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- Add fake missing DTA_Desaturate DrawTexture tag.
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3 changed files with 8 additions and 1 deletions
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@ -634,6 +634,7 @@ bool DCanvas::ParseDrawTextureTags(FTexture *img, double x, double y, uint32_t t
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parms->bilinear = false;
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parms->specialcolormap = NULL;
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parms->colormapstyle = NULL;
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parms->desaturate = 0;
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parms->cleanmode = DTA_Base;
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parms->scalex = parms->scaley = 1;
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parms->cellx = parms->celly = 0;
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@ -1010,6 +1011,10 @@ bool DCanvas::ParseDrawTextureTags(FTexture *img, double x, double y, uint32_t t
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parms->colormapstyle = ListGetColormapStyle(tags);
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break;
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case DTA_Desaturate:
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parms->desaturate = ListGetInt(tags);
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break;
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case DTA_TextLen:
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parms->maxstrlen = ListGetInt(tags);
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break;
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@ -130,6 +130,7 @@ enum
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DTA_BilinearFilter, // bool: apply bilinear filtering to the image
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DTA_SpecialColormap,// pointer to FSpecialColormapParameters (likely to be forever hardware-only)
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DTA_ColormapStyle, // pointer to FColormapStyle (hardware-only)
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DTA_Desaturate, // explicit desaturation factor (hack, does not do anything)
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DTA_Fullscreen, // Draw image fullscreen (same as DTA_VirtualWidth/Height with graphics size.)
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// floating point duplicates of some of the above:
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@ -216,6 +217,7 @@ struct DrawParms
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FRenderStyle style;
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struct FSpecialColormap *specialcolormap;
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struct FColormapStyle *colormapstyle;
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int desaturate;
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int scalex, scaley;
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int cellx, celly;
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int monospace;
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@ -156,7 +156,7 @@ enum DrawTextureTags
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DTA_ColorOverlay, // DWORD: ARGB to overlay on top of image; limited to black for software
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DTA_Internal1,
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DTA_Internal2,
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DTA_Internal3,
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DTA_Desaturate, // explicit desaturation factor (hack, does not do anything)
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DTA_Fullscreen, // Draw image fullscreen (same as DTA_VirtualWidth/Height with graphics size.)
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// floating point duplicates of some of the above:
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