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https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-12-22 09:39:43 +01:00
Add an accessibility option to be able to see through the roomname
This is the variable dwgfx.translucentroomname and <translucentroomname> in unlock.vvv. This lets you see through the black background of the roomname at the bottom of the screen, i.e. it makes the roomname background translucent. So you can see if someone decides to hide pesky spikes there.
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parent
c49ae404af
commit
df83c2d494
6 changed files with 58 additions and 4 deletions
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@ -4443,6 +4443,11 @@ void Game::loadstats( mapclass& map, Graphics& dwgfx )
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dwgfx.notextoutline = atoi(pText);
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}
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if (pKey == "translucentroomname")
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{
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dwgfx.translucentroomname = atoi(pText);
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}
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if (pKey == "flipButton")
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{
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SDL_GameControllerButton newButton;
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@ -4656,6 +4661,10 @@ void Game::savestats( mapclass& _map, Graphics& _dwgfx )
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msg->LinkEndChild(new TiXmlText(tu.String((int) _dwgfx.notextoutline).c_str()));
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dataNode->LinkEndChild(msg);
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msg = new TiXmlElement("translucentroomname");
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msg->LinkEndChild(new TiXmlText(tu.String((int) _dwgfx.translucentroomname).c_str()));
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dataNode->LinkEndChild(msg);
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for (size_t i = 0; i < controllerButton_flip.size(); i += 1)
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{
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msg = new TiXmlElement("flipButton");
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@ -7042,11 +7051,13 @@ void Game::createmenu( std::string t )
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menuoptionsactive[4] = true;
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menuoptions[5] = "load screen";
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menuoptionsactive[5] = true;
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menuoptions[6] = "return";
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menuoptions[6] = "room name bg";
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menuoptionsactive[6] = true;
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nummenuoptions = 7;
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menuxoff = -60;
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menuyoff = 0;
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menuoptions[7] = "return";
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menuoptionsactive[7] = true;
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nummenuoptions = 8;
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menuxoff = -85;
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menuyoff = -10;
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}
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else if(t == "controller")
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{
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@ -122,6 +122,8 @@ Graphics::Graphics()
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trinketg = 0;
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trinketb = 0;
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warprect = SDL_Rect();
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translucentroomname = false;
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}
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Graphics::~Graphics()
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@ -277,6 +277,7 @@ public:
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int warpskip, warpfcol, warpbcol;
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bool translucentroomname;
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};
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#endif /* GRAPHICS_H */
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@ -746,6 +746,12 @@ SDL_assert(0 && "Remove open level dir");
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music.playef(11, 10);
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}
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else if (game.currentmenuoption == 6)
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{
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// toggle translucent roomname BG
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dwgfx.translucentroomname = !dwgfx.translucentroomname;
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music.playef(11, 10);
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}
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else if (game.currentmenuoption == 7)
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{
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//back
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music.playef(11, 10);
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@ -3447,6 +3447,14 @@ void editorrender( KeyPoll& key, Graphics& dwgfx, Game& game, mapclass& map, ent
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{
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if(ed.roomnamehide<12) ed.roomnamehide++;
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}
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if (dwgfx.translucentroomname)
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{
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SDL_SetSurfaceAlphaMod(dwgfx.footerbuffer, 127);
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}
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else
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{
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SDL_SetSurfaceAlphaMod(dwgfx.footerbuffer, 255);
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}
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dwgfx.footerrect.y = 230+ed.roomnamehide;
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SDL_BlitSurface(dwgfx.footerbuffer, NULL, dwgfx.backBuffer, &dwgfx.footerrect);
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dwgfx.Print(5,231+ed.roomnamehide,ed.level[ed.levx+(ed.maxwidth*ed.levy)].roomname, 196, 196, 255 - help.glow, true);
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@ -553,6 +553,16 @@ void titlerender(Graphics& dwgfx, mapclass& map, Game& game, entityclass& obj, U
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else
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dwgfx.Print(-1, 75, "Fake loading screen is ON", tr, tg, tb, true);
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}
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else if (game.currentmenuoption == 6)
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{
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dwgfx.bigprint(-1, 30, "Room Name BG", tr, tg, tb, true);
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dwgfx.Print( -1, 75, "Lets you see through what is behind", tr, tg, tb, true);
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dwgfx.Print( -1, 85, "the name at the bottom of the screen.", tr, tg, tb, true);
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if (dwgfx.translucentroomname)
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dwgfx.Print(-1, 105, "Room name background is TRANSLUCENT", tr/2, tg/2, tb/2, true);
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else
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dwgfx.Print(-1, 105, "Room name background is OPAQUE", tr, tg, tb, true);
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}
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}
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else if (game.currentmenuname == "playint1" || game.currentmenuname == "playint2")
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{
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@ -1552,6 +1562,14 @@ void gamerender(Graphics& dwgfx, mapclass& map, Game& game, entityclass& obj, Ut
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if(map.extrarow==0 || (map.custommode && map.roomname!=""))
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{
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if (dwgfx.translucentroomname)
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{
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SDL_SetSurfaceAlphaMod(dwgfx.footerbuffer, 127);
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}
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else
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{
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SDL_SetSurfaceAlphaMod(dwgfx.footerbuffer, 255);
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}
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dwgfx.footerrect.y = 230;
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SDL_BlitSurface(dwgfx.footerbuffer, NULL, dwgfx.backBuffer, &dwgfx.footerrect);
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@ -2809,6 +2827,14 @@ void towerrender(Graphics& dwgfx, Game& game, mapclass& map, entityclass& obj, U
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}
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if (dwgfx.translucentroomname)
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{
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SDL_SetSurfaceAlphaMod(dwgfx.footerbuffer, 127);
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}
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else
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{
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SDL_SetSurfaceAlphaMod(dwgfx.footerbuffer, 255);
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}
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dwgfx.footerrect.y = 230;
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SDL_BlitSurface(dwgfx.footerbuffer, NULL, dwgfx.backBuffer, &dwgfx.footerrect);
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dwgfx.Print(5, 231, map.roomname, 196, 196, 255 - help.glow, true);
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