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use PalEntry instead of int for ParseDrawTextureTags
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fb32ff45dd
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2 changed files with 6 additions and 6 deletions
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@ -306,7 +306,7 @@ void DrawShape(F2DDrawer *drawer, FGameTexture *img, DShape2D *shape, VMVa_List
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drawer->AddShape(img, shape, parms);
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}
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void DrawShapeFill(F2DDrawer *drawer, int color, double amount, DShape2D *shape, VMVa_List &args)
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void DrawShapeFill(F2DDrawer *drawer, PalEntry color, double amount, DShape2D *shape, VMVa_List &args)
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{
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DrawParms parms;
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uint32_t tag = ListGetInt(args);
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@ -827,7 +827,7 @@ static inline FSpecialColormap * ListGetSpecialColormap(VMVa_List &tags)
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//==========================================================================
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template<class T>
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bool ParseDrawTextureTags(F2DDrawer *drawer, FGameTexture *img, double x, double y, uint32_t tag, T& tags, DrawParms *parms, int type, int fill, double fillalpha)
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bool ParseDrawTextureTags(F2DDrawer *drawer, FGameTexture *img, double x, double y, uint32_t tag, T& tags, DrawParms *parms, int type, PalEntry fill, double fillalpha)
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{
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INTBOOL boolval;
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int intval;
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@ -861,7 +861,7 @@ bool ParseDrawTextureTags(F2DDrawer *drawer, FGameTexture *img, double x, double
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parms->destwidth = INT_MAX;
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parms->destheight = INT_MAX;
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parms->Alpha = type == DrawTexture_Fill ? fillalpha : 1.f;
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parms->fillcolor = type == DrawTexture_Fill ? fill : -1;
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parms->fillcolor = type == DrawTexture_Fill ? fill : PalEntry(~0u);
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parms->TranslationId = -1;
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parms->colorOverlay = 0;
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parms->alphaChannel = false;
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@ -1430,8 +1430,8 @@ bool ParseDrawTextureTags(F2DDrawer *drawer, FGameTexture *img, double x, double
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}
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// explicitly instantiate both versions for v_text.cpp.
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template bool ParseDrawTextureTags<Va_List>(F2DDrawer* drawer, FGameTexture *img, double x, double y, uint32_t tag, Va_List& tags, DrawParms *parms, int type, int fill, double fillalpha);
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template bool ParseDrawTextureTags<VMVa_List>(F2DDrawer* drawer, FGameTexture *img, double x, double y, uint32_t tag, VMVa_List& tags, DrawParms *parms, int type, int fill, double fillalpha);
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template bool ParseDrawTextureTags<Va_List>(F2DDrawer* drawer, FGameTexture *img, double x, double y, uint32_t tag, Va_List& tags, DrawParms *parms, int type, PalEntry fill, double fillalpha);
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template bool ParseDrawTextureTags<VMVa_List>(F2DDrawer* drawer, FGameTexture *img, double x, double y, uint32_t tag, VMVa_List& tags, DrawParms *parms, int type, PalEntry fill, double fillalpha);
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//==========================================================================
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//
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@ -266,7 +266,7 @@ enum
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};
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template<class T>
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bool ParseDrawTextureTags(F2DDrawer *drawer, FGameTexture* img, double x, double y, uint32_t tag, T& tags, DrawParms* parms, int type, int fill = -1, double fillalpha = 0.0);
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bool ParseDrawTextureTags(F2DDrawer *drawer, FGameTexture* img, double x, double y, uint32_t tag, T& tags, DrawParms* parms, int type, PalEntry fill = ~0u, double fillalpha = 0.0);
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template<class T>
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void DrawTextCommon(F2DDrawer *drawer, FFont* font, int normalcolor, double x, double y, const T* string, DrawParms& parms);
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