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https://github.com/TerryCavanagh/VVVVVV.git
synced 2026-01-29 17:38:16 +03:00
Migrate more prints to font::, determine font for most textboxes
Some textboxes need to be in the level font (like room names, cutscene dialogue, etc - even in the main game), and some need to be in the interface font (like when you collect a shiny trinket or crewmate). So most of these textboxes now have graphics.textboxprintflags(font_flag) as appropriate. RoomnameTranslator.cpp is now also migrated to the new print system - in room name translator mode, the room name is now displayed in the 8x8 font if it's untranslated and the level font if it is.
This commit is contained in:
committed by
Misa Elizabeth Kai
parent
6ca83114bc
commit
48a4e19635
@@ -430,9 +430,9 @@ static void editormenurender(int tr, int tg, int tb)
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}
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case Menu::ed_music:
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{
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graphics.bigprint( -1, 65, loc::gettext("Map Music"), tr, tg, tb, true);
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font::print(PR_2X | PR_CEN | PR_CJK_HIGH, -1, 65, loc::gettext("Map Music"), tr, tg, tb);
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graphics.PrintWrap( -1, 85, loc::gettext("Current map music:"), tr, tg, tb, true);
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font::print_wrap(PR_CEN | PR_CJK_LOW, -1, 85, loc::gettext("Current map music:"), tr, tg, tb);
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const char* songname;
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switch(cl.levmusic)
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{
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@@ -1219,13 +1219,13 @@ void editorrender(void)
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{
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if(i+ed.pagey<(int)ed.sb.size())
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{
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font::print(PR_FONT_LEVEL, 16, 20+(i*font_height), ed.sb[i+ed.pagey], 123, 111, 218);
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font::print(PR_FONT_LEVEL | PR_CJK_LOW, 16, 20+(i*font_height), ed.sb[i+ed.pagey], 123, 111, 218);
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}
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}
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//Draw cursor
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if(ed.entframe<2)
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{
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font::print(PR_FONT_LEVEL, 16+font::len(PR_FONT_LEVEL, ed.sb[ed.pagey+ed.sby]),20+(ed.sby*font_height),"_",123, 111, 218);
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font::print(PR_FONT_LEVEL | PR_CJK_LOW, 16+font::len(PR_FONT_LEVEL, ed.sb[ed.pagey+ed.sby]),20+(ed.sby*font_height),"_",123, 111, 218);
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}
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break;
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}
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