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Recompute text boxes in Flip Mode
With the new system of retranslating text boxes on-the-fly, this also enables us to retranslate them whenever the player toggles Flip Mode. This is relevant because the Intermission 1 instructional text boxes refer to a floor when Flip Mode is off, but when it is on, it talks about the ceiling.
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1 changed files with 17 additions and 6 deletions
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@ -269,6 +269,16 @@ static void updatebuttonmappings(int bind)
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}
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}
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static void recomputetextboxes(void)
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{
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/* Retranslate and reposition all text boxes. */
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for (size_t i = 0; i < graphics.textboxes.size(); i++)
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{
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graphics.textboxes[i].updatetext();
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graphics.textboxes[i].applyposition();
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}
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}
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static void toggleflipmode(void)
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{
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graphics.setflipmode = !graphics.setflipmode;
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@ -283,6 +293,12 @@ static void toggleflipmode(void)
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{
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music.playef(Sound_VIRIDIAN);
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}
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/* Some text boxes change depending on Flip Mode, so update text boxes. */
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const bool temp = graphics.flipmode;
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graphics.flipmode = graphics.setflipmode;
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recomputetextboxes();
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graphics.flipmode = temp;
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}
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static bool fadetomode = false;
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@ -1131,12 +1147,7 @@ static void menuactionpress(void)
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if (prev_lang != loc::lang)
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{
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/* Retranslate and reposition all text boxes. */
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for (size_t i = 0; i < graphics.textboxes.size(); i++)
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{
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graphics.textboxes[i].updatetext();
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graphics.textboxes[i].applyposition();
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}
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recomputetextboxes();
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}
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game.returnmenu();
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