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Simplify flipme text box position correction
It now looks more like the FLIP macro in Render.cpp: The y-position is simply the height of the area the object is being flipped in, minus the y-position itself, minus the height of the object. So: flipped_yp = constant - yp - height This is just a mathematical simplification of the existing statement, which is: flipped_yp = yp + 2 * (constant/2 - yp) - height Using algebra, the 2 distributes into the parentheses, so flipped_yp = yp + constant - 2 * yp - height And the two `yp`s add together, so flipped_yp = constant - yp - height It's more readable this way. Also I am using a named constant instead of a hardcoded one.
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@ -990,7 +990,7 @@ void Graphics::drawgui(void)
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yp = textboxes[i].yp;
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yp = textboxes[i].yp;
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if (flipmode && textboxes[i].flipme)
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if (flipmode && textboxes[i].flipme)
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{
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{
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yp += 2 * (120 - yp) - 8 * (textboxes[i].lines.size() + 2);
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yp = SCREEN_HEIGHT_PIXELS - yp - 8 * (textboxes[i].lines.size() + 2);
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}
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}
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if (textboxes[i].r == 0 && textboxes[i].g == 0 && textboxes[i].b == 0)
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if (textboxes[i].r == 0 && textboxes[i].g == 0 && textboxes[i].b == 0)
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