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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-28 23:48:30 +02:00

Move menu rendering to separate function

Just like I moved the menu ACTION press handler, I'm doing this as well.
It only removes one level of indentation, but it makes titlerender()
easier to understand.

Just like before, I have to put the separate function first, else
titlerender() won't know what it is.
This commit is contained in:
Misa 2020-04-15 16:29:54 -07:00 committed by Ethan Lee
parent 1e3879b8fe
commit b835ce3927

View File

@ -16,45 +16,8 @@ int tr;
int tg;
int tb;
void titlerender()
void menurender()
{
FillRect(graphics.backBuffer, 0,0,graphics.backBuffer->w, graphics.backBuffer->h, 0x00000000 );
if (!game.menustart)
{
tr = (int)(164 - (help.glow / 2) - int(fRandom() * 4));
tg = 164 - (help.glow / 2) - int(fRandom() * 4);
tb = 164 - (help.glow / 2) - int(fRandom() * 4);
int temp = 50;
graphics.drawsprite((160 - 96) + 0 * 32, temp, 23, tr, tg, tb);
graphics.drawsprite((160 - 96) + 1 * 32, temp, 23, tr, tg, tb);
graphics.drawsprite((160 - 96) + 2 * 32, temp, 23, tr, tg, tb);
graphics.drawsprite((160 - 96) + 3 * 32, temp, 23, tr, tg, tb);
graphics.drawsprite((160 - 96) + 4 * 32, temp, 23, tr, tg, tb);
graphics.drawsprite((160 - 96) + 5 * 32, temp, 23, tr, tg, tb);
#if defined(MAKEANDPLAY)
graphics.Print(-1,temp+35," MAKE AND PLAY EDITION",tr, tg, tb, true);
#endif
graphics.Print(5, 175, "[ Press ACTION to Start ]", tr, tg, tb, true);
graphics.Print(5, 195, "ACTION = Space, Z, or V", int(tr*0.5f), int(tg*0.5f), int(tb*0.5f), true);
}
else
{
if(!game.colourblindmode) graphics.drawtowerbackgroundsolo();
tr = map.r - (help.glow / 4) - int(fRandom() * 4);
tg = map.g - (help.glow / 4) - int(fRandom() * 4);
tb = map.b - (help.glow / 4) - int(fRandom() * 4);
if (tr < 0) tr = 0;
if(tr>255) tr=255;
if (tg < 0) tg = 0;
if(tg>255) tg=255;
if (tb < 0) tb = 0;
if(tb>255) tb=255;
int temp = 50;
if(game.currentmenuname=="mainmenu")
@ -1127,6 +1090,48 @@ void titlerender()
graphics.Print( 320-(tempstring.length()*8), 210, tempstring, tr, tg, tb);
}
}
}
void titlerender()
{
FillRect(graphics.backBuffer, 0,0,graphics.backBuffer->w, graphics.backBuffer->h, 0x00000000 );
if (!game.menustart)
{
tr = (int)(164 - (help.glow / 2) - int(fRandom() * 4));
tg = 164 - (help.glow / 2) - int(fRandom() * 4);
tb = 164 - (help.glow / 2) - int(fRandom() * 4);
int temp = 50;
graphics.drawsprite((160 - 96) + 0 * 32, temp, 23, tr, tg, tb);
graphics.drawsprite((160 - 96) + 1 * 32, temp, 23, tr, tg, tb);
graphics.drawsprite((160 - 96) + 2 * 32, temp, 23, tr, tg, tb);
graphics.drawsprite((160 - 96) + 3 * 32, temp, 23, tr, tg, tb);
graphics.drawsprite((160 - 96) + 4 * 32, temp, 23, tr, tg, tb);
graphics.drawsprite((160 - 96) + 5 * 32, temp, 23, tr, tg, tb);
#if defined(MAKEANDPLAY)
graphics.Print(-1,temp+35," MAKE AND PLAY EDITION",tr, tg, tb, true);
#endif
graphics.Print(5, 175, "[ Press ACTION to Start ]", tr, tg, tb, true);
graphics.Print(5, 195, "ACTION = Space, Z, or V", int(tr*0.5f), int(tg*0.5f), int(tb*0.5f), true);
}
else
{
if(!game.colourblindmode) graphics.drawtowerbackgroundsolo();
tr = map.r - (help.glow / 4) - int(fRandom() * 4);
tg = map.g - (help.glow / 4) - int(fRandom() * 4);
tb = map.b - (help.glow / 4) - int(fRandom() * 4);
if (tr < 0) tr = 0;
if(tr>255) tr=255;
if (tg < 0) tg = 0;
if(tg>255) tg=255;
if (tb < 0) tb = 0;
if(tb>255) tb=255;
menurender();
tr = int(tr * .8f);
tg = int(tg * .8f);