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https://github.com/TerryCavanagh/VVVVVV.git
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Use macros to calculate accessibility offset
This means the offset is calculated at compile-time, and we can use a proper case-switch here instead of an else-if chain.
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b5f1cbb2d1
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0f0e218cf6
1 changed files with 22 additions and 12 deletions
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@ -537,16 +537,22 @@ static void menurender(void)
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break;
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break;
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case Menu::accessibility:
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case Menu::accessibility:
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{
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{
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int accessibilityoffset = 0;
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#ifdef MAKEANDPLAY
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#define OFFSET 0
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#else
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#define OFFSET 1
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#endif
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switch (game.currentmenuoption)
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{
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#if !defined(MAKEANDPLAY)
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#if !defined(MAKEANDPLAY)
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accessibilityoffset = 1;
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case 0:
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if (game.currentmenuoption == 0) {
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graphics.bigprint(-1, 30, "Unlock Play Modes", tr, tg, tb, true);
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graphics.bigprint(-1, 30, "Unlock Play Modes", tr, tg, tb, true);
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graphics.Print(-1, 65, "Unlock parts of the game normally", tr, tg, tb, true);
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graphics.Print(-1, 65, "Unlock parts of the game normally", tr, tg, tb, true);
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graphics.Print(-1, 75, "unlocked as you progress", tr, tg, tb, true);
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graphics.Print(-1, 75, "unlocked as you progress", tr, tg, tb, true);
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}
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break;
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#endif
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#endif
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if (game.currentmenuoption == accessibilityoffset + 0) {
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case OFFSET+0:
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graphics.bigprint(-1, 40, "Invincibility", tr, tg, tb, true);
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graphics.bigprint(-1, 40, "Invincibility", tr, tg, tb, true);
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graphics.Print(-1, 75, "Explore the game freely without", tr, tg, tb, true);
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graphics.Print(-1, 75, "Explore the game freely without", tr, tg, tb, true);
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graphics.Print(-1, 85, "dying. (Can cause glitches.)", tr, tg, tb, true);
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graphics.Print(-1, 85, "dying. (Can cause glitches.)", tr, tg, tb, true);
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@ -558,12 +564,13 @@ static void menurender(void)
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{
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{
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graphics.Print(-1, 105, "Invincibility is OFF.", tr / 2, tg / 2, tb / 2, true);
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graphics.Print(-1, 105, "Invincibility is OFF.", tr / 2, tg / 2, tb / 2, true);
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}
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}
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}else if (game.currentmenuoption == accessibilityoffset + 1) {
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break;
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case OFFSET+1:
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graphics.bigprint(-1, 40, "Slowdown", tr, tg, tb, true);
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graphics.bigprint(-1, 40, "Slowdown", tr, tg, tb, true);
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graphics.Print(-1, 75, "Reduce the game speed.", tr, tg, tb, true);
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graphics.Print(-1, 75, "Reduce the game speed.", tr, tg, tb, true);
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drawslowdowntext();
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drawslowdowntext();
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}
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break;
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else if (game.currentmenuoption == accessibilityoffset + 2) {
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case OFFSET+2:
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graphics.bigprint(-1, 40, "Backgrounds", tr, tg, tb, true);
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graphics.bigprint(-1, 40, "Backgrounds", tr, tg, tb, true);
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if (!game.colourblindmode)
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if (!game.colourblindmode)
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{
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{
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@ -573,8 +580,8 @@ static void menurender(void)
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{
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{
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graphics.Print(-1, 75, "Backgrounds are OFF.", tr / 2, tg / 2, tb / 2, true);
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graphics.Print(-1, 75, "Backgrounds are OFF.", tr / 2, tg / 2, tb / 2, true);
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}
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}
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}
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break;
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else if (game.currentmenuoption == accessibilityoffset + 3) {
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case OFFSET+3:
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graphics.bigprint(-1, 40, "Screen Effects", tr, tg, tb, true);
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graphics.bigprint(-1, 40, "Screen Effects", tr, tg, tb, true);
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graphics.Print(-1, 75, "Disables screen shakes and flashes.", tr, tg, tb, true);
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graphics.Print(-1, 75, "Disables screen shakes and flashes.", tr, tg, tb, true);
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if (!game.noflashingmode)
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if (!game.noflashingmode)
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@ -585,8 +592,8 @@ static void menurender(void)
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{
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{
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graphics.Print(-1, 85, "Screen Effects are OFF.", tr / 2, tg / 2, tb / 2, true);
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graphics.Print(-1, 85, "Screen Effects are OFF.", tr / 2, tg / 2, tb / 2, true);
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}
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}
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}
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break;
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else if (game.currentmenuoption == accessibilityoffset + 4) {
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case OFFSET+4:
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graphics.bigprint(-1, 40, "Text Outline", tr, tg, tb, true);
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graphics.bigprint(-1, 40, "Text Outline", tr, tg, tb, true);
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graphics.Print(-1, 75, "Disables outline on game text.", tr, tg, tb, true);
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graphics.Print(-1, 75, "Disables outline on game text.", tr, tg, tb, true);
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// FIXME: Maybe do an outlined print instead? -flibit
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// FIXME: Maybe do an outlined print instead? -flibit
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@ -598,8 +605,11 @@ static void menurender(void)
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{
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{
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graphics.Print(-1, 85, "Text outlines are OFF.", tr / 2, tg / 2, tb / 2, true);
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graphics.Print(-1, 85, "Text outlines are OFF.", tr / 2, tg / 2, tb / 2, true);
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}
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}
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break;
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}
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}
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break;
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break;
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#undef OFFSET
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}
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}
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case Menu::playint1:
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case Menu::playint1:
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case Menu::playint2:
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case Menu::playint2:
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