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Fix textboxes fully fading out during blackout

When `blackout` is active, the screen (to simplify) stops getting drawn
to. The excecption is textboxes, which draw anyway. But since the
screen isn't being cleared, removed textboxes stay on screen, since
that texture isn't being cleared. In the SDL_Renderer PR, I
accidentally broke this behavior, so this commit fixes it.

Fixes #951.
This commit is contained in:
AllyTally 2023-03-19 13:16:22 -03:00 committed by Misa Elizabeth Kai
parent 397d7f21b4
commit 371404f393

View file

@ -1967,11 +1967,12 @@ void gamerender(void)
graphics.cutscenebars(); graphics.cutscenebars();
graphics.drawfade(); graphics.drawfade();
graphics.drawgui();
graphics.set_render_target(graphics.gameTexture); graphics.set_render_target(graphics.gameTexture);
graphics.copy_texture(graphics.gameplayTexture, NULL, NULL); graphics.copy_texture(graphics.gameplayTexture, NULL, NULL);
graphics.drawgui();
if (graphics.flipmode) if (graphics.flipmode)
{ {
if (game.advancetext) font::print(PR_CEN | PR_BOR, -1, 228, loc::gettext("- Press ACTION to advance text -"), 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2)); if (game.advancetext) font::print(PR_CEN | PR_BOR, -1, 228, loc::gettext("- Press ACTION to advance text -"), 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));