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8 commits

Author SHA1 Message Date
Misa
43cf3c4f19 Remove allowspecial, replace with opaqueness check
When I added the over-30-FPS mode, I kept running into this problem
where the special images of text boxes would render during the
deltaframes of fade-in/fade-out animations, even though they shouldn't
be. So I simply added a flag to the text box that enables drawing these
special images.

However, this doesn't solve the problem fully, and there's still a small
chance that a special-image text box could draw another special image
during its deltaframes. It's really rare and you have to have your
deltaframe luck juuuuuust right (or you could use libTAS, probably), but
it helps to be in 40% slowmode and have a high refresh rate (which, if
it isn't a multiple of 30, you should disable VSync, too, in order to
not have a low framerate).

So instead, special images will only be drawn if the text box has fully
faded in completely. That solves the issue completely.
2020-08-06 22:12:15 -04:00
Misa
2af396fb30 Consistently use angle brackets for SDL.h includes
That's how it should be done, because the SDL headers aren't going to be
installed in this repository. The game was a bit inconsistent before but
now it isn't anymore.
2020-07-19 21:37:40 -04:00
Misa
b3f7c174ea Fix special text box images sometimes flashing
These special images are the crewmates, Level Complete, and Game
Complete images. They flashed depending on if you were lucky and
happened to got your delta-timesteps just right when text boxes were
fading in and out.

Honestly, I'm surprised text box fading in/out hasn't ran into this
issue before. It's insane luck that this issue hasn't occurred before or
anything.

Well, anyways, to fix this, there's now an attribute `allowspecial` on
text boxes, and an optional parameter of the same name for
Graphics::createtextbox(). This attribute is the only thing that will
let these special text box images render. And any createtextbox()es that
utilize these special images have been updated accordingly.
2020-06-19 09:05:48 -04:00
Misa
c56df48d75 Interpolate text box alpha
This makes text boxes fade in and out pretty smoothly.

This requires that the textboxclass::setcol() be in Graphics::drawgui(),
so now it's moved there.

Text box fading is only really noticeable if you're playing in slowmode.
2020-06-19 09:05:48 -04:00
Misa
31321ee19c Remove textboxclass's firstcreate and clear, simplify initializations
As a result of the previous commit, textboxclass::clear() is now unused.
textboxclass::firstcreate() was already useless. So remove both those
functions and initialize the values in the textboxclass constructor.
2020-04-03 23:28:47 -04:00
Misa
09c9a6b862 Refactor text box contents to not use a separate length-tracker
This removes the variable numlines from each text box object, in favor
of using line.size().
2020-04-03 23:28:47 -04:00
Misa
bc0d22eec6 Refactor text boxes to not use the 'active' system
This removes the variables graphics.ntextbox, as well as removing
'active' from each text box object. Thus, all text boxes are really
real, and you don't have to check its 'active' variable.
2020-04-03 23:28:47 -04:00
Ethan Lee
f7c0321b71 Hello WWWWWWorld! 2020-01-08 10:37:50 -05:00