- applied proper use type to font textures

Font upscaling no longer depends on texture resizing setting

https://forum.zdoom.org/viewtopic.php?t=63184
This commit is contained in:
alexey.lysiuk 2019-01-19 11:51:49 +02:00
parent 651b412583
commit 28611613da

View file

@ -381,11 +381,14 @@ FFont::FFont (const char *name, const char *nametemplate, int first, int count,
if (charLumps[i] != nullptr) if (charLumps[i] != nullptr)
{ {
charLumps[i]->SetUseType(ETextureType::FontChar);
if (!noTranslate) if (!noTranslate)
{ {
Chars[i].OriginalPic = charLumps[i]; Chars[i].OriginalPic = charLumps[i];
Chars[i].TranslatedPic = new FImageTexture(new FFontChar1 (charLumps[i]->GetImage()), ""); Chars[i].TranslatedPic = new FImageTexture(new FFontChar1 (charLumps[i]->GetImage()), "");
Chars[i].TranslatedPic->Scale = charLumps[i]->Scale; Chars[i].TranslatedPic->Scale = charLumps[i]->Scale;
Chars[i].TranslatedPic->SetUseType(ETextureType::FontChar);
TexMan.AddTexture(Chars[i].TranslatedPic); TexMan.AddTexture(Chars[i].TranslatedPic);
} }
else Chars[i].TranslatedPic = charLumps[i]; else Chars[i].TranslatedPic = charLumps[i];
@ -768,10 +771,14 @@ FTexture *FFont::GetChar (int code, int translation, int *const width, bool *red
{ {
bool redirect = Chars[code].OriginalPic && Chars[code].OriginalPic != Chars[code].TranslatedPic; bool redirect = Chars[code].OriginalPic && Chars[code].OriginalPic != Chars[code].TranslatedPic;
if (redirected) *redirected = redirect; if (redirected) *redirected = redirect;
if (redirect) if (redirect)
{
assert(Chars[code].OriginalPic->UseType == ETextureType::FontChar);
return Chars[code].OriginalPic; return Chars[code].OriginalPic;
}
} }
if (redirected) *redirected = false; if (redirected) *redirected = false;
assert(Chars[code].TranslatedPic->UseType == ETextureType::FontChar);
return Chars[code].TranslatedPic; return Chars[code].TranslatedPic;
} }
@ -1130,6 +1137,7 @@ void FSingleLumpFont::LoadFON2 (int lump, const uint8_t *data)
else else
{ {
Chars[i].TranslatedPic = new FImageTexture(new FFontChar2 (lump, int(data_p - data), widths2[i], FontHeight)); Chars[i].TranslatedPic = new FImageTexture(new FFontChar2 (lump, int(data_p - data), widths2[i], FontHeight));
Chars[i].TranslatedPic->SetUseType(ETextureType::FontChar);
TexMan.AddTexture(Chars[i].TranslatedPic); TexMan.AddTexture(Chars[i].TranslatedPic);
do do
{ {
@ -1264,6 +1272,7 @@ void FSingleLumpFont::LoadBMF(int lump, const uint8_t *data)
-(int8_t)chardata[chari+3], // x offset -(int8_t)chardata[chari+3], // x offset
-(int8_t)chardata[chari+4] // y offset -(int8_t)chardata[chari+4] // y offset
)); ));
tex->SetUseType(ETextureType::FontChar);
Chars[chardata[chari] - FirstChar].TranslatedPic = tex; Chars[chardata[chari] - FirstChar].TranslatedPic = tex;
TexMan.AddTexture(tex); TexMan.AddTexture(tex);
} }
@ -1331,6 +1340,7 @@ void FSingleLumpFont::CheckFON1Chars (double *luminosity)
if(!Chars[i].TranslatedPic) if(!Chars[i].TranslatedPic)
{ {
Chars[i].TranslatedPic = new FImageTexture(new FFontChar2 (Lump, int(data_p - data), SpaceWidth, FontHeight)); Chars[i].TranslatedPic = new FImageTexture(new FFontChar2 (Lump, int(data_p - data), SpaceWidth, FontHeight));
Chars[i].TranslatedPic->SetUseType(ETextureType::FontChar);
Chars[i].XMove = SpaceWidth; Chars[i].XMove = SpaceWidth;
TexMan.AddTexture(Chars[i].TranslatedPic); TexMan.AddTexture(Chars[i].TranslatedPic);
} }
@ -1543,11 +1553,14 @@ FSpecialFont::FSpecialFont (const char *name, int first, int count, FTexture **l
if (charlumps[i] != nullptr) if (charlumps[i] != nullptr)
{ {
charlumps[i]->SetUseType(ETextureType::FontChar);
Chars[i].OriginalPic = charlumps[i]; Chars[i].OriginalPic = charlumps[i];
if (!noTranslate) if (!noTranslate)
{ {
Chars[i].TranslatedPic = new FImageTexture(new FFontChar1 (charlumps[i]->GetImage()), ""); Chars[i].TranslatedPic = new FImageTexture(new FFontChar1 (charlumps[i]->GetImage()), "");
Chars[i].TranslatedPic->Scale = charlumps[i]->Scale; Chars[i].TranslatedPic->Scale = charlumps[i]->Scale;
Chars[i].TranslatedPic->SetUseType(ETextureType::FontChar);
TexMan.AddTexture(Chars[i].TranslatedPic); TexMan.AddTexture(Chars[i].TranslatedPic);
} }
else Chars[i].TranslatedPic = charlumps[i]; else Chars[i].TranslatedPic = charlumps[i];