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- handle Build tiles via explicit callback to the init function.
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8aaab153fa
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f63d4d8a12
3 changed files with 6 additions and 6 deletions
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@ -1183,7 +1183,6 @@ void FTextureManager::AddLocalizedVariants()
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//
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//
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//==========================================================================
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//==========================================================================
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FGameTexture *CreateShaderTexture(bool, bool);
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FGameTexture *CreateShaderTexture(bool, bool);
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void InitBuildTiles();
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FImageSource* CreateEmptyTexture();
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FImageSource* CreateEmptyTexture();
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void FTextureManager::Init()
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void FTextureManager::Init()
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@ -1213,7 +1212,7 @@ void FTextureManager::Init()
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AddGameTexture(mt);
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AddGameTexture(mt);
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}
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}
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void FTextureManager::AddTextures(void (*progressFunc_)(), void (*checkForHacks)(BuildInfo&))
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void FTextureManager::AddTextures(void (*progressFunc_)(), void (*checkForHacks)(BuildInfo&), void (*customtexturehandler)())
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{
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{
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progressFunc = progressFunc_;
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progressFunc = progressFunc_;
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//if (BuildTileFiles.Size() == 0) CountBuildTiles ();
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//if (BuildTileFiles.Size() == 0) CountBuildTiles ();
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@ -1229,9 +1228,9 @@ void FTextureManager::AddTextures(void (*progressFunc_)(), void (*checkForHacks)
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build.ResolveAllPatches();
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build.ResolveAllPatches();
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// Add one marker so that the last WAD is easier to handle and treat
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// Add one marker so that the last WAD is easier to handle and treat
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// Build tiles as a completely separate block.
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// custom textures as a completely separate block.
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FirstTextureForFile.Push(Textures.Size());
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FirstTextureForFile.Push(Textures.Size());
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InitBuildTiles ();
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if (customtexturehandler) customtexturehandler();
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FirstTextureForFile.Push(Textures.Size());
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FirstTextureForFile.Push(Textures.Size());
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DefaultTexture = CheckForTexture ("-NOFLAT-", ETextureType::Override, 0);
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DefaultTexture = CheckForTexture ("-NOFLAT-", ETextureType::Override, 0);
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@ -124,7 +124,7 @@ public:
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void LoadTextureX(int wadnum, FMultipatchTextureBuilder &build);
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void LoadTextureX(int wadnum, FMultipatchTextureBuilder &build);
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void AddTexturesForWad(int wadnum, FMultipatchTextureBuilder &build);
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void AddTexturesForWad(int wadnum, FMultipatchTextureBuilder &build);
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void Init();
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void Init();
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void AddTextures(void (*progressFunc_)(), void (*checkForHacks)(BuildInfo&));
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void AddTextures(void (*progressFunc_)(), void (*checkForHacks)(BuildInfo&), void (*customtexturehandler)() = nullptr);
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void DeleteAll();
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void DeleteAll();
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void ReplaceTexture (FTextureID picnum, FGameTexture *newtexture, bool free);
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void ReplaceTexture (FTextureID picnum, FGameTexture *newtexture, bool free);
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@ -176,6 +176,7 @@ void I_UpdateWindowTitle();
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void S_ParseMusInfo();
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void S_ParseMusInfo();
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void D_GrabCVarDefaults();
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void D_GrabCVarDefaults();
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void LoadHexFont(const char* filename);
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void LoadHexFont(const char* filename);
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void InitBuildTiles();
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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@ -3211,7 +3212,7 @@ static int D_InitGame(const FIWADInfo* iwad_info, TArray<FString>& allwads, TArr
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{
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{
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StartWindow->Progress();
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StartWindow->Progress();
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if (StartScreen) StartScreen->Progress(1);
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if (StartScreen) StartScreen->Progress(1);
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}, CheckForHacks);
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}, CheckForHacks, InitBuildTiles);
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PatchTextures();
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PatchTextures();
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TexAnim.Init();
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TexAnim.Init();
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C_InitConback(TexMan.CheckForTexture(gameinfo.BorderFlat, ETextureType::Flat), true, 0.25);
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C_InitConback(TexMan.CheckForTexture(gameinfo.BorderFlat, ETextureType::Flat), true, 0.25);
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