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https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-12-23 01:59:43 +01:00
Rename tempTexture
to menuoffTexture
I'm going to soon be creating an actually temporary texture, so having two textures named "temp" would get confusing. This is also a good chance to correct the name of this texture, because it's not really temporary, but it's used for map menu animation rendering.
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parent
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commit
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2 changed files with 6 additions and 6 deletions
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@ -110,7 +110,7 @@ void Graphics::init(void)
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gameplayTexture = NULL;
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gameplayTexture = NULL;
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menuTexture = NULL;
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menuTexture = NULL;
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ghostTexture = NULL;
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ghostTexture = NULL;
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tempTexture = NULL;
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menuoffTexture = NULL;
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backgroundTexture = NULL;
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backgroundTexture = NULL;
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foregroundTexture = NULL;
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foregroundTexture = NULL;
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towerbg = TowerBG();
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towerbg = TowerBG();
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@ -188,7 +188,7 @@ void Graphics::create_buffers(void)
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gameplayTexture = CREATE_TEXTURE;
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gameplayTexture = CREATE_TEXTURE;
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menuTexture = CREATE_TEXTURE;
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menuTexture = CREATE_TEXTURE;
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ghostTexture = CREATE_TEXTURE;
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ghostTexture = CREATE_TEXTURE;
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tempTexture = CREATE_TEXTURE;
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menuoffTexture = CREATE_TEXTURE;
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foregroundTexture = CREATE_TEXTURE;
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foregroundTexture = CREATE_TEXTURE;
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backgroundTexture = CREATE_SCROLL_TEXTURE;
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backgroundTexture = CREATE_SCROLL_TEXTURE;
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towerbg.texture = CREATE_SCROLL_TEXTURE;
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towerbg.texture = CREATE_SCROLL_TEXTURE;
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@ -205,7 +205,7 @@ void Graphics::destroy_buffers(void)
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VVV_freefunc(SDL_DestroyTexture, gameplayTexture);
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VVV_freefunc(SDL_DestroyTexture, gameplayTexture);
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VVV_freefunc(SDL_DestroyTexture, menuTexture);
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VVV_freefunc(SDL_DestroyTexture, menuTexture);
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VVV_freefunc(SDL_DestroyTexture, ghostTexture);
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VVV_freefunc(SDL_DestroyTexture, ghostTexture);
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VVV_freefunc(SDL_DestroyTexture, tempTexture);
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VVV_freefunc(SDL_DestroyTexture, menuoffTexture);
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VVV_freefunc(SDL_DestroyTexture, foregroundTexture);
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VVV_freefunc(SDL_DestroyTexture, foregroundTexture);
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VVV_freefunc(SDL_DestroyTexture, backgroundTexture);
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VVV_freefunc(SDL_DestroyTexture, backgroundTexture);
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}
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}
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@ -3180,7 +3180,7 @@ void Graphics::screenshake(void)
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ApplyFilter();
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ApplyFilter();
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}
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}
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set_render_target(tempTexture);
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set_render_target(menuoffTexture);
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set_blendmode(SDL_BLENDMODE_NONE);
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set_blendmode(SDL_BLENDMODE_NONE);
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clear();
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clear();
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@ -3202,7 +3202,7 @@ void Graphics::screenshake(void)
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set_blendmode(SDL_BLENDMODE_NONE);
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set_blendmode(SDL_BLENDMODE_NONE);
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clear();
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clear();
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copy_texture(tempTexture, NULL, NULL, 0, NULL, flipmode ? SDL_FLIP_VERTICAL : SDL_FLIP_NONE);
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copy_texture(menuoffTexture, NULL, NULL, 0, NULL, flipmode ? SDL_FLIP_VERTICAL : SDL_FLIP_NONE);
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}
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}
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void Graphics::updatescreenshake(void)
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void Graphics::updatescreenshake(void)
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@ -308,7 +308,7 @@ public:
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bool notextoutline;
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bool notextoutline;
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SDL_Texture* gameTexture;
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SDL_Texture* gameTexture;
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SDL_Texture* tempTexture;
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SDL_Texture* menuoffTexture;
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SDL_Texture* gameplayTexture;
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SDL_Texture* gameplayTexture;
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SDL_Texture* menuTexture;
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SDL_Texture* menuTexture;
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SDL_Texture* ghostTexture;
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SDL_Texture* ghostTexture;
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