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Name conditionals in text box loop
With the recent change to drawing overlays (images and sprites) from PR #1058, it's starting to get a bit hairy. This names the conditionals responsible for determining if the text box is transparent (checking that all of its RGB is 0) and if overlays should be drawn or not (which is now either when it's opaque or transparent).
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1 changed files with 6 additions and 4 deletions
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@ -853,7 +853,6 @@ void Graphics::drawgui(void)
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{
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{
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int text_yoff;
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int text_yoff;
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int yp;
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int yp;
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bool opaque;
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int font_height = font::height(textboxes[i].print_flags);
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int font_height = font::height(textboxes[i].print_flags);
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if (flipmode)
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if (flipmode)
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{
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{
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@ -872,7 +871,9 @@ void Graphics::drawgui(void)
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char buffer[SCREEN_WIDTH_CHARS + 1];
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char buffer[SCREEN_WIDTH_CHARS + 1];
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if (textboxes[i].r == 0 && textboxes[i].g == 0 && textboxes[i].b == 0)
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const bool transparent = (textboxes[i].r | textboxes[i].g | textboxes[i].b) == 0;
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if (transparent)
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{
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{
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/* To avoid the outlines for different lines overlapping the text itself,
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/* To avoid the outlines for different lines overlapping the text itself,
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* first draw all the outlines and then draw the text. */
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* first draw all the outlines and then draw the text. */
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@ -937,9 +938,10 @@ void Graphics::drawgui(void)
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}
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}
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}
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}
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opaque = textboxes[i].tl >= 1.0;
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const bool opaque = textboxes[i].tl >= 1.0;
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const bool draw_overlays = opaque || transparent;
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if (!opaque && textboxes[i].r != 0 && textboxes[i].g != 0 && textboxes[i].b != 0)
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if (!draw_overlays)
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{
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{
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continue;
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continue;
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}
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}
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