uint32_t fade; // alpha from \fad
char be; // blur edges
int shadow;
+ int drawing_mode; // not implemented; when != 0 text is discarded, except for style override tags
effect_t effect_type;
int effect_timing;
render_context.shadow = val;
else
render_context.shadow = render_context.style->Shadow;
+ } else if (mystrcmp(&p, "pbo")) {
+ (void)strtol(p, &p, 10); // ignored
+ } else if (mystrcmp(&p, "p")) {
+ int val;
+ if (!mystrtoi(&p, 10, &val))
+ val = 0;
+ render_context.drawing_mode = !!val;
}
return p;
render_context.clip_y1 = frame_context.track->PlayResY;
render_context.detect_collisions = 1;
render_context.fade = 0;
+ render_context.drawing_mode = 0;
render_context.effect_type = EF_NONE;
render_context.effect_timing = 0;
render_context.effect_skip_timing = 0;
while (1) {
// get next char, executing style override
// this affects render_context
- code = get_next_char(&p);
+ do {
+ code = get_next_char(&p);
+ } while (code && render_context.drawing_mode); // skip everything in drawing mode
// face could have been changed in get_next_char
if (!render_context.font) {