From 2f85c2a8dcb1db59212669e8b43225156d3a1d31 Mon Sep 17 00:00:00 2001 From: Info Teddy Date: Fri, 24 Jan 2020 20:56:05 -0800 Subject: [PATCH] Draw room names with text outline This makes it easier to see if you have a translucent room name background. --- desktop_version/src/editor.cpp | 2 +- desktop_version/src/titlerender.cpp | 6 +++--- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/desktop_version/src/editor.cpp b/desktop_version/src/editor.cpp index e49063e5..bf4c094d 100644 --- a/desktop_version/src/editor.cpp +++ b/desktop_version/src/editor.cpp @@ -3457,7 +3457,7 @@ void editorrender( KeyPoll& key, Graphics& dwgfx, Game& game, mapclass& map, ent } dwgfx.footerrect.y = 230+ed.roomnamehide; SDL_BlitSurface(dwgfx.footerbuffer, NULL, dwgfx.backBuffer, &dwgfx.footerrect); - dwgfx.Print(5,231+ed.roomnamehide,ed.level[ed.levx+(ed.maxwidth*ed.levy)].roomname, 196, 196, 255 - help.glow, true); + dwgfx.bprint(5,231+ed.roomnamehide,ed.level[ed.levx+(ed.maxwidth*ed.levy)].roomname, 196, 196, 255 - help.glow, true); dwgfx.bprint(4, 222, "SPACE ^ SHIFT ^", 196, 196, 255 - help.glow, false); dwgfx.bprint(268,222, "("+help.String(ed.levx+1)+","+help.String(ed.levy+1)+")",196, 196, 255 - help.glow, false); } diff --git a/desktop_version/src/titlerender.cpp b/desktop_version/src/titlerender.cpp index ff9ea1ab..b66469ec 100644 --- a/desktop_version/src/titlerender.cpp +++ b/desktop_version/src/titlerender.cpp @@ -1576,9 +1576,9 @@ void gamerender(Graphics& dwgfx, mapclass& map, Game& game, entityclass& obj, Ut if (map.finalmode) { map.glitchname = map.getglitchname(game.roomx, game.roomy); - dwgfx.Print(5, 231, map.glitchname, 196, 196, 255 - help.glow, true); + dwgfx.bprint(5, 231, map.glitchname, 196, 196, 255 - help.glow, true); }else{ - dwgfx.Print(5, 231, map.roomname, 196, 196, 255 - help.glow, true); + dwgfx.bprint(5, 231, map.roomname, 196, 196, 255 - help.glow, true); } } @@ -2837,7 +2837,7 @@ void towerrender(Graphics& dwgfx, Game& game, mapclass& map, entityclass& obj, U } dwgfx.footerrect.y = 230; SDL_BlitSurface(dwgfx.footerbuffer, NULL, dwgfx.backBuffer, &dwgfx.footerrect); - dwgfx.Print(5, 231, map.roomname, 196, 196, 255 - help.glow, true); + dwgfx.bprint(5, 231, map.roomname, 196, 196, 255 - help.glow, true); //dwgfx.rprint(5, 231,help.String(game.coins), 255 - help.glow/2, 255 - help.glow/2, 196, true); //dwgfx.drawhuetile(311, 230, 48, 1);