mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-12-22 09:39:43 +01:00
Fix clash between timer and return editor text
The "[Press {button} to return to editor]" and the "TIME:" text overlapped, which resulted in an ugly clash. To fix this, make the return editor text take priority over the timer text. This involves a minor refactor to first calculate whether or not we should draw the return editor text before we check if we should draw the timer text.
This commit is contained in:
parent
f4bdea7d6d
commit
44fb76ba90
1 changed files with 26 additions and 16 deletions
|
@ -2205,12 +2205,23 @@ void gamerender(void)
|
|||
}
|
||||
}
|
||||
|
||||
int return_editor_alpha = 0;
|
||||
bool draw_return_editor_text = false;
|
||||
if (map.custommode && !map.custommodeforreal && !game.advancetext)
|
||||
{
|
||||
return_editor_alpha = graphics.lerp(
|
||||
ed.old_return_message_timer, ed.return_message_timer
|
||||
);
|
||||
draw_return_editor_text = return_editor_alpha > 100;
|
||||
}
|
||||
|
||||
if (graphics.fademode == FADE_NONE
|
||||
&& !game.intimetrial
|
||||
&& !game.isingamecompletescreen()
|
||||
&& (!game.swnmode || game.swngame != SWN_SUPERGRAVITRON)
|
||||
&& game.showingametimer
|
||||
&& !roomname_translator::enabled)
|
||||
&& !roomname_translator::enabled
|
||||
&& !draw_return_editor_text)
|
||||
{
|
||||
const char* tempstring = loc::gettext("TIME:");
|
||||
int label_len = font::len(0, tempstring);
|
||||
|
@ -2252,21 +2263,20 @@ void gamerender(void)
|
|||
}
|
||||
}
|
||||
|
||||
if(map.custommode && !map.custommodeforreal && !game.advancetext){
|
||||
//Return to level editor
|
||||
int alpha = graphics.lerp(ed.old_return_message_timer, ed.return_message_timer);
|
||||
|
||||
if (alpha > 100)
|
||||
{
|
||||
char buffer[SCREEN_WIDTH_CHARS + 1];
|
||||
vformat_buf(
|
||||
buffer, sizeof(buffer),
|
||||
loc::gettext("[Press {button} to return to editor]"),
|
||||
"button:but",
|
||||
vformat_button(ActionSet_InGame, Action_InGame_Map)
|
||||
);
|
||||
font::print(PR_BRIGHTNESS(alpha) | PR_BOR, 5, 5, buffer, 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
|
||||
}
|
||||
if (draw_return_editor_text)
|
||||
{
|
||||
char buffer[SCREEN_WIDTH_CHARS + 1];
|
||||
vformat_buf(
|
||||
buffer, sizeof(buffer),
|
||||
loc::gettext("[Press {button} to return to editor]"),
|
||||
"button:but",
|
||||
vformat_button(ActionSet_InGame, Action_InGame_Map)
|
||||
);
|
||||
font::print(
|
||||
PR_BRIGHTNESS(return_editor_alpha) | PR_BOR,
|
||||
5, 5, buffer,
|
||||
220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2)
|
||||
);
|
||||
}
|
||||
|
||||
graphics.cutscenebars();
|
||||
|
|
Loading…
Reference in a new issue