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https://github.com/TerryCavanagh/VVVVVV.git
synced 2026-01-30 09:54:10 +03:00
Add an accessibility option to be able to see through the roomname
This is the variable dwgfx.translucentroomname and <translucentroomname> in unlock.vvv. This lets you see through the black background of the roomname at the bottom of the screen, i.e. it makes the roomname background translucent. So you can see if someone decides to hide pesky spikes there.
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@@ -553,6 +553,16 @@ void titlerender(Graphics& dwgfx, mapclass& map, Game& game, entityclass& obj, U
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else
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dwgfx.Print(-1, 75, "Fake loading screen is ON", tr, tg, tb, true);
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}
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else if (game.currentmenuoption == 6)
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{
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dwgfx.bigprint(-1, 30, "Room Name BG", tr, tg, tb, true);
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dwgfx.Print( -1, 75, "Lets you see through what is behind", tr, tg, tb, true);
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dwgfx.Print( -1, 85, "the name at the bottom of the screen.", tr, tg, tb, true);
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if (dwgfx.translucentroomname)
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dwgfx.Print(-1, 105, "Room name background is TRANSLUCENT", tr/2, tg/2, tb/2, true);
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else
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dwgfx.Print(-1, 105, "Room name background is OPAQUE", tr, tg, tb, true);
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}
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}
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else if (game.currentmenuname == "playint1" || game.currentmenuname == "playint2")
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{
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@@ -1552,6 +1562,14 @@ void gamerender(Graphics& dwgfx, mapclass& map, Game& game, entityclass& obj, Ut
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if(map.extrarow==0 || (map.custommode && map.roomname!=""))
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{
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if (dwgfx.translucentroomname)
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{
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SDL_SetSurfaceAlphaMod(dwgfx.footerbuffer, 127);
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}
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else
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{
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SDL_SetSurfaceAlphaMod(dwgfx.footerbuffer, 255);
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}
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dwgfx.footerrect.y = 230;
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SDL_BlitSurface(dwgfx.footerbuffer, NULL, dwgfx.backBuffer, &dwgfx.footerrect);
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@@ -2809,6 +2827,14 @@ void towerrender(Graphics& dwgfx, Game& game, mapclass& map, entityclass& obj, U
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}
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if (dwgfx.translucentroomname)
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{
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SDL_SetSurfaceAlphaMod(dwgfx.footerbuffer, 127);
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}
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else
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{
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SDL_SetSurfaceAlphaMod(dwgfx.footerbuffer, 255);
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}
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dwgfx.footerrect.y = 230;
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SDL_BlitSurface(dwgfx.footerbuffer, NULL, dwgfx.backBuffer, &dwgfx.footerrect);
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dwgfx.Print(5, 231, map.roomname, 196, 196, 255 - help.glow, true);
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