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Draw room names with text outline
This makes it easier to see if you have a translucent room name background.
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parent
df83c2d494
commit
2f85c2a8dc
2 changed files with 4 additions and 4 deletions
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@ -3457,7 +3457,7 @@ void editorrender( KeyPoll& key, Graphics& dwgfx, Game& game, mapclass& map, ent
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}
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dwgfx.footerrect.y = 230+ed.roomnamehide;
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SDL_BlitSurface(dwgfx.footerbuffer, NULL, dwgfx.backBuffer, &dwgfx.footerrect);
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dwgfx.Print(5,231+ed.roomnamehide,ed.level[ed.levx+(ed.maxwidth*ed.levy)].roomname, 196, 196, 255 - help.glow, true);
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dwgfx.bprint(5,231+ed.roomnamehide,ed.level[ed.levx+(ed.maxwidth*ed.levy)].roomname, 196, 196, 255 - help.glow, true);
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dwgfx.bprint(4, 222, "SPACE ^ SHIFT ^", 196, 196, 255 - help.glow, false);
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dwgfx.bprint(268,222, "("+help.String(ed.levx+1)+","+help.String(ed.levy+1)+")",196, 196, 255 - help.glow, false);
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}
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@ -1576,9 +1576,9 @@ void gamerender(Graphics& dwgfx, mapclass& map, Game& game, entityclass& obj, Ut
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if (map.finalmode)
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{
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map.glitchname = map.getglitchname(game.roomx, game.roomy);
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dwgfx.Print(5, 231, map.glitchname, 196, 196, 255 - help.glow, true);
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dwgfx.bprint(5, 231, map.glitchname, 196, 196, 255 - help.glow, true);
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}else{
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dwgfx.Print(5, 231, map.roomname, 196, 196, 255 - help.glow, true);
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dwgfx.bprint(5, 231, map.roomname, 196, 196, 255 - help.glow, true);
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}
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}
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@ -2837,7 +2837,7 @@ void towerrender(Graphics& dwgfx, Game& game, mapclass& map, entityclass& obj, U
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}
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dwgfx.footerrect.y = 230;
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SDL_BlitSurface(dwgfx.footerbuffer, NULL, dwgfx.backBuffer, &dwgfx.footerrect);
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dwgfx.Print(5, 231, map.roomname, 196, 196, 255 - help.glow, true);
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dwgfx.bprint(5, 231, map.roomname, 196, 196, 255 - help.glow, true);
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//dwgfx.rprint(5, 231,help.String(game.coins), 255 - help.glow/2, 255 - help.glow/2, 196, true);
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//dwgfx.drawhuetile(311, 230, 48, 1);
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