]", 196 - help.glow, 255 - help.glow, 196 - help.glow, true);
graphics.bprint(5, FLIP(220), "Press M to mute in game", 164 - help.glow, 196 - help.glow, 164 - help.glow, true);
graphics.bprint(5, FLIP(230), "Press N to mute music only", 164 - help.glow, 196 - help.glow, 164 - help.glow, true);
#undef FLIP
}
graphics.render();
gameScreen.FlipScreen();