mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-12-23 01:59:43 +01:00
Rename menuoffTexture
to tempShakeTexture
It turns out this texture is only used as a temporary texture to draw the screen with an offset before rendering it to the output target. I thought it was used for drawing the map menu animation, but that was only true of `tempBuffer`, and is no longer true of the new render system.
This commit is contained in:
parent
371404f393
commit
64874065eb
2 changed files with 6 additions and 6 deletions
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@ -110,7 +110,7 @@ void Graphics::init(void)
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gameplayTexture = NULL;
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gameplayTexture = NULL;
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menuTexture = NULL;
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menuTexture = NULL;
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ghostTexture = NULL;
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ghostTexture = NULL;
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menuoffTexture = NULL;
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tempShakeTexture = NULL;
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backgroundTexture = NULL;
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backgroundTexture = NULL;
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foregroundTexture = NULL;
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foregroundTexture = NULL;
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towerbg = TowerBG();
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towerbg = TowerBG();
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@ -191,7 +191,7 @@ void Graphics::create_buffers(void)
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gameplayTexture = CREATE_TEXTURE;
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gameplayTexture = CREATE_TEXTURE;
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menuTexture = CREATE_TEXTURE;
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menuTexture = CREATE_TEXTURE;
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ghostTexture = CREATE_TEXTURE;
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ghostTexture = CREATE_TEXTURE;
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menuoffTexture = CREATE_TEXTURE;
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tempShakeTexture = CREATE_TEXTURE;
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foregroundTexture = CREATE_TEXTURE;
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foregroundTexture = CREATE_TEXTURE;
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backgroundTexture = CREATE_SCROLL_TEXTURE;
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backgroundTexture = CREATE_SCROLL_TEXTURE;
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tempScrollingTexture = CREATE_SCROLL_TEXTURE;
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tempScrollingTexture = CREATE_SCROLL_TEXTURE;
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@ -209,7 +209,7 @@ void Graphics::destroy_buffers(void)
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VVV_freefunc(SDL_DestroyTexture, gameplayTexture);
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VVV_freefunc(SDL_DestroyTexture, gameplayTexture);
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VVV_freefunc(SDL_DestroyTexture, menuTexture);
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VVV_freefunc(SDL_DestroyTexture, menuTexture);
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VVV_freefunc(SDL_DestroyTexture, ghostTexture);
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VVV_freefunc(SDL_DestroyTexture, ghostTexture);
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VVV_freefunc(SDL_DestroyTexture, menuoffTexture);
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VVV_freefunc(SDL_DestroyTexture, tempShakeTexture);
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VVV_freefunc(SDL_DestroyTexture, foregroundTexture);
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VVV_freefunc(SDL_DestroyTexture, foregroundTexture);
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VVV_freefunc(SDL_DestroyTexture, backgroundTexture);
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VVV_freefunc(SDL_DestroyTexture, backgroundTexture);
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VVV_freefunc(SDL_DestroyTexture, tempScrollingTexture);
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VVV_freefunc(SDL_DestroyTexture, tempScrollingTexture);
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@ -3161,7 +3161,7 @@ void Graphics::screenshake(void)
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ApplyFilter(tempFilterSrc, tempFilterDest);
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ApplyFilter(tempFilterSrc, tempFilterDest);
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}
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}
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set_render_target(menuoffTexture);
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set_render_target(tempShakeTexture);
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set_blendmode(SDL_BLENDMODE_NONE);
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set_blendmode(SDL_BLENDMODE_NONE);
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clear();
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clear();
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@ -3183,7 +3183,7 @@ void Graphics::screenshake(void)
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set_blendmode(SDL_BLENDMODE_NONE);
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set_blendmode(SDL_BLENDMODE_NONE);
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clear();
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clear();
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copy_texture(menuoffTexture, NULL, NULL, 0, NULL, flipmode ? SDL_FLIP_VERTICAL : SDL_FLIP_NONE);
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copy_texture(tempShakeTexture, NULL, NULL, 0, NULL, flipmode ? SDL_FLIP_VERTICAL : SDL_FLIP_NONE);
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}
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}
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void Graphics::updatescreenshake(void)
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void Graphics::updatescreenshake(void)
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@ -308,7 +308,7 @@ public:
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bool notextoutline;
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bool notextoutline;
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SDL_Texture* gameTexture;
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SDL_Texture* gameTexture;
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SDL_Texture* menuoffTexture;
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SDL_Texture* tempShakeTexture;
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SDL_Texture* gameplayTexture;
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SDL_Texture* gameplayTexture;
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SDL_Texture* menuTexture;
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SDL_Texture* menuTexture;
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SDL_Texture* ghostTexture;
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SDL_Texture* ghostTexture;
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