This makes the "[Press ENTER to return to editor]" fade out after a few frames, allowing screenshots of custom levels to be cleaner and to make sure nothing is obscured while the user is editing their level.
This commit also adds alpha support in BlitSurfaceColoured, where it takes into account the alpha of the pixel *and* the alpha of the color.
`graphics::getRGBA(r,g,b,a)` was added to help with this.
This uses utfcpp combined with a custom font, in the form of a PNG and text file. By default, the game acts exactly as it did before; custom fonts can be provided by third parties.
This commit makes `help`, `graphics`, `music`, `game`, `key`, `map`, and
`obj` essentially static global objects that can be used everywhere.
This is useful in case we ever need to add a new function in the future,
so we don't have to bother with passing a new argument in which means we
have to pass a new argument in to the function that calls that function
which means having to pass a new argument into the function that calls
THAT function, etc. which is a real headache when working on fan mods of
the source code.
Note that this changes NONE of the existing function signatures, it
merely just makes those variables accessible everywhere in the same way
`script` and `ed` are.
Also note that some classes had to be initialized after the filesystem
was initialized, but C++ would keep initializing them before the
filesystem got initialized, because I *had* to put them at the top of
`main.cpp`, or else they wouldn't be global variables.
The only way to work around this was to use entityclass's initialization
style (which I'm pretty sure entityclass of all things doesn't need to
be initialized this way), where you actually initialize the class in an
`init()` function, and so then you do `graphics.init()` after the
filesystem initialization, AFTER doing `Graphics graphics` up at the
top.
I've had to do this for `graphics` (but only because its child
GraphicsResources `grphx` needs to be initialized this way), `music`,
and `game`. I don't think this will affect anything. Other than that,
`help`, `key`, and `map` are still using the C++-intended method of
having ClassName::ClassName() functions.
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.
The roomname background used to just be a simple SDL_Rect that was drawn
using SDL_FillRect with a color of 0. Unfortunately, it seems that you
cannot use transparent colors with SDL_FillRect, it just defaults to
being fully opaque. However, you CAN draw surfaces with translucency,
which seems like the easiest thing to do. But the first step is to
convert the roomname background to an SDL_Surface.
This replaces the FillRect()s with SDL_BlitSurface() in the three places
roomnames are drawn: in towerrender, in gamerender, and in editorrender.