mirror of
https://github.com/ZDoom/gzdoom.git
synced 2025-01-21 00:51:12 +00:00
- eliminated all cases of calling DrawTexture with an FTexture.
Everything uses FGameTexture now.
This commit is contained in:
parent
c7db5b932e
commit
d9928b51a8
13 changed files with 68 additions and 71 deletions
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@ -212,11 +212,12 @@ bool SetTextureParms(F2DDrawer *drawer, DrawParms* parms, FTexture* img, double
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void DrawText(F2DDrawer* drawer, FFont* font, int normalcolor, double x, double y, const char* string, int tag_first, ...);
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void DrawText(F2DDrawer* drawer, FFont* font, int normalcolor, double x, double y, const char32_t* string, int tag_first, ...);
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void DrawChar(F2DDrawer* drawer, FFont* font, int normalcolor, double x, double y, int character, int tag_first, ...);
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void DrawTexture(F2DDrawer* drawer, FTexture* img, double x, double y, int tags_first, ...);
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template <typename ...Params>
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void DrawTexture(F2DDrawer* drawer, FGameTexture* img, double x, double y, int tags_first, Params&&... params)
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{
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void DrawTexture(F2DDrawer * drawer, FTexture * img, double x, double y, int tags_first, ...);
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DrawTexture(drawer, img->GetTexture(), x, y, tags_first, std::forward<Params>(params)...);
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}
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@ -589,7 +589,7 @@ protected:
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//
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//==========================================================================
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FTexture *PNGTexture_CreateFromFile(PNGHandle *png, const FString &filename)
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FGameTexture *PNGTexture_CreateFromFile(PNGHandle *png, const FString &filename)
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{
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if (M_FindPNGChunk(png, MAKE_ID('I','H','D','R')) == 0)
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{
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@ -608,7 +608,7 @@ FTexture *PNGTexture_CreateFromFile(PNGHandle *png, const FString &filename)
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// Reject anything that cannot be put into a savegame picture by GZDoom itself.
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if (compression != 0 || filter != 0 || interlace > 0 || bitdepth != 8 || (colortype != 2 && colortype != 3)) return nullptr;
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else return new FPNGFileTexture (png->File, width, height, colortype);
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else return reinterpret_cast<FGameTexture*>(new FPNGFileTexture (png->File, width, height, colortype));
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}
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//==========================================================================
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@ -119,8 +119,8 @@ bool M_ReadIDAT (FileReader &file, uint8_t *buffer, int width, int height, int p
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uint8_t bitdepth, uint8_t colortype, uint8_t interlace, unsigned int idatlen);
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class FTexture;
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class FGameTexture;
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FTexture *PNGTexture_CreateFromFile(PNGHandle *png, const FString &filename);
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FGameTexture *PNGTexture_CreateFromFile(PNGHandle *png, const FString &filename);
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#endif
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@ -276,7 +276,6 @@ public:
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bool isFullbrightDisabled() const { return bDisableFullbright; }
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bool isHardwareCanvas() const { return bHasCanvas; } // There's two here so that this can deal with software canvases in the hardware renderer later.
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bool isCanvas() const { return bHasCanvas; }
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bool isMiscPatch() const { return UseType == ETextureType::MiscPatch; } // only used by the intermission screen to decide whether to tile the background image or not.
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int isWarped() const { return bWarped; }
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int GetRotations() const { return Rotations; }
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float GetShaderSpeed() const { return shaderspeed; }
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@ -590,6 +589,7 @@ public:
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bool isValid() { return wrapped.isValid(); }
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bool isWarped() { return wrapped.isWarped(); }
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bool isMiscPatch() const { return wrapped.GetUseType() == ETextureType::MiscPatch; } // only used by the intermission screen to decide whether to tile the background image or not.
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bool useWorldPanning() { return wrapped.UseWorldPanning(); }
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float GetShaderSpeed() const { return wrapped.GetShaderSpeed(); }
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uint16_t GetRotations() const { return wrapped.GetRotations(); }
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@ -271,7 +271,7 @@ int eventhead;
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int eventtail;
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gamestate_t wipegamestate = GS_DEMOSCREEN; // can be -1 to force a wipe
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bool PageBlank;
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FTexture *Advisory;
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FGameTexture *Advisory;
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FTextureID Page;
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const char *Subtitle;
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bool nospriterename;
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@ -1005,11 +1005,8 @@ void D_Display ()
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// draw pause pic
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if ((paused || pauseext) && menuactive == MENU_Off)
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{
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FTexture *tex;
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int x;
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tex = TexMan.GetTextureByName(gameinfo.PauseSign, true);
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x = (SCREENWIDTH - tex->GetDisplayWidth() * CleanXfac)/2 +
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auto tex = TexMan.GetGameTextureByName(gameinfo.PauseSign, true);
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double x = (SCREENWIDTH - tex->GetDisplayWidth() * CleanXfac)/2 +
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tex->GetDisplayLeftOffset() * CleanXfac;
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DrawTexture(twod, tex, x, 4, DTA_CleanNoMove, true, TAG_DONE);
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if (paused && multiplayer)
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@ -1031,7 +1028,7 @@ void D_Display ()
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D_DrawIcon = NULL;
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if (picnum.isValid())
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{
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FTexture *tex = TexMan.GetTexture(picnum);
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auto tex = TexMan.GetGameTexture(picnum);
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DrawTexture(twod, tex, 160 - tex->GetDisplayWidth()/2, 100 - tex->GetDisplayHeight()/2,
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DTA_320x200, true, TAG_DONE);
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}
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@ -1068,7 +1065,7 @@ void D_Display ()
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screen->End2D();
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auto wipend = screen->WipeEndScreen ();
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auto wiper = Wiper::Create(wipe_type);
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wiper->SetTextures(wipe, wipend);
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wiper->SetTextures(reinterpret_cast<FGameTexture*>(wipe), reinterpret_cast<FGameTexture*>(wipend));
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wipestart = I_msTime();
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NetUpdate(); // send out any new accumulation
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@ -1232,7 +1229,7 @@ void D_PageDrawer (void)
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ClearRect(twod, 0, 0, SCREENWIDTH, SCREENHEIGHT, 0, 0);
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if (Page.Exists())
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{
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DrawTexture(twod, TexMan.GetTexture(Page, true), 0, 0,
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DrawTexture(twod, TexMan.GetGameTexture(Page, true), 0, 0,
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DTA_Fullscreen, true,
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DTA_Masked, false,
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DTA_BilinearFilter, true,
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@ -1433,7 +1430,7 @@ void D_DoAdvanceDemo (void)
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case 3:
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if (gameinfo.advisoryTime)
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{
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Advisory = TexMan.GetTextureByName("ADVISOR");
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Advisory = TexMan.GetGameTextureByName("ADVISOR");
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demosequence = 1;
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pagetic = (int)(gameinfo.advisoryTime * TICRATE);
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break;
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@ -429,7 +429,7 @@ static void HU_DrawPlayer (player_t *player, bool highlight, int col1, int col2,
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auto icon = FSetTextureID(player->mo->IntVar(NAME_ScoreIcon));
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if (icon.isValid())
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{
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FTexture *pic = TexMan.GetTexture(icon);
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auto pic = TexMan.GetGameTexture(icon);
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DrawTexture(twod, pic, col3, y,
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DTA_CleanNoMove, true,
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TAG_DONE);
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@ -450,7 +450,7 @@ static void HU_DrawPlayer (player_t *player, bool highlight, int col1, int col2,
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if (teamplay && Teams[player->userinfo.GetTeam()].GetLogo().IsNotEmpty ())
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{
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FTexture *pic = TexMan.GetTextureByName(Teams[player->userinfo.GetTeam()].GetLogo().GetChars ());
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auto pic = TexMan.GetGameTextureByName(Teams[player->userinfo.GetTeam()].GetLogo().GetChars ());
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DrawTexture(twod, pic, col1 - (pic->GetDisplayWidth() + 2) * CleanXfac, y,
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DTA_CleanNoMove, true, TAG_DONE);
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}
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@ -216,7 +216,7 @@ void DIntermissionScreen::Drawer ()
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{
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if (!mFlatfill)
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{
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DrawTexture(twod, TexMan.GetTexture(mBackground), 0, 0, DTA_Fullscreen, true, TAG_DONE);
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DrawTexture(twod, TexMan.GetGameTexture(mBackground), 0, 0, DTA_Fullscreen, true, TAG_DONE);
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}
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else
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{
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@ -230,7 +230,7 @@ void DIntermissionScreen::Drawer ()
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for (unsigned i=0; i < mOverlays.Size(); i++)
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{
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if (CheckOverlay(i))
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DrawTexture(twod, TexMan.GetTexture(mOverlays[i].mPic), mOverlays[i].x, mOverlays[i].y, DTA_320x200, true, TAG_DONE);
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DrawTexture(twod, TexMan.GetGameTexture(mOverlays[i].mPic), mOverlays[i].x, mOverlays[i].y, DTA_320x200, true, TAG_DONE);
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}
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if (mSubtitle)
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{
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@ -287,11 +287,11 @@ void DIntermissionScreenFader::Drawer ()
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if (mType == FADE_In) factor = 1.0 - factor;
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int color = MAKEARGB(int(factor*255), 0,0,0);
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DrawTexture(twod, TexMan.GetTexture(mBackground), 0, 0, DTA_Fullscreen, true, DTA_ColorOverlay, color, TAG_DONE);
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DrawTexture(twod, TexMan.GetGameTexture(mBackground), 0, 0, DTA_Fullscreen, true, DTA_ColorOverlay, color, TAG_DONE);
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for (unsigned i=0; i < mOverlays.Size(); i++)
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{
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if (CheckOverlay(i))
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DrawTexture(twod, TexMan.GetTexture(mOverlays[i].mPic), mOverlays[i].x, mOverlays[i].y, DTA_320x200, true, DTA_ColorOverlay, color, TAG_DONE);
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DrawTexture(twod, TexMan.GetGameTexture(mOverlays[i].mPic), mOverlays[i].x, mOverlays[i].y, DTA_320x200, true, DTA_ColorOverlay, color, TAG_DONE);
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}
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}
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}
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@ -620,7 +620,6 @@ int DIntermissionScreenCast::Ticker ()
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void DIntermissionScreenCast::Drawer ()
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{
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spriteframe_t* sprframe;
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FTexture* pic;
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Super::Drawer();
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@ -667,13 +666,13 @@ void DIntermissionScreenCast::Drawer ()
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}
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sprframe = &SpriteFrames[sprites[castsprite].spriteframes + caststate->GetFrame()];
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pic = TexMan.GetTexture(sprframe->Texture[0], true);
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auto pic = TexMan.GetGameTexture(sprframe->Texture[0], true);
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DrawTexture(twod, pic, 160, 170,
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DTA_320x200, true,
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DTA_FlipX, sprframe->Flip & 1,
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DTA_DestHeightF, pic->GetDisplayHeightDouble() * castscale.Y,
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DTA_DestWidthF, pic->GetDisplayWidthDouble() * castscale.X,
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DTA_DestHeightF, pic->GetDisplayHeight() * castscale.Y,
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DTA_DestWidthF, pic->GetDisplayWidth() * castscale.X,
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DTA_RenderStyle, mDefaults->RenderStyle,
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DTA_Alpha, mDefaults->Alpha,
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DTA_TranslationIndex, casttranslation,
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@ -710,13 +709,13 @@ int DIntermissionScreenScroller::Responder (event_t *ev)
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void DIntermissionScreenScroller::Drawer ()
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{
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FTexture *tex = TexMan.GetTexture(mFirstPic);
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FTexture *tex2 = TexMan.GetTexture(mSecondPic);
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auto tex = TexMan.GetGameTexture(mFirstPic);
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auto tex2 = TexMan.GetGameTexture(mSecondPic);
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if (mTicker >= mScrollDelay && mTicker < mScrollDelay + mScrollTime && tex != NULL && tex2 != NULL)
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{
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int fwidth = tex->GetDisplayWidth();
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int fheight = tex->GetDisplayHeight();
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// These must round down to the nearest full pixel to cover seams between the two textures.
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int fwidth = (int)tex->GetDisplayWidth();
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int fheight = (int)tex->GetDisplayHeight();
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double xpos1 = 0, ypos1 = 0, xpos2 = 0, ypos2 = 0;
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@ -73,7 +73,7 @@ private:
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int LastSaved = -1;
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int LastAccessed = -1;
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TArray<char> SavePicData;
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FTexture *SavePic = nullptr;
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FGameTexture *SavePic = nullptr;
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public:
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int WindowSize = 0;
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@ -168,7 +168,7 @@ class Wiper_Burn : public Wiper
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public:
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~Wiper_Burn();
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bool Run(int ticks) override;
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void SetTextures(FTexture *startscreen, FTexture *endscreen) override;
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void SetTextures(FGameTexture *startscreen, FGameTexture *endscreen) override;
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private:
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static const int WIDTH = 64, HEIGHT = 64;
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@ -307,8 +307,8 @@ bool Wiper_Melt::Run(int ticks)
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// Only draw for the final tick.
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// No need for optimization. Wipes won't ever be drawn with anything else.
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int w = startScreen->GetDisplayWidth();
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int h = startScreen->GetDisplayHeight();
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int w = startScreen->GetTexelWidth();
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int h = startScreen->GetTexelHeight();
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dpt.x = i * w / WIDTH;
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dpt.y = MAX(0, y[i] * h / HEIGHT);
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rect.left = dpt.x;
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@ -331,12 +331,12 @@ bool Wiper_Melt::Run(int ticks)
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//
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//==========================================================================
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void Wiper_Burn::SetTextures(FTexture *startscreen, FTexture *endscreen)
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void Wiper_Burn::SetTextures(FGameTexture *startscreen, FGameTexture *endscreen)
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{
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startScreen = startscreen;
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endScreen = endscreen;
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BurnTexture = new FBurnTexture(WIDTH, HEIGHT);
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auto mat = FMaterial::ValidateTexture(endScreen, false);
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auto mat = FMaterial::ValidateTexture(endScreen->GetTexture(), false);
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mat->AddTextureLayer(BurnTexture);
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}
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@ -374,7 +374,7 @@ bool Wiper_Burn::Run(int ticks)
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}
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BurnTexture->CleanHardwareTextures(true, true);
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endScreen->CleanHardwareTextures(false, false);
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endScreen->GetTexture()->CleanHardwareTextures(false, false);
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const uint8_t *src = BurnArray;
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uint32_t *dest = (uint32_t *)BurnTexture->GetBuffer();
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@ -43,11 +43,11 @@ enum
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class Wiper
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{
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protected:
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FTexture *startScreen = nullptr, *endScreen = nullptr;
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FGameTexture *startScreen = nullptr, *endScreen = nullptr;
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public:
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virtual ~Wiper();
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virtual bool Run(int ticks) = 0;
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virtual void SetTextures(FTexture *startscreen, FTexture *endscreen)
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virtual void SetTextures(FGameTexture *startscreen, FGameTexture *endscreen)
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{
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startScreen = startscreen;
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endScreen = endscreen;
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@ -116,7 +116,7 @@ sector_t *SWSceneDrawer::RenderView(player_t *player)
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systemTexture->CreateTexture(nullptr, screen->GetWidth(), screen->GetHeight(), 0, false, "swbuffer");
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auto map = swrenderer::CameraLight::Instance()->ShaderColormap();
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DrawTexture(twod, fbtex.get(), 0, 0, DTA_SpecialColormap, map, TAG_DONE);
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DrawTexture(twod, reinterpret_cast<FGameTexture*>(fbtex.get()), 0, 0, DTA_SpecialColormap, map, TAG_DONE);
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screen->Draw2D();
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screen->Clear2D();
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screen->PostProcessScene(CM_DEFAULT, [&]() {
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@ -522,7 +522,7 @@ IHardwareTexture* CreateHardwareTexture()
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void DrawFrame(F2DDrawer* drawer, int left, int top, int width, int height)
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{
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FTexture* p;
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FGameTexture* p;
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const gameborder_t* border = &gameinfo.Border;
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// Sanity check for incomplete gameinfo
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if (border == NULL)
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@ -532,22 +532,22 @@ void DrawFrame(F2DDrawer* drawer, int left, int top, int width, int height)
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int bottom = top + height;
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// Draw top and bottom sides.
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p = TexMan.GetTextureByName(border->t);
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drawer->AddFlatFill(left, top - p->GetDisplayHeight(), right, top, p, true);
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p = TexMan.GetTextureByName(border->b);
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drawer->AddFlatFill(left, bottom, right, bottom + p->GetDisplayHeight(), p, true);
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p = TexMan.GetGameTextureByName(border->t);
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drawer->AddFlatFill(left, top - (int)p->GetDisplayHeight(), right, top, p, true);
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p = TexMan.GetGameTextureByName(border->b);
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drawer->AddFlatFill(left, bottom, right, bottom + (int)p->GetDisplayHeight(), p, true);
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// Draw left and right sides.
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p = TexMan.GetTextureByName(border->l);
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drawer->AddFlatFill(left - p->GetDisplayWidth(), top, left, bottom, p, true);
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p = TexMan.GetTextureByName(border->r);
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drawer->AddFlatFill(right, top, right + p->GetDisplayWidth(), bottom, p, true);
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p = TexMan.GetGameTextureByName(border->l);
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drawer->AddFlatFill(left - (int)p->GetDisplayWidth(), top, left, bottom, p, true);
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p = TexMan.GetGameTextureByName(border->r);
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drawer->AddFlatFill(right, top, right + (int)p->GetDisplayWidth(), bottom, p, true);
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// Draw beveled corners.
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DrawTexture(drawer, TexMan.GetTextureByName(border->tl), left - offset, top - offset, TAG_DONE);
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DrawTexture(drawer, TexMan.GetTextureByName(border->tr), left + width, top - offset, TAG_DONE);
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DrawTexture(drawer, TexMan.GetTextureByName(border->bl), left - offset, top + height, TAG_DONE);
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DrawTexture(drawer, TexMan.GetTextureByName(border->br), left + width, top + height, TAG_DONE);
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DrawTexture(drawer, TexMan.GetGameTextureByName(border->tl), left - offset, top - offset, TAG_DONE);
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DrawTexture(drawer, TexMan.GetGameTextureByName(border->tr), left + width, top - offset, TAG_DONE);
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DrawTexture(drawer, TexMan.GetGameTextureByName(border->bl), left - offset, top + height, TAG_DONE);
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DrawTexture(drawer, TexMan.GetGameTextureByName(border->br), left + width, top + height, TAG_DONE);
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}
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DEFINE_ACTION_FUNCTION(_Screen, DrawFrame)
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@ -138,7 +138,7 @@ class DInterBackground : public DObject
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int period; // period in tics between animations
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yahpt_t loc; // location of animation
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int data; // ALWAYS: n/a, RANDOM: period deviation (<256)
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TArray<FTexture*> frames; // actual graphics for frames of animations
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TArray<FGameTexture*> frames; // actual graphics for frames of animations
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// following must be initialized to zero before use!
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int nexttic; // next value of bcnt (used in conjunction with period)
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@ -161,9 +161,9 @@ private:
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TArray<lnode_t> lnodes;
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TArray<in_anim_t> anims;
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int bcnt = 0; // used for timing of background animation
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TArray<FTexture *> yah; // You Are Here graphic
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FTexture* splat = nullptr; // splat
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FTexture *background = nullptr;
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TArray<FGameTexture *> yah; // You Are Here graphic
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FGameTexture* splat = nullptr; // splat
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FGameTexture *background = nullptr;
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wbstartstruct_t *wbs;
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level_info_t *exitlevel;
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@ -208,15 +208,15 @@ private:
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//
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//====================================================================
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||||
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||||
void drawOnLnode(int n, FTexture * c[], int numc)
|
||||
void drawOnLnode(int n, FGameTexture * c[], int numc)
|
||||
{
|
||||
int i;
|
||||
for (i = 0; i<numc; i++)
|
||||
{
|
||||
int left;
|
||||
int top;
|
||||
int right;
|
||||
int bottom;
|
||||
double left;
|
||||
double top;
|
||||
double right;
|
||||
double bottom;
|
||||
|
||||
|
||||
right = c[i]->GetDisplayWidth();
|
||||
|
@ -387,13 +387,13 @@ bool DInterBackground::LoadBackground(bool isenterpic)
|
|||
|
||||
case 1: // Splat
|
||||
sc.MustGetString();
|
||||
splat = TexMan.GetTextureByName(sc.String);
|
||||
splat = TexMan.GetGameTextureByName(sc.String);
|
||||
break;
|
||||
|
||||
case 2: // Pointers
|
||||
while (sc.GetString() && !sc.Crossed)
|
||||
{
|
||||
yah.Push(TexMan.GetTextureByName(sc.String));
|
||||
yah.Push(TexMan.GetGameTextureByName(sc.String));
|
||||
}
|
||||
if (sc.Crossed)
|
||||
sc.UnGet();
|
||||
|
@ -485,14 +485,14 @@ bool DInterBackground::LoadBackground(bool isenterpic)
|
|||
if (!sc.CheckString("{"))
|
||||
{
|
||||
sc.MustGetString();
|
||||
an.frames.Push(TexMan.GetTextureByName(sc.String));
|
||||
an.frames.Push(TexMan.GetGameTextureByName(sc.String));
|
||||
}
|
||||
else
|
||||
{
|
||||
while (!sc.CheckString("}"))
|
||||
{
|
||||
sc.MustGetString();
|
||||
an.frames.Push(TexMan.GetTextureByName(sc.String));
|
||||
an.frames.Push(TexMan.GetGameTextureByName(sc.String));
|
||||
}
|
||||
}
|
||||
an.ctr = -1;
|
||||
|
@ -507,7 +507,7 @@ bool DInterBackground::LoadBackground(bool isenterpic)
|
|||
an.loc.y = sc.Number;
|
||||
sc.MustGetString();
|
||||
an.frames.Reserve(1); // allocate exactly one element
|
||||
an.frames[0] = TexMan.GetTextureByName(sc.String);
|
||||
an.frames[0] = TexMan.GetGameTextureByName(sc.String);
|
||||
anims.Push(an);
|
||||
break;
|
||||
|
||||
|
@ -523,7 +523,7 @@ bool DInterBackground::LoadBackground(bool isenterpic)
|
|||
texture = TexMan.GetTextureID("INTERPIC", ETextureType::MiscPatch);
|
||||
}
|
||||
}
|
||||
background = TexMan.GetTexture(texture);
|
||||
background = TexMan.GetGameTexture(texture);
|
||||
return noautostartmap;
|
||||
}
|
||||
|
||||
|
@ -598,8 +598,8 @@ void DInterBackground::drawBackground(int state, bool drawsplat, bool snl_pointe
|
|||
// scale all animations below to fit the size of the base pic
|
||||
// The base pic is always scaled to fit the screen so this allows
|
||||
// placing the animations precisely where they belong on the base pic
|
||||
animwidth = background->GetDisplayWidthDouble();
|
||||
animheight = background->GetDisplayHeightDouble();
|
||||
animwidth = background->GetDisplayWidth();
|
||||
animheight = background->GetDisplayHeight();
|
||||
DrawTexture(twod, background, 0, 0, DTA_Fullscreen, true, TAG_DONE);
|
||||
}
|
||||
else
|
||||
|
|
Loading…
Reference in a new issue