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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
@@ -1915,11 +1915,13 @@ void gamerender(void)
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}
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bool force_roomname_hidden = false;
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bool roomname_untranslated = false;
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int roomname_r = 196, roomname_g = 196, roomname_b = 255 - help.glow;
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if (roomname_translator::enabled)
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{
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roomname_translator::overlay_render(
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&force_roomname_hidden,
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&roomname_untranslated,
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&roomname_r, &roomname_g, &roomname_b
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);
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}
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@@ -1937,7 +1939,11 @@ void gamerender(void)
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roomname = loc::gettext_roomname(map.custommode, game.roomx, game.roomy, map.roomname, map.roomname_special);
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}
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graphics.render_roomname(roomname, roomname_r, roomname_g, roomname_b);
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graphics.render_roomname(
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roomname_untranslated ? PR_FONT_8X8 : PR_FONT_LEVEL,
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roomname,
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roomname_r, roomname_g, roomname_b
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);
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}
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if (map.roomtexton)
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@@ -2091,8 +2097,8 @@ void gamerender(void)
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y1 = 10;
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y2 = 30;
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}
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graphics.bigbprint( -1, y1, loc::gettext("Survive for"), 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), true, 2);
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graphics.bigbprint( -1, y2, loc::gettext("60 seconds!"), 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), true, 2);
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font::print(PR_2X | PR_CEN | PR_BOR | PR_CJK_HIGH, -1, y1, loc::gettext("Survive for"), 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
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font::print(PR_2X | PR_CEN | PR_BOR, -1, y2, loc::gettext("60 seconds!"), 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
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}
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}
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else if(game.swngame==7)
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