Fix whitespace from eee98b0e07

eee98b0e07 introduced mixed indentation
and one trailing whitespace, which I've cleaned up.
This commit is contained in:
Misa
2021-04-09 08:53:55 -07:00
committed by Ethan Lee
parent 9e560e31cf
commit 8e4b904f57
4 changed files with 491 additions and 491 deletions

View File

@@ -98,122 +98,122 @@ static void menurender(void)
}
#endif
case Menu::errornostart:
graphics.Print( -1, 65, "ERROR: This level has", tr, tg, tb, true);
graphics.Print( -1, 75, "no start point!", tr, tg, tb, true);
break;
case Menu::gameplayoptions:
{
int gameplayoptionsoffset = 0;
graphics.Print( -1, 65, "ERROR: This level has", tr, tg, tb, true);
graphics.Print( -1, 75, "no start point!", tr, tg, tb, true);
break;
case Menu::gameplayoptions:
{
int gameplayoptionsoffset = 0;
#if !defined(MAKEANDPLAY)
if (game.ingame_titlemode && game.unlock[18])
if (game.ingame_titlemode && game.unlock[18])
#endif
{
gameplayoptionsoffset = 1;
if (game.currentmenuoption == 0) {
graphics.bigprint(-1, 30, "Flip Mode", tr, tg, tb, true);
graphics.Print(-1, 65, "Flip the entire game vertically.", tr, tg, tb, true);
if (graphics.setflipmode)
{
graphics.Print(-1, 85, "Currently ENABLED!", tr, tg, tb, true);
}
else
{
graphics.Print(-1, 85, "Currently Disabled.", tr / 2, tg / 2, tb / 2, true);
}
}
}
{
gameplayoptionsoffset = 1;
if (game.currentmenuoption == 0) {
graphics.bigprint(-1, 30, "Flip Mode", tr, tg, tb, true);
graphics.Print(-1, 65, "Flip the entire game vertically.", tr, tg, tb, true);
if (graphics.setflipmode)
{
graphics.Print(-1, 85, "Currently ENABLED!", tr, tg, tb, true);
}
else
{
graphics.Print(-1, 85, "Currently Disabled.", tr / 2, tg / 2, tb / 2, true);
}
}
}
if (game.currentmenuoption == gameplayoptionsoffset + 0)
{
//Toggle FPS
graphics.bigprint(-1, 30, "Toggle 30+ FPS", tr, tg, tb, true);
graphics.Print(-1, 65, "Change whether the game", tr, tg, tb, true);
graphics.Print(-1, 75, "runs at 30 or over 30 FPS.", tr, tg, tb, true);
if (game.currentmenuoption == gameplayoptionsoffset + 0)
{
//Toggle FPS
graphics.bigprint(-1, 30, "Toggle 30+ FPS", tr, tg, tb, true);
graphics.Print(-1, 65, "Change whether the game", tr, tg, tb, true);
graphics.Print(-1, 75, "runs at 30 or over 30 FPS.", tr, tg, tb, true);
if (!game.over30mode)
{
graphics.Print(-1, 95, "Current mode: 30 FPS", tr / 2, tg / 2, tb / 2, true);
}
else
{
graphics.Print(-1, 95, "Current mode: Over 30 FPS", tr, tg, tb, true);
}
break;
}
else if (game.currentmenuoption == gameplayoptionsoffset + 1)
{
//Speedrunner options
graphics.bigprint(-1, 30, "Speedrunner Options", tr, tg, tb, true);
graphics.Print(-1, 65, "Access some advanced settings that", tr, tg, tb, true);
graphics.Print(-1, 75, "might be of interest to speedrunners", tr, tg, tb, true);
}
else if (game.currentmenuoption == gameplayoptionsoffset + 2)
{
//Advanced options
graphics.bigprint(-1, 30, "Advanced Options", tr, tg, tb, true);
graphics.Print(-1, 65, "All other settings", tr, tg, tb, true);
}
else if (game.currentmenuoption == gameplayoptionsoffset + 3)
{
//Clear Data
graphics.bigprint(-1, 30, "Clear Data", tr, tg, tb, true);
graphics.Print(-1, 65, "Delete your save data", tr, tg, tb, true);
graphics.Print(-1, 75, "and unlocked play modes", tr, tg, tb, true);
}
if (!game.over30mode)
{
graphics.Print(-1, 95, "Current mode: 30 FPS", tr / 2, tg / 2, tb / 2, true);
}
else
{
graphics.Print(-1, 95, "Current mode: Over 30 FPS", tr, tg, tb, true);
}
break;
}
else if (game.currentmenuoption == gameplayoptionsoffset + 1)
{
//Speedrunner options
graphics.bigprint(-1, 30, "Speedrunner Options", tr, tg, tb, true);
graphics.Print(-1, 65, "Access some advanced settings that", tr, tg, tb, true);
graphics.Print(-1, 75, "might be of interest to speedrunners", tr, tg, tb, true);
}
else if (game.currentmenuoption == gameplayoptionsoffset + 2)
{
//Advanced options
graphics.bigprint(-1, 30, "Advanced Options", tr, tg, tb, true);
graphics.Print(-1, 65, "All other settings", tr, tg, tb, true);
}
else if (game.currentmenuoption == gameplayoptionsoffset + 3)
{
//Clear Data
graphics.bigprint(-1, 30, "Clear Data", tr, tg, tb, true);
graphics.Print(-1, 65, "Delete your save data", tr, tg, tb, true);
graphics.Print(-1, 75, "and unlocked play modes", tr, tg, tb, true);
}
break;
}
break;
}
case Menu::options:
{
{
#if defined(MAKEANDPLAY)
int flipmode_offset = 0;
int flipmode_offset = 0;
#else
int flipmode_offset = game.ingame_titlemode && game.unlock[18] ? 0 : -1;
int flipmode_offset = game.ingame_titlemode && game.unlock[18] ? 0 : -1;
#endif
#if defined(MAKEANDPLAY)
int unlockmode_offset = -1;
int unlockmode_offset = -1;
#else
int unlockmode_offset = 0;
int unlockmode_offset = 0;
#endif
int offset = 0;
int offset = 0;
switch (game.currentmenuoption)
{
case 0:
graphics.bigprint(-1, 30, "Gameplay Options", tr, tg, tb, true);
graphics.Print(-1, 65, "Adjust various gameplay options", tr, tg, tb, true);
break;
case 1:
graphics.bigprint(-1, 30, "Graphics Options", tr, tg, tb, true);
graphics.Print(-1, 65, "Adjust screen settings", tr, tg, tb, true);
break;
case 2:
graphics.bigprint(-1, 30, "Game Pad Options", tr, tg, tb, true);
graphics.Print(-1, 65, "Rebind your controller's buttons", tr, tg, tb, true);
graphics.Print(-1, 75, "and adjust sensitivity", tr, tg, tb, true);
break;
case 3:
graphics.bigprint(-1, 30, "Accessibility", tr, tg, tb, true);
graphics.Print(-1, 65, "Disable screen effects, enable", tr, tg, tb, true);
graphics.Print(-1, 75, "slowdown modes or invincibility", tr, tg, tb, true);
break;
}
switch (game.currentmenuoption)
{
case 0:
graphics.bigprint(-1, 30, "Gameplay Options", tr, tg, tb, true);
graphics.Print(-1, 65, "Adjust various gameplay options", tr, tg, tb, true);
break;
case 1:
graphics.bigprint(-1, 30, "Graphics Options", tr, tg, tb, true);
graphics.Print(-1, 65, "Adjust screen settings", tr, tg, tb, true);
break;
case 2:
graphics.bigprint(-1, 30, "Game Pad Options", tr, tg, tb, true);
graphics.Print(-1, 65, "Rebind your controller's buttons", tr, tg, tb, true);
graphics.Print(-1, 75, "and adjust sensitivity", tr, tg, tb, true);
break;
case 3:
graphics.bigprint(-1, 30, "Accessibility", tr, tg, tb, true);
graphics.Print(-1, 65, "Disable screen effects, enable", tr, tg, tb, true);
graphics.Print(-1, 75, "slowdown modes or invincibility", tr, tg, tb, true);
break;
}
if (game.currentmenuoption == 4 && music.mmmmmm)
{
graphics.bigprint(-1, 30, "Soundtrack", tr, tg, tb, true);
graphics.Print(-1, 65, "Toggle between MMMMMM and PPPPPP", tr, tg, tb, true);
if (music.usingmmmmmm) {
graphics.Print(-1, 85, "Current soundtrack: MMMMMM", tr, tg, tb, true);
}
else {
graphics.Print(-1, 85, "Current soundtrack: PPPPPP", tr, tg, tb, true);
}
}
break;
}
if (game.currentmenuoption == 4 && music.mmmmmm)
{
graphics.bigprint(-1, 30, "Soundtrack", tr, tg, tb, true);
graphics.Print(-1, 65, "Toggle between MMMMMM and PPPPPP", tr, tg, tb, true);
if (music.usingmmmmmm) {
graphics.Print(-1, 85, "Current soundtrack: MMMMMM", tr, tg, tb, true);
}
else {
graphics.Print(-1, 85, "Current soundtrack: PPPPPP", tr, tg, tb, true);
}
}
break;
}
case Menu::graphicoptions:
switch (game.currentmenuoption)
{
@@ -475,44 +475,44 @@ static void menurender(void)
break;
case Menu::speedrunneroptions:
switch (game.currentmenuoption)
{
case 0:
graphics.bigprint(-1, 30, "Glitchrunner Mode", tr, tg, tb, true);
graphics.Print(-1, 65, "Re-enable glitches that existed", tr, tg, tb, true);
graphics.Print(-1, 75, "in previous versions of the game.", tr, tg, tb, true);
if (game.glitchrunnermode)
{
graphics.Print(-1, 95, "Glitchrunner mode is ON", tr, tg, tb, true);
}
else
{
graphics.Print(-1, 95, "Glitchrunner mode is OFF", tr / 2, tg / 2, tb / 2, true);
}
break;
case 1:
graphics.bigprint(-1, 30, "Input Delay", tr, tg, tb, true);
graphics.Print(-1, 65, "Re-enable the 1-frame input delay", tr, tg, tb, true);
graphics.Print(-1, 75, "from previous versions of the game.", tr, tg, tb, true);
if (game.inputdelay)
{
graphics.Print(-1, 95, "Input delay is ON", tr, tg, tb, true);
}
else
{
graphics.Print(-1, 95, "Input delay is OFF", tr / 2, tg / 2, tb / 2, true);
}
break;
case 2:
graphics.bigprint(-1, 30, "Fake Load Screen", tr, tg, tb, true);
if (game.skipfakeload)
graphics.Print(-1, 65, "Fake loading screen is OFF", tr / 2, tg / 2, tb / 2, true);
else
graphics.Print(-1, 65, "Fake loading screen is ON", tr, tg, tb, true);
break;
}
break;
case Menu::speedrunneroptions:
switch (game.currentmenuoption)
{
case 0:
graphics.bigprint(-1, 30, "Glitchrunner Mode", tr, tg, tb, true);
graphics.Print(-1, 65, "Re-enable glitches that existed", tr, tg, tb, true);
graphics.Print(-1, 75, "in previous versions of the game.", tr, tg, tb, true);
if (game.glitchrunnermode)
{
graphics.Print(-1, 95, "Glitchrunner mode is ON", tr, tg, tb, true);
}
else
{
graphics.Print(-1, 95, "Glitchrunner mode is OFF", tr / 2, tg / 2, tb / 2, true);
}
break;
case 1:
graphics.bigprint(-1, 30, "Input Delay", tr, tg, tb, true);
graphics.Print(-1, 65, "Re-enable the 1-frame input delay", tr, tg, tb, true);
graphics.Print(-1, 75, "from previous versions of the game.", tr, tg, tb, true);
if (game.inputdelay)
{
graphics.Print(-1, 95, "Input delay is ON", tr, tg, tb, true);
}
else
{
graphics.Print(-1, 95, "Input delay is OFF", tr / 2, tg / 2, tb / 2, true);
}
break;
case 2:
graphics.bigprint(-1, 30, "Fake Load Screen", tr, tg, tb, true);
if (game.skipfakeload)
graphics.Print(-1, 65, "Fake loading screen is OFF", tr / 2, tg / 2, tb / 2, true);
else
graphics.Print(-1, 65, "Fake loading screen is ON", tr, tg, tb, true);
break;
}
break;
case Menu::advancedoptions:
switch (game.currentmenuoption)
{
@@ -552,71 +552,71 @@ static void menurender(void)
}
break;
case Menu::accessibility:
{
int accessibilityoffset = 0;
{
int accessibilityoffset = 0;
#if !defined(MAKEANDPLAY)
accessibilityoffset = 1;
if (game.currentmenuoption == 0) {
graphics.bigprint(-1, 30, "Unlock Play Modes", tr, tg, tb, true);
graphics.Print(-1, 65, "Unlock parts of the game normally", tr, tg, tb, true);
graphics.Print(-1, 75, "unlocked as you progress", tr, tg, tb, true);
}
accessibilityoffset = 1;
if (game.currentmenuoption == 0) {
graphics.bigprint(-1, 30, "Unlock Play Modes", tr, tg, tb, true);
graphics.Print(-1, 65, "Unlock parts of the game normally", tr, tg, tb, true);
graphics.Print(-1, 75, "unlocked as you progress", tr, tg, tb, true);
}
#endif
if (game.currentmenuoption == accessibilityoffset + 0) {
graphics.bigprint(-1, 40, "Invincibility", tr, tg, tb, true);
graphics.Print(-1, 75, "Explore the game freely without", tr, tg, tb, true);
graphics.Print(-1, 85, "dying. (Can cause glitches.)", tr, tg, tb, true);
if (map.invincibility)
{
graphics.Print(-1, 105, "Invincibility is ON.", tr, tg, tb, true);
}
else
{
graphics.Print(-1, 105, "Invincibility is OFF.", tr / 2, tg / 2, tb / 2, true);
}
}else if (game.currentmenuoption == accessibilityoffset + 1) {
graphics.bigprint(-1, 40, "Slowdown", tr, tg, tb, true);
graphics.Print(-1, 75, "Reduce the game speed.", tr, tg, tb, true);
drawslowdowntext();
}
else if (game.currentmenuoption == accessibilityoffset + 2) {
graphics.bigprint(-1, 40, "Backgrounds", tr, tg, tb, true);
if (!game.colourblindmode)
{
graphics.Print(-1, 75, "Backgrounds are ON.", tr, tg, tb, true);
}
else
{
graphics.Print(-1, 75, "Backgrounds are OFF.", tr / 2, tg / 2, tb / 2, true);
}
}
else if (game.currentmenuoption == accessibilityoffset + 3) {
graphics.bigprint(-1, 40, "Screen Effects", tr, tg, tb, true);
graphics.Print(-1, 75, "Disables screen shakes and flashes.", tr, tg, tb, true);
if (!game.noflashingmode)
{
graphics.Print(-1, 85, "Screen Effects are ON.", tr, tg, tb, true);
}
else
{
graphics.Print(-1, 85, "Screen Effects are OFF.", tr / 2, tg / 2, tb / 2, true);
}
}
else if (game.currentmenuoption == accessibilityoffset + 4) {
graphics.bigprint(-1, 40, "Text Outline", tr, tg, tb, true);
graphics.Print(-1, 75, "Disables outline on game text.", tr, tg, tb, true);
// FIXME: Maybe do an outlined print instead? -flibit
if (!graphics.notextoutline)
{
graphics.Print(-1, 85, "Text outlines are ON.", tr, tg, tb, true);
}
else
{
graphics.Print(-1, 85, "Text outlines are OFF.", tr / 2, tg / 2, tb / 2, true);
}
}
break;
}
if (game.currentmenuoption == accessibilityoffset + 0) {
graphics.bigprint(-1, 40, "Invincibility", tr, tg, tb, true);
graphics.Print(-1, 75, "Explore the game freely without", tr, tg, tb, true);
graphics.Print(-1, 85, "dying. (Can cause glitches.)", tr, tg, tb, true);
if (map.invincibility)
{
graphics.Print(-1, 105, "Invincibility is ON.", tr, tg, tb, true);
}
else
{
graphics.Print(-1, 105, "Invincibility is OFF.", tr / 2, tg / 2, tb / 2, true);
}
}else if (game.currentmenuoption == accessibilityoffset + 1) {
graphics.bigprint(-1, 40, "Slowdown", tr, tg, tb, true);
graphics.Print(-1, 75, "Reduce the game speed.", tr, tg, tb, true);
drawslowdowntext();
}
else if (game.currentmenuoption == accessibilityoffset + 2) {
graphics.bigprint(-1, 40, "Backgrounds", tr, tg, tb, true);
if (!game.colourblindmode)
{
graphics.Print(-1, 75, "Backgrounds are ON.", tr, tg, tb, true);
}
else
{
graphics.Print(-1, 75, "Backgrounds are OFF.", tr / 2, tg / 2, tb / 2, true);
}
}
else if (game.currentmenuoption == accessibilityoffset + 3) {
graphics.bigprint(-1, 40, "Screen Effects", tr, tg, tb, true);
graphics.Print(-1, 75, "Disables screen shakes and flashes.", tr, tg, tb, true);
if (!game.noflashingmode)
{
graphics.Print(-1, 85, "Screen Effects are ON.", tr, tg, tb, true);
}
else
{
graphics.Print(-1, 85, "Screen Effects are OFF.", tr / 2, tg / 2, tb / 2, true);
}
}
else if (game.currentmenuoption == accessibilityoffset + 4) {
graphics.bigprint(-1, 40, "Text Outline", tr, tg, tb, true);
graphics.Print(-1, 75, "Disables outline on game text.", tr, tg, tb, true);
// FIXME: Maybe do an outlined print instead? -flibit
if (!graphics.notextoutline)
{
graphics.Print(-1, 85, "Text outlines are ON.", tr, tg, tb, true);
}
else
{
graphics.Print(-1, 85, "Text outlines are OFF.", tr / 2, tg / 2, tb / 2, true);
}
}
break;
}
case Menu::playint1:
case Menu::playint2:
graphics.Print( -1, 65, "Who do you want to play", tr, tg, tb, true);
@@ -1830,8 +1830,8 @@ void maprender(void)
{
#define OPTION(opt, text) graphics.map_option(opt, 4, text, game.menupage - 30 == opt)
OPTION(0, "return to game");
OPTION(1, "options");
OPTION(2, "quit to menu");
OPTION(1, "options");
OPTION(2, "quit to menu");
#undef OPTION
}