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https://github.com/ZDoom/gzdoom-gles.git
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- got rid of all DTA_Translation uses.
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parent
dadc8e2ec2
commit
470dc138c6
5 changed files with 11 additions and 24 deletions
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@ -332,7 +332,6 @@ void DTextEnterMenu::Drawer ()
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const int ch = InputGridChars[y * INPUTGRID_WIDTH + x];
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FTexture *pic = SmallFont->GetChar(ch, &width);
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EColorRange color;
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FRemapTable *remap;
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// The highlighted character is yellow; the rest are dark gray.
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color = (x == InputGridX && y == InputGridY) ? CR_YELLOW : CR_DARKGRAY;
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@ -344,13 +343,14 @@ void DTextEnterMenu::Drawer ()
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}
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else if (ch == ' ')
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{
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FRemapTable *remap = SmallFont->GetColorTranslation(color);
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// Draw the space as a box outline. We also draw it 50% wider than it really is.
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const int x1 = xx + cell_width/2 - width * CleanXfac * 3 / 4;
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const int x2 = x1 + width * 3 * CleanXfac / 2;
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const int y1 = yy + top_padding;
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const int y2 = y1 + SmallFont->GetHeight() * CleanYfac;
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const int palentry = remap->Remap[remap->NumEntries*2/3];
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const uint32 palcolor = remap->Palette[remap->NumEntries*2/3];
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const int palentry = remap->Remap[remap->NumEntries * 2 / 3];
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const uint32 palcolor = remap->Palette[remap->NumEntries * 2 / 3];
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screen->Clear(x1, y1, x2, y1+CleanYfac, palentry, palcolor); // top
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screen->Clear(x1, y2, x2, y2+CleanYfac, palentry, palcolor); // bottom
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screen->Clear(x1, y1+CleanYfac, x1+CleanXfac, y2, palentry, palcolor); // left
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@ -360,13 +360,14 @@ DListMenuItemPlayerDisplay::DListMenuItemPlayerDisplay(FListMenuDescriptor *menu
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{
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mOwner = menu;
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FRemapTable *bdremap = translationtables[TRANSLATION_Players][MAXPLAYERS + 1];
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for (int i = 0; i < 256; i++)
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{
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int r = c1.r + c2.r * i / 255;
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int g = c1.g + c2.g * i / 255;
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int b = c1.b + c2.b * i / 255;
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mRemap.Remap[i] = ColorMatcher.Pick (r, g, b);
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mRemap.Palette[i] = PalEntry(255, r, g, b);
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bdremap->Remap[i] = ColorMatcher.Pick (r, g, b);
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bdremap->Palette[i] = PalEntry(255, r, g, b);
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}
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mBackdrop = new FBackdropTexture;
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mPlayerClass = NULL;
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@ -574,10 +575,10 @@ void DListMenuItemPlayerDisplay::Drawer(bool selected)
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int x = (mXpos - 160) * CleanXfac + (SCREENWIDTH>>1);
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int y = (mYpos - 100) * CleanYfac + (SCREENHEIGHT>>1);
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screen->DrawTexture (mBackdrop, x, y - 1,
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screen->DrawTexture(mBackdrop, x, y - 1,
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DTA_DestWidth, 72 * CleanXfac,
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DTA_DestHeight, 80 * CleanYfac,
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DTA_Translation, &mRemap,
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DTA_TranslationIndex, TRANSLATION(TRANSLATION_Players, MAXPLAYERS + 1),
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DTA_Masked, true,
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TAG_DONE);
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@ -740,6 +740,8 @@ void R_InitTranslationTables ()
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}
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// The menu player also gets a separate translation table
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PushIdentityTable(TRANSLATION_Players);
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// This one is for the backdrop in the menu
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PushIdentityTable(TRANSLATION_Players);
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// The three standard translations from Doom or Heretic (seven for Strife),
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// plus the generic ice translation.
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@ -472,11 +472,6 @@ static inline double ListGetDouble(va_list &tags)
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return va_arg(tags, double);
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}
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static inline FRemapTable* ListGetTranslation(va_list &tags)
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{
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return va_arg(tags, FRemapTable*);
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}
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// These two options are only being used by the D3D version of the HUD weapon drawer, they serve no purpose anywhere else.
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static inline FSpecialColormap * ListGetSpecialColormap(va_list &tags)
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{
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@ -512,12 +507,6 @@ static inline double ListGetDouble(VMVa_List &tags)
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return 0;
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}
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static inline FRemapTable* ListGetTranslation(VMVa_List &tags)
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{
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ThrowAbortException(X_OTHER, "Invalid tag in draw function");
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return nullptr;
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}
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static inline FSpecialColormap * ListGetSpecialColormap(VMVa_List &tags)
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{
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ThrowAbortException(X_OTHER, "Invalid tag in draw function");
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@ -731,10 +720,6 @@ bool DCanvas::ParseDrawTextureTags(FTexture *img, double x, double y, DWORD tag,
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fillcolorset = true;
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break;
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case DTA_Translation:
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parms->remap = ListGetTranslation(tags);
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break;
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case DTA_TranslationIndex:
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parms->remap = TranslationToTable(ListGetInt(tags));
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break;
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@ -76,8 +76,7 @@ enum
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DTA_DestHeight, // height of area to draw to
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DTA_Alpha, // alpha value for translucency
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DTA_FillColor, // color to stencil onto the destination (RGB is the color for truecolor drawers, A is the palette index for paletted drawers)
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DTA_Translation, // translation table to recolor the source
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DTA_TranslationIndex,
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DTA_TranslationIndex, // translation table to recolor the source
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DTA_AlphaChannel, // bool: the source is an alpha channel; used with DTA_FillColor
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DTA_Clean, // bool: scale texture size and position by CleanXfac and CleanYfac
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DTA_320x200, // bool: scale texture size and position to fit on a virtual 320x200 screen
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