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Smoothly interpolate editor notedelay
This makes editor notes fade out smoothly. And even though the notedelay only gets decremented by one every editor-frame (the editor runs at 1000/24 FPS fixed-timestep here), it actually gets multiplied by 4, so a floating-point interpolated value would make a difference here.
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parent
68fe5bd72d
commit
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2 changed files with 6 additions and 2 deletions
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@ -305,6 +305,7 @@ void editorclass::reset()
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saveandquit=false;
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saveandquit=false;
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note="";
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note="";
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notedelay=0;
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notedelay=0;
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oldnotedelay=0;
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roomnamemod=false;
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roomnamemod=false;
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textentry=false;
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textentry=false;
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savemod=false;
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savemod=false;
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@ -3574,11 +3575,12 @@ void editorrender()
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}
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}
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}
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}
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if(ed.notedelay>0)
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if(ed.notedelay>0 || ed.oldnotedelay>0)
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{
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{
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float alpha = graphics.lerp(ed.oldnotedelay, ed.notedelay);
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FillRect(graphics.backBuffer, 0,115,320,18, graphics.getRGB(92,92,92));
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FillRect(graphics.backBuffer, 0,115,320,18, graphics.getRGB(92,92,92));
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FillRect(graphics.backBuffer, 0,116,320,16, graphics.getRGB(0,0,0));
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FillRect(graphics.backBuffer, 0,116,320,16, graphics.getRGB(0,0,0));
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graphics.Print(0,121, ed.note,196-((45-ed.notedelay)*4), 196-((45-ed.notedelay)*4), 196-((45-ed.notedelay)*4), true);
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graphics.Print(0,121, ed.note,196-((45.0f-alpha)*4), 196-((45.0f-alpha)*4), 196-((45.0f-alpha)*4), true);
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}
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}
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graphics.drawfade();
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graphics.drawfade();
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@ -3601,6 +3603,7 @@ void editorlogic()
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ed.entframedelay=8;
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ed.entframedelay=8;
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}
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}
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ed.oldnotedelay = ed.notedelay;
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if(ed.notedelay>0)
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if(ed.notedelay>0)
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{
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{
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ed.notedelay--;
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ed.notedelay--;
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@ -164,6 +164,7 @@ class editorclass{
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int temp;
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int temp;
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int notedelay;
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int notedelay;
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int oldnotedelay;
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std::string note;
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std::string note;
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std::string keybuffer;
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std::string keybuffer;
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std::string filename;
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std::string filename;
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