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Misa d19a6cc437 Copy blend mode to recreated surface
This fixes a "root cause" bug (that's existed since 2.2 and below) where
recreated surfaces wouldn't preserve the blend mode of their original
surface.

The surface-level (pun genuinely unintended) bug that this root bug
fixes is the one where there's no background to the room name during the
map menu animation in Flip Mode.

This is because the room name background relies on graphics.backBuffer
being filled with complete black. This is achieved by a call to
ClearSurface() - however, ClearSurface() actually fills it with
transparent black (this is not a regression; in 2.2 and previous, this
was an "inlined" FillRect(backBuffer, 0x00000000)). This would be okay,
and indeed the room name background renders fine in unflipped mode - but
it suddenly breaks in Flip Mode.

Why? Because backBuffer gets fed through FlipSurfaceVerticle(), and
FlipSurfaceVerticle() creates a temporary surface with the same
dimensions and color masks as backBuffer - it, however, does NOT create
it with the same blend mode, and kind of sort of just forgets that the
original was SDL_BLENDMODE_NONE; the new surface is SDL_BLENDMODE_BLEND.
Thus, transparency applies on the new surface, and instead of the room
name being drawn against black, it gets drawn against transparency.
2021-03-05 20:58:46 -08:00
.github Run CI on CentOS 7 (#574) 2021-01-11 00:30:15 -05:00
desktop_version Copy blend mode to recreated surface 2021-03-05 20:58:46 -08:00
mobile_version Fix 1x1 quicksand collision optimization not working 2020-05-13 08:16:34 -04:00
third_party Remove TinyXML-1 2020-06-12 15:08:29 -04:00
tools Adding original mapping tools for the sake of completeness 2020-01-12 19:49:24 +01:00
.gitattributes fix actionscript misclassified as angelscript 2020-01-12 15:18:45 -05:00
License exceptions.md Update License exceptions.md 2020-11-23 16:33:54 +10:30
LICENSE.md Updated link to Make and Play edition 2020-01-13 19:37:50 +01:00
README.md Update README.md 2020-01-10 17:45:29 +01:00

This is the source code to VVVVVV, version 2.0+. For more context about this release, see the announcement on Terry's blog!

License

VVVVVV's source code is made available under a custom license. See LICENSE.md for more details.

In general, if you're interested in creating something that falls outside the license terms, get in touch with Terry and we'll talk about it!

Authors

Versions

There are two versions of the VVVVVV source code available - the desktop version (based on the C++ port, and currently live on Steam), and the mobile version (based on a fork of the original flash source code, and currently live on iOS and Android).