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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.
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f4bdea7d6d
commit
44fb76ba90
1 changed files with 26 additions and 16 deletions
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@ -2205,12 +2205,23 @@ void gamerender(void)
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}
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}
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}
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}
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int return_editor_alpha = 0;
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bool draw_return_editor_text = false;
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if (map.custommode && !map.custommodeforreal && !game.advancetext)
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{
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return_editor_alpha = graphics.lerp(
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ed.old_return_message_timer, ed.return_message_timer
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);
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draw_return_editor_text = return_editor_alpha > 100;
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}
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if (graphics.fademode == FADE_NONE
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if (graphics.fademode == FADE_NONE
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&& !game.intimetrial
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&& !game.intimetrial
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&& !game.isingamecompletescreen()
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&& !game.isingamecompletescreen()
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&& (!game.swnmode || game.swngame != SWN_SUPERGRAVITRON)
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&& (!game.swnmode || game.swngame != SWN_SUPERGRAVITRON)
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&& game.showingametimer
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&& game.showingametimer
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&& !roomname_translator::enabled)
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&& !roomname_translator::enabled
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&& !draw_return_editor_text)
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{
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{
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const char* tempstring = loc::gettext("TIME:");
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const char* tempstring = loc::gettext("TIME:");
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int label_len = font::len(0, tempstring);
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int label_len = font::len(0, tempstring);
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@ -2252,21 +2263,20 @@ void gamerender(void)
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}
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}
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}
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}
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if(map.custommode && !map.custommodeforreal && !game.advancetext){
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if (draw_return_editor_text)
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//Return to level editor
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{
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int alpha = graphics.lerp(ed.old_return_message_timer, ed.return_message_timer);
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char buffer[SCREEN_WIDTH_CHARS + 1];
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vformat_buf(
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if (alpha > 100)
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buffer, sizeof(buffer),
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{
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loc::gettext("[Press {button} to return to editor]"),
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char buffer[SCREEN_WIDTH_CHARS + 1];
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"button:but",
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vformat_buf(
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vformat_button(ActionSet_InGame, Action_InGame_Map)
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buffer, sizeof(buffer),
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);
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loc::gettext("[Press {button} to return to editor]"),
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font::print(
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"button:but",
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PR_BRIGHTNESS(return_editor_alpha) | PR_BOR,
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vformat_button(ActionSet_InGame, Action_InGame_Map)
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5, 5, buffer,
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);
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220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2)
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font::print(PR_BRIGHTNESS(alpha) | PR_BOR, 5, 5, buffer, 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
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);
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}
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}
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}
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graphics.cutscenebars();
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graphics.cutscenebars();
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