commit 855544ea
Set color of the lines, so they are still drawn even if another function (like the new dialog box) has changed the default color
Changed files
| M | source/code/HelpGamepadState.cpp before |
| M | source/code/HelpHowtoState.cpp before |
diff --git a/source/code/HelpGamepadState.cpp b/source/code/HelpGamepadState.cpp
index 60361bb..0825f1b 100644
--- a/source/code/HelpGamepadState.cpp
+++ b/source/code/HelpGamepadState.cpp
@@ -86,6 +86,7 @@ void HelpGamepadState::Draw(SDL_Renderer* target) {
DrawBackground(target);
const sago::SagoSprite& gamepad = globalData.spriteHolder->GetSprite("help_controller");
gamepad.Draw(target, SDL_GetTicks(), globalData.xsize/2-480/2, 100);
+ SDL_SetRenderDrawColor(target, 0, 0, 0, SDL_ALPHA_OPAQUE);
SDL_RenderDrawLine(target, 100+OFFSETX, 210, globalData.xsize/2-480/2+130, 210);
SDL_RenderDrawLine(target, 100+OFFSETX, 298, globalData.xsize/2-480/2+158, 298);
SDL_RenderDrawLine(target, 100+OFFSETX, 210, 100+OFFSETX, 400);
diff --git a/source/code/HelpHowtoState.cpp b/source/code/HelpHowtoState.cpp
index b8f0d4e..a946a3c 100644
--- a/source/code/HelpHowtoState.cpp
+++ b/source/code/HelpHowtoState.cpp
@@ -166,6 +166,7 @@ static void DrawArrow(SDL_Renderer* target, int x1, int y1, int x2, int y2) {
void HelpHowtoState::Draw(SDL_Renderer* target) {
DrawBackground(target);
+ SDL_SetRenderDrawColor(target, 0, 0, 0, SDL_ALPHA_OPAQUE);
RenderRowOfBricks(target, switchAnimation.brickStr, 50, 50);
globalData.spriteHolder->GetSprite("cursor").Draw(target, SDL_GetTicks(), 50+switchAnimation.cursorPos*50, 50);
switchAnimationField.Draw(target, 50 +150+30, 50+25, sago::SagoTextField::Alignment::left, sago::SagoTextField::VerticalAlignment::center);