Add text outline as an accessibility option

This commit is contained in:
Ethan Lee
2020-01-17 12:37:53 -05:00
parent 05229255f6
commit 6e9712f113
5 changed files with 60 additions and 23 deletions

View File

@@ -4438,6 +4438,11 @@ void Game::loadstats( mapclass& map, Graphics& dwgfx )
skipfakeload = atoi(pText);
}
if (pKey == "notextoutline")
{
dwgfx.notextoutline = atoi(pText);
}
if (pKey == "flipButton")
{
SDL_GameControllerButton newButton;
@@ -4647,6 +4652,10 @@ void Game::savestats( mapclass& _map, Graphics& _dwgfx )
msg->LinkEndChild(new TiXmlText(tu.String((int) skipfakeload).c_str()));
dataNode->LinkEndChild(msg);
msg = new TiXmlElement("notextoutline");
msg->LinkEndChild(new TiXmlText(tu.String((int) _dwgfx.notextoutline).c_str()));
dataNode->LinkEndChild(msg);
for (size_t i = 0; i < controllerButton_flip.size(); i += 1)
{
msg = new TiXmlElement("flipButton");
@@ -7025,17 +7034,19 @@ void Game::createmenu( std::string t )
menuoptionsactive[0] = true;
menuoptions[1] = "screen effects";
menuoptionsactive[1] = true;
menuoptions[2] = "invincibility";
menuoptions[2] = "text outline";
menuoptionsactive[2] = true;
menuoptions[3] = "slowdown";
menuoptions[3] = "invincibility";
menuoptionsactive[3] = true;
menuoptions[4] = "load screen";
menuoptions[4] = "slowdown";
menuoptionsactive[4] = true;
menuoptions[5] = "return";
menuoptions[5] = "load screen";
menuoptionsactive[5] = true;
nummenuoptions = 6;
menuxoff = -40;
menuyoff = 16;
menuoptions[6] = "return";
menuoptionsactive[6] = true;
nummenuoptions = 7;
menuxoff = -60;
menuyoff = 0;
}
else if(t == "controller")
{