From 7ff2e818cd6dc5a7a102927fa2cd48ec490edc2e Mon Sep 17 00:00:00 2001 From: mothbeanie Date: Wed, 10 Jan 2024 16:41:29 -0800 Subject: [PATCH] Revert text image fading This reverts the following commits: - 29f05c41b1add3aeea3b6b870349020f6cd13b94 - f1bf1f683c459ac4de4de05f938587d196084dea - a7b22919ae379c96001c8dcdb9f73c36d298f967 - 2ed1aac67d050f19f0a2170ac71f6fe19bb3f747 Recently, text images were changed to fade in with textboxes, where before they previously appeared after the fade. This created a charming effect where the images would appear to "load in" once the textbox finishes fading in. This behavior really complements the retro aesthetic the game is going for. Changing it to a fade is a needless change in direction, as it was not a bug in the first place and looked good already. Additionally, custom levels have used text images (levelcomplete and gamecomplete) in creative ways by replacing them with something else to show as 'foreground' or as a cutscene image. Changing text images to fade has unintended consequences for levels that have utilized them in this fashion. --- desktop_version/src/Graphics.cpp | 41 ++++++++++++-------------------- 1 file changed, 15 insertions(+), 26 deletions(-) diff --git a/desktop_version/src/Graphics.cpp b/desktop_version/src/Graphics.cpp index 8bf0d087..0ada322b 100644 --- a/desktop_version/src/Graphics.cpp +++ b/desktop_version/src/Graphics.cpp @@ -920,7 +920,6 @@ void Graphics::drawgui(void) } const bool transparent = (textboxes[i].r | textboxes[i].g | textboxes[i].b) == 0; - float opacity; if (transparent) { @@ -947,8 +946,6 @@ void Graphics::drawgui(void) 196, 196, 255 - help.glow ); } - - opacity = 1.0f; } else { @@ -969,11 +966,16 @@ void Graphics::drawgui(void) textboxes[i].r, textboxes[i].g, textboxes[i].b ); } - - opacity = tl_lerp; } - const int alpha = opacity * 255; + const bool opaque = textboxes[i].tl >= 1.0; + const bool draw_overlays = opaque || transparent; + + if (!draw_overlays) + { + continue; + } + if (textboxes[i].image == TEXTIMAGE_LEVELCOMPLETE) { // Level complete @@ -997,21 +999,17 @@ void Graphics::drawgui(void) y = 240 - y - 8 * sc; } SDL_Color color = TEXT_COLOUR("cyan"); - font::print( - (sc == 2 ? PR_2X : PR_1X) | PR_CEN | PR_BRIGHTNESS(alpha), - -1, y, translation, color.r, color.g, color.b - ); + font::print((sc == 2 ? PR_2X : PR_1X) | PR_CEN, -1, y, translation, color.r, color.g, color.b); } else { - const SDL_Color color = {(Uint8) alpha, (Uint8) alpha, (Uint8) alpha, 255}; if (flipmode) { - drawimagecol(IMAGE_FLIPLEVELCOMPLETE, 0, 180, color, true); + drawimage(IMAGE_FLIPLEVELCOMPLETE, 0, 180, true); } else { - drawimagecol(IMAGE_LEVELCOMPLETE, 0, 12, color, true); + drawimage(IMAGE_LEVELCOMPLETE, 0, 12, true); } } } @@ -1037,22 +1035,17 @@ void Graphics::drawgui(void) { y = 240 - y - 8 * sc; } - const int alpha = opacity * 255; - font::print( - (sc == 2 ? PR_2X : PR_1X) | PR_CEN | PR_BRIGHTNESS(alpha), - -1, y, translation, 196, 196, 243 - ); + font::print((sc == 2 ? PR_2X : PR_1X) | PR_CEN, -1, y, translation, 196, 196, 243); } else { - const SDL_Color color = {255, 255, 255, (Uint8) (opacity * 255)}; if (flipmode) { - drawimagecol(IMAGE_FLIPGAMECOMPLETE, 0, 180, color, true); + drawimage(IMAGE_FLIPGAMECOMPLETE, 0, 180, true); } else { - drawimagecol(IMAGE_GAMECOMPLETE, 0, 12, color, true); + drawimage(IMAGE_GAMECOMPLETE, 0, 12, true); } } } @@ -1061,10 +1054,6 @@ void Graphics::drawgui(void) { TextboxSprite* sprite = &textboxes[i].sprites[index]; int y = sprite->y + yp; - SDL_Color color = getcol(sprite->col); - color.r *= opacity; - color.g *= opacity; - color.b *= opacity; if (flipmode) { @@ -1078,7 +1067,7 @@ void Graphics::drawgui(void) y, sprites_rect.w, sprites_rect.h, - color, + getcol(sprite->col), 1, (flipmode ? -1 : 1) );