- allow drawing fonts with explicit palette translations.

Backported from Raze.
This commit is contained in:
Christoph Oelckers 2020-09-27 09:19:12 +02:00
parent dbf2d4d7d7
commit c415518066
1 changed files with 11 additions and 5 deletions

View File

@ -258,8 +258,13 @@ void DrawTextCommon(F2DDrawer *drawer, FFont *font, int normalcolor, double x, d
int kerning;
FGameTexture *pic;
double scalex = parms.scalex * parms.patchscalex;
double scaley = parms.scaley * parms.patchscaley;
if (parms.celly == 0) parms.celly = font->GetHeight() + 1;
parms.celly *= parms.scaley;
parms.celly *= scaley;
bool palettetrans = (normalcolor == CR_UNDEFINED && parms.TranslationId != 0);
if (normalcolor >= NumTextColors)
normalcolor = CR_UNTRANSLATED;
@ -267,7 +272,7 @@ void DrawTextCommon(F2DDrawer *drawer, FFont *font, int normalcolor, double x, d
PalEntry colorparm = parms.color;
PalEntry color = 0xffffffff;
trans = font->GetColorTranslation((EColorRange)normalcolor, &color);
trans = palettetrans? -1 : font->GetColorTranslation((EColorRange)normalcolor, &color);
parms.color = PalEntry(colorparm.a, (color.r * colorparm.r) / 255, (color.g * colorparm.g) / 255, (color.b * colorparm.b) / 255);
kerning = font->GetDefaultKerning();
@ -311,7 +316,8 @@ void DrawTextCommon(F2DDrawer *drawer, FFont *font, int normalcolor, double x, d
bool redirected = false;
if (NULL != (pic = font->GetChar(c, currentcolor, &w, &redirected)))
{
parms.TranslationId = redirected? -1 : trans;
// if palette translation is used, font colors will be ignored.
if (!palettetrans) parms.TranslationId = redirected? -1 : trans;
SetTextureParms(drawer, &parms, pic, cx, cy);
if (parms.cellx)
{
@ -330,11 +336,11 @@ void DrawTextCommon(F2DDrawer *drawer, FFont *font, int normalcolor, double x, d
}
if (parms.monospace == EMonospacing::Off)
{
cx += (w + kerning + parms.spacing) * parms.scalex;
cx += (w + kerning + parms.spacing) * scalex;
}
else
{
cx += (parms.spacing) * parms.scalex;
cx += (parms.spacing) * scalex;
}
}