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- add font characters to the texture manager for easier management
These were the only non-transient textures not being handled by the texture manager which complicarted operations that require itrer
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368c788789
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1 changed files with 15 additions and 14 deletions
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@ -381,7 +381,11 @@ FFont::FFont (const char *name, const char *nametemplate, int first, int count,
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if (charLumps[i] != nullptr)
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if (charLumps[i] != nullptr)
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{
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{
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if (!noTranslate) Chars[i].Pic = new FImageTexture(new FFontChar1 (charLumps[i]->GetImage()));
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if (!noTranslate)
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{
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Chars[i].Pic = new FImageTexture(new FFontChar1 (charLumps[i]->GetImage()));
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TexMan.AddTexture(Chars[i].Pic);
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}
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else Chars[i].Pic = charLumps[i];
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else Chars[i].Pic = charLumps[i];
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Chars[i].XMove = Chars[i].Pic->GetDisplayWidth();
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Chars[i].XMove = Chars[i].Pic->GetDisplayWidth();
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}
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}
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@ -422,17 +426,6 @@ FFont::~FFont ()
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{
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{
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int count = LastChar - FirstChar + 1;
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int count = LastChar - FirstChar + 1;
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// A noTranslate font directly references the original textures.
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if (!noTranslate)
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{
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for (int i = 0; i < count; ++i)
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{
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if (Chars[i].Pic != nullptr && Chars[i].Pic->GetName().IsEmpty())
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{
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delete Chars[i].Pic;
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}
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}
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}
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delete[] Chars;
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delete[] Chars;
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Chars = NULL;
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Chars = NULL;
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}
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}
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@ -1145,6 +1138,7 @@ void FSingleLumpFont::LoadFON2 (int lump, const uint8_t *data)
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else
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else
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{
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{
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Chars[i].Pic = new FImageTexture(new FFontChar2 (lump, int(data_p - data), widths2[i], FontHeight));
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Chars[i].Pic = new FImageTexture(new FFontChar2 (lump, int(data_p - data), widths2[i], FontHeight));
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TexMan.AddTexture(Chars[i].Pic);
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do
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do
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{
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{
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int8_t code = *data_p++;
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int8_t code = *data_p++;
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@ -1280,12 +1274,14 @@ void FSingleLumpFont::LoadBMF(int lump, const uint8_t *data)
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{ // Empty character: skip it.
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{ // Empty character: skip it.
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continue;
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continue;
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}
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}
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Chars[chardata[chari] - FirstChar].Pic = new FImageTexture(new FFontChar2(lump, int(chardata + chari + 6 - data),
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auto tex = new FImageTexture(new FFontChar2(lump, int(chardata + chari + 6 - data),
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chardata[chari+1], // width
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chardata[chari+1], // width
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chardata[chari+2], // height
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chardata[chari+2], // height
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-(int8_t)chardata[chari+3], // x offset
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-(int8_t)chardata[chari+3], // x offset
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-(int8_t)chardata[chari+4] // y offset
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-(int8_t)chardata[chari+4] // y offset
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));
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));
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Chars[chardata[chari] - FirstChar].Pic = tex;
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TexMan.AddTexture(tex);
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}
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}
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// If the font did not define a space character, determine a suitable space width now.
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// If the font did not define a space character, determine a suitable space width now.
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@ -1352,6 +1348,7 @@ void FSingleLumpFont::CheckFON1Chars (double *luminosity)
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{
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{
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Chars[i].Pic = new FImageTexture(new FFontChar2 (Lump, int(data_p - data), SpaceWidth, FontHeight));
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Chars[i].Pic = new FImageTexture(new FFontChar2 (Lump, int(data_p - data), SpaceWidth, FontHeight));
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Chars[i].XMove = SpaceWidth;
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Chars[i].XMove = SpaceWidth;
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TexMan.AddTexture(Chars[i].Pic);
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}
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}
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// Advance to next char's data and count the used colors.
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// Advance to next char's data and count the used colors.
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@ -1562,7 +1559,11 @@ FSpecialFont::FSpecialFont (const char *name, int first, int count, FTexture **l
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if (charlumps[i] != NULL)
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if (charlumps[i] != NULL)
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{
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{
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if (!noTranslate) Chars[i].Pic = new FImageTexture(new FFontChar1 (charlumps[i]->GetImage()));
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if (!noTranslate)
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{
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Chars[i].Pic = new FImageTexture(new FFontChar1 (charlumps[i]->GetImage()));
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TexMan.AddTexture(Chars[i].Pic);
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}
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else Chars[i].Pic = charlumps[i];
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else Chars[i].Pic = charlumps[i];
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Chars[i].XMove = Chars[i].Pic->GetDisplayWidth();
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Chars[i].XMove = Chars[i].Pic->GetDisplayWidth();
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}
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}
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