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https://github.com/XProger/OpenLara.git
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fix TR2/TR3 glyphs colorization for Japanese and Greek
This commit is contained in:
16
src/lang.h
16
src/lang.h
@@ -274,14 +274,14 @@ const char *helpText =
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"C - Look@"
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"R - Slow motion@"
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"T - Fast motion@"
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"Roll - Up + Down@"
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"Step Left - Walk + Left@"
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"Step Right - Walk + Right@"
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"Out of water - Up + Action@"
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"Handstand - Up + Walk@"
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"Swan dive - Up + Walk + Jump@"
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"First Person View - Look + Action@"
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"DOZY on - Look + Duck + Action + Jump@"
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"Roll - Up & Down@"
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"Step Left - Walk & Left@"
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"Step Right - Walk & Right@"
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"Out of water - Up & Action@"
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"Handstand - Up & Walk@"
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"Swan dive - Up & Walk & Jump@"
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"First Person View - Look & Action@"
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"DOZY on - Look & Duck & Action & Jump@"
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"DOZY off - Walk";
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#include "lang/en.h"
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@@ -1582,9 +1582,11 @@ struct Level : IGame {
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atlasSprites = sAtlas->pack(true);
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atlasGlyphs = gAtlas->pack(false);
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#ifdef _OS_3DS
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ASSERT(atlasRooms->width <= 1024 && atlasRooms->height <= 1024);
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ASSERT(atlasObjects->width <= 1024 && atlasObjects->height <= 1024);
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ASSERT(atlasSprites->width <= 1024 && atlasSprites->height <= 1024);
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#endif
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delete[] tileData;
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tileData = NULL;
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34
src/ui.h
34
src/ui.h
@@ -336,7 +336,14 @@ namespace UI {
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y -= getTextSize(text).y / 2;
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}
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Color32 tColor, bColor, sColor = Color32(48, 12, 0, alpha);
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Color32 tColor, bColor, sColor;
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tColor = bColor = sColor = Color32(0, 0, 0, 255);
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switch (level->version & TR::VER_VERSION) {
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case TR::VER_TR1 : sColor = Color32(48, 12, 0, alpha); break;
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case TR::VER_TR2 : sColor = Color32(0, 49, 0, alpha); break;
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case TR::VER_TR3 : sColor = shade == SHADE_ORANGE ? Color32(48, 12, 0, alpha) : Color32(12, 12, 12, alpha); break;
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}
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char lastChar = 0;
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@@ -356,8 +363,29 @@ namespace UI {
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mesh->addDynSprite(index, short3(x , 1 + y - 1, 0), false, false, sColor, sColor, true);
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mesh->addDynSprite(index, short3(x , 1 + y + 1, 0), false, false, sColor, sColor, true);
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tColor = Color32(252, 236, 136, alpha);
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bColor = Color32(160, 104, 56, alpha);
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switch (level->version & TR::VER_VERSION) {
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case TR::VER_TR1 :
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tColor = Color32(252, 236, 136, alpha);
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bColor = Color32(160, 104, 56, alpha);
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break;
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case TR::VER_TR2 :
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tColor = Color32(99, 189, 95, alpha);
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bColor = Color32( 79, 152, 76, alpha);
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break;
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case TR::VER_TR3 :
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if (shade == SHADE_NONE) {
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tColor = Color32(255, 255, 255, alpha);
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bColor = Color32(255, 255, 255, alpha);
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} else if (shade == SHADE_ORANGE) {
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tColor = Color32(255, 190, 90, alpha);
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bColor = Color32(140, 50, 10, alpha);
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} else if (shade == SHADE_GRAY) {
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tColor = Color32(255, 255, 255, alpha);
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bColor = Color32(128, 128, 128, alpha);
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}
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break;
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}
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mesh->addDynSprite(index, short3(x, 1 + y, 0), false, false, tColor, bColor, true);
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}
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x += getWideCharGlyphWidth(glyph);
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