mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-12-22 09:39:43 +01:00
Fade text box overlays with text box
Currently, it's a bit jarring that text box overlays (which are text box images, e.g. Level Complete and Game Complete, and sprites, e.g. the crewmates) will suddenly appear when their text box has fully faded in and suddenly disappear once it starts fading out. This makes it so that text box overlays will be faded in and out smoothly along with the rest of the text box fading in and out. Transparent text boxes are not affected, as they do not fade in and out at all. Thus, text box overlays in transparent text boxes will still suddenly appear and disappear as usual.
This commit is contained in:
parent
ba92174c71
commit
2ed1aac67d
1 changed files with 23 additions and 14 deletions
|
@ -906,6 +906,7 @@ void Graphics::drawgui(void)
|
|||
}
|
||||
|
||||
const bool transparent = (textboxes[i].r | textboxes[i].g | textboxes[i].b) == 0;
|
||||
float opacity;
|
||||
|
||||
if (transparent)
|
||||
{
|
||||
|
@ -932,6 +933,8 @@ void Graphics::drawgui(void)
|
|||
196, 196, 255 - help.glow
|
||||
);
|
||||
}
|
||||
|
||||
opacity = 1.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -952,14 +955,8 @@ void Graphics::drawgui(void)
|
|||
textboxes[i].r, textboxes[i].g, textboxes[i].b
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
const bool opaque = textboxes[i].tl >= 1.0;
|
||||
const bool draw_overlays = opaque || transparent;
|
||||
|
||||
if (!draw_overlays)
|
||||
{
|
||||
continue;
|
||||
opacity = tl_lerp;
|
||||
}
|
||||
|
||||
if (textboxes[i].image == TEXTIMAGE_LEVELCOMPLETE)
|
||||
|
@ -985,17 +982,22 @@ void Graphics::drawgui(void)
|
|||
y = 240 - y - 8 * sc;
|
||||
}
|
||||
SDL_Color color = TEXT_COLOUR("cyan");
|
||||
font::print((sc == 2 ? PR_2X : PR_1X) | PR_CEN, -1, y, translation, color.r, color.g, color.b);
|
||||
const int alpha = opacity * 255;
|
||||
font::print(
|
||||
(sc == 2 ? PR_2X : PR_1X) | PR_CEN | PR_BRIGHTNESS(alpha),
|
||||
-1, y, translation, color.r, color.g, color.b
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
const SDL_Color color = {255, 255, 255, (Uint8) (opacity * 255)};
|
||||
if (flipmode)
|
||||
{
|
||||
drawimage(IMAGE_FLIPLEVELCOMPLETE, 0, 180, true);
|
||||
drawimagecol(IMAGE_FLIPLEVELCOMPLETE, 0, 180, color, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
drawimage(IMAGE_LEVELCOMPLETE, 0, 12, true);
|
||||
drawimagecol(IMAGE_LEVELCOMPLETE, 0, 12, color, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1021,17 +1023,22 @@ void Graphics::drawgui(void)
|
|||
{
|
||||
y = 240 - y - 8 * sc;
|
||||
}
|
||||
font::print((sc == 2 ? PR_2X : PR_1X) | PR_CEN, -1, y, translation, 196, 196, 243);
|
||||
const int alpha = opacity * 255;
|
||||
font::print(
|
||||
(sc == 2 ? PR_2X : PR_1X) | PR_CEN | PR_BRIGHTNESS(alpha),
|
||||
-1, y, translation, 196, 196, 243
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
const SDL_Color color = {255, 255, 255, (Uint8) (opacity * 255)};
|
||||
if (flipmode)
|
||||
{
|
||||
drawimage(IMAGE_FLIPGAMECOMPLETE, 0, 180, true);
|
||||
drawimagecol(IMAGE_FLIPGAMECOMPLETE, 0, 180, color, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
drawimage(IMAGE_GAMECOMPLETE, 0, 12, true);
|
||||
drawimagecol(IMAGE_GAMECOMPLETE, 0, 12, color, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1040,6 +1047,8 @@ void Graphics::drawgui(void)
|
|||
{
|
||||
TextboxSprite* sprite = &textboxes[i].sprites[index];
|
||||
int y = sprite->y + yp;
|
||||
SDL_Color color = getcol(sprite->col);
|
||||
color.a = opacity * 255;
|
||||
|
||||
if (flipmode)
|
||||
{
|
||||
|
@ -1053,7 +1062,7 @@ void Graphics::drawgui(void)
|
|||
y,
|
||||
sprites_rect.w,
|
||||
sprites_rect.h,
|
||||
getcol(sprite->col),
|
||||
color,
|
||||
1,
|
||||
(flipmode ? -1 : 1)
|
||||
);
|
||||
|
|
Loading…
Reference in a new issue