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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-12-22 17:49:43 +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:
Misa 2023-03-20 17:05:57 -07:00
parent 371404f393
commit 64874065eb
2 changed files with 6 additions and 6 deletions

View file

@ -110,7 +110,7 @@ void Graphics::init(void)
gameplayTexture = NULL; gameplayTexture = NULL;
menuTexture = NULL; menuTexture = NULL;
ghostTexture = NULL; ghostTexture = NULL;
menuoffTexture = NULL; tempShakeTexture = NULL;
backgroundTexture = NULL; backgroundTexture = NULL;
foregroundTexture = NULL; foregroundTexture = NULL;
towerbg = TowerBG(); towerbg = TowerBG();
@ -191,7 +191,7 @@ void Graphics::create_buffers(void)
gameplayTexture = CREATE_TEXTURE; gameplayTexture = CREATE_TEXTURE;
menuTexture = CREATE_TEXTURE; menuTexture = CREATE_TEXTURE;
ghostTexture = CREATE_TEXTURE; ghostTexture = CREATE_TEXTURE;
menuoffTexture = CREATE_TEXTURE; tempShakeTexture = CREATE_TEXTURE;
foregroundTexture = CREATE_TEXTURE; foregroundTexture = CREATE_TEXTURE;
backgroundTexture = CREATE_SCROLL_TEXTURE; backgroundTexture = CREATE_SCROLL_TEXTURE;
tempScrollingTexture = CREATE_SCROLL_TEXTURE; tempScrollingTexture = CREATE_SCROLL_TEXTURE;
@ -209,7 +209,7 @@ void Graphics::destroy_buffers(void)
VVV_freefunc(SDL_DestroyTexture, gameplayTexture); VVV_freefunc(SDL_DestroyTexture, gameplayTexture);
VVV_freefunc(SDL_DestroyTexture, menuTexture); VVV_freefunc(SDL_DestroyTexture, menuTexture);
VVV_freefunc(SDL_DestroyTexture, ghostTexture); VVV_freefunc(SDL_DestroyTexture, ghostTexture);
VVV_freefunc(SDL_DestroyTexture, menuoffTexture); VVV_freefunc(SDL_DestroyTexture, tempShakeTexture);
VVV_freefunc(SDL_DestroyTexture, foregroundTexture); VVV_freefunc(SDL_DestroyTexture, foregroundTexture);
VVV_freefunc(SDL_DestroyTexture, backgroundTexture); VVV_freefunc(SDL_DestroyTexture, backgroundTexture);
VVV_freefunc(SDL_DestroyTexture, tempScrollingTexture); VVV_freefunc(SDL_DestroyTexture, tempScrollingTexture);
@ -3161,7 +3161,7 @@ void Graphics::screenshake(void)
ApplyFilter(tempFilterSrc, tempFilterDest); ApplyFilter(tempFilterSrc, tempFilterDest);
} }
set_render_target(menuoffTexture); set_render_target(tempShakeTexture);
set_blendmode(SDL_BLENDMODE_NONE); set_blendmode(SDL_BLENDMODE_NONE);
clear(); clear();
@ -3183,7 +3183,7 @@ void Graphics::screenshake(void)
set_blendmode(SDL_BLENDMODE_NONE); set_blendmode(SDL_BLENDMODE_NONE);
clear(); clear();
copy_texture(menuoffTexture, NULL, NULL, 0, NULL, flipmode ? SDL_FLIP_VERTICAL : SDL_FLIP_NONE); copy_texture(tempShakeTexture, NULL, NULL, 0, NULL, flipmode ? SDL_FLIP_VERTICAL : SDL_FLIP_NONE);
} }
void Graphics::updatescreenshake(void) void Graphics::updatescreenshake(void)

View file

@ -308,7 +308,7 @@ public:
bool notextoutline; bool notextoutline;
SDL_Texture* gameTexture; SDL_Texture* gameTexture;
SDL_Texture* menuoffTexture; SDL_Texture* tempShakeTexture;
SDL_Texture* gameplayTexture; SDL_Texture* gameplayTexture;
SDL_Texture* menuTexture; SDL_Texture* menuTexture;
SDL_Texture* ghostTexture; SDL_Texture* ghostTexture;