Enumify all fade modes

This removes the magic numbers previously used for controlling the fade
mode, which are really not readable at all unless you already know what
they mean.

0: FADE_NONE
1: FADE_FULLY_BLACK
2: FADE_START_FADEOUT
3: FADE_FADING_OUT
4: FADE_START_FADEIN
5: FADE_FADING_IN

There is also the macro FADEMODE_IS_FADING, which indicates when the
intention is to only check if the game is fading right now, which wasn't
clearly conveyed previously.

I also took the opportunity to clean up the style of any lines I
touched. This included rewriting if-else chains into case-switches,
turning one-liner if-then statements into proper blocks, fixing up
comments, and even commenting the `fademode == FADE_NONE` on the tower
spike checks (which, it was previously undocumented why that check was
there, but I think I know why it's there).

As for type safety, we already get some by transforming the variable
types into the enum. Assignment is prohibited without a cast. But,
apparently, comparison is perfectly legal and won't even give so much as
a warning. To work around this and make absolutely sure I made all
existing comparisons now use the enum, I temporarily changed it to be an
`enum class`, which is a C++11 feature that makes it so all comparisons
are illegal. Unfortunately, it scopes them in a namespace with the same
name as a class, so I had to temporarily define macros to make sure my
existing code worked. I also had to temporarily up the standard in
CMakeLists.txt to get it to compile. But after all that was done, I
found the rest of the places where a comparison to an integer was used,
and fixed them.
This commit is contained in:
Misa
2022-04-25 00:57:47 -07:00
parent af1cebf7a1
commit 98cb415675
9 changed files with 159 additions and 112 deletions

View File

@@ -284,7 +284,7 @@ static int gotomode = 0;
static void startmode(const int mode)
{
gotomode = mode;
graphics.fademode = 2; /* fading out */
graphics.fademode = FADE_START_FADEOUT;
fadetomode = true;
fadetomodedelay = 19;
}
@@ -1880,7 +1880,7 @@ void titleinput(void)
if (!game.press_action && !game.press_left && !game.press_right && !key.isDown(27) && !key.isDown(game.controllerButton_esc)) game.jumpheld = false;
if (!game.press_map) game.mapheld = false;
if (!game.jumpheld && graphics.fademode==0)
if (!game.jumpheld && graphics.fademode == FADE_NONE)
{
if (game.press_action || game.press_left || game.press_right || game.press_map || key.isDown(27) || key.isDown(game.controllerButton_esc))
{
@@ -2074,7 +2074,7 @@ void gameinput(void)
game.interactheld = false;
}
if (game.intimetrial && graphics.fademode == 1 && game.quickrestartkludge)
if (game.intimetrial && graphics.fademode == FADE_FULLY_BLACK && game.quickrestartkludge)
{
//restart the time trial
game.quickrestartkludge = false;
@@ -2367,10 +2367,10 @@ void gameinput(void)
game.gamesavefailed = false;
game.menupage = 20; // The Map Page
}
else if (game.intimetrial && graphics.fademode == 0)
else if (game.intimetrial && graphics.fademode == FADE_NONE)
{
//Quick restart of time trial
graphics.fademode = 2;
graphics.fademode = FADE_START_FADEOUT;
game.completestop = true;
music.fadeout();
game.quickrestartkludge = true;
@@ -2431,7 +2431,7 @@ void mapinput(void)
game.press_map = false;
game.press_interact = false;
if (version2_2 && graphics.fademode == 1 && graphics.menuoffset == 0)
if (version2_2 && graphics.fademode == FADE_FULLY_BLACK && graphics.menuoffset == 0)
{
// Deliberate re-addition of the glitchy gamestate-based fadeout!
@@ -2496,7 +2496,7 @@ void mapinput(void)
if(graphics.menuoffset==0
&& ((!version2_2 && !game.fadetomenu && game.fadetomenudelay <= 0 && !game.fadetolab && game.fadetolabdelay <= 0)
|| graphics.fademode == 0))
|| graphics.fademode == FADE_NONE))
{
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_w)|| key.controllerWantsLeft(true))
{
@@ -2672,7 +2672,7 @@ static void mapmenuactionpress(const bool version2_2)
//Kill contents of offset render buffer, since we do that for some reason.
//This fixes an apparent frame flicker.
ClearSurface(graphics.tempBuffer);
graphics.fademode = 2;
graphics.fademode = FADE_START_FADEOUT;
music.fadeout();
map.nexttowercolour();
if (!version2_2)
@@ -2691,7 +2691,7 @@ static void mapmenuactionpress(const bool version2_2)
case 21:
//quit to menu
game.swnmode = false;
graphics.fademode = 2;
graphics.fademode = FADE_START_FADEOUT;
music.fadeout();
if (!version2_2)
{
@@ -2712,7 +2712,7 @@ static void mapmenuactionpress(const bool version2_2)
graphics.flipmode = false;
game.ingame_titlemode = true;
graphics.ingame_fademode = graphics.fademode;
graphics.fademode = 0;
graphics.fademode = FADE_NONE;
// Set this before we create the menu
game.kludge_ingametemp = game.currentmenuname;
@@ -2892,9 +2892,9 @@ void gamecompleteinput(void)
game.creditposition -= 6;
if (game.creditposition <= -Credits::creditmaxposition)
{
if(graphics.fademode==0)
if (graphics.fademode == FADE_NONE)
{
graphics.fademode = 2;
graphics.fademode = FADE_START_FADEOUT;
}
game.creditposition = -Credits::creditmaxposition;
}
@@ -2911,9 +2911,9 @@ void gamecompleteinput(void)
if(game.press_map)
{
//Return to game
if(graphics.fademode==0)
if(graphics.fademode == FADE_NONE)
{
graphics.fademode = 2;
graphics.fademode = FADE_START_FADEOUT;
}
}
}
@@ -2936,9 +2936,9 @@ void gamecompleteinput2(void)
game.oldcreditposx++;
if (game.creditposy >= 30)
{
if(graphics.fademode==0)
if(graphics.fademode == FADE_NONE)
{
graphics.fademode = 2;
graphics.fademode = FADE_START_FADEOUT;
music.fadeout();
}
}
@@ -2951,9 +2951,9 @@ void gamecompleteinput2(void)
if(game.press_map)
{
//Return to game
if(graphics.fademode==0)
if(graphics.fademode == FADE_NONE)
{
graphics.fademode = 2;
graphics.fademode = FADE_START_FADEOUT;
music.fadeout();
}
}