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https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-23 20:32:51 +00:00
- removed all uses of DTA_Translation except for the single one that passes a custom built table.
This means that with the exception of 3 pointers the DrawTexture interface only accepts numeric values now. Still need to get rid of the last 3 to have this ready for scripting.
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d50e52ea59
commit
dadc8e2ec2
11 changed files with 41 additions and 49 deletions
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@ -2934,7 +2934,7 @@ static void DrawMarker (FTexture *tex, double x, double y, int yadjust,
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DTA_ClipLeft, f_x,
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DTA_ClipRight, f_x + f_w,
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DTA_FlipX, flip,
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DTA_Translation, TranslationToTable(translation),
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DTA_TranslationIndex, translation,
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DTA_Alpha, alpha,
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DTA_FillColor, fillcolor,
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DTA_RenderStyle, DWORD(renderstyle),
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@ -1267,7 +1267,7 @@ public:
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DTA_ClipTop, static_cast<int>(dcy),
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DTA_ClipRight, static_cast<int>(MIN<double>(INT_MAX, dcr)),
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DTA_ClipBottom, static_cast<int>(MIN<double>(INT_MAX, dcb)),
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DTA_Translation, translate ? GetTranslation() : 0,
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DTA_TranslationIndex, translate ? GetTranslation() : 0,
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DTA_ColorOverlay, dim ? DIM_OVERLAY : 0,
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DTA_CenterBottomOffset, (offsetflags & SBarInfoCommand::CENTER_BOTTOM) == SBarInfoCommand::CENTER_BOTTOM,
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DTA_Alpha, Alpha,
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@ -1284,7 +1284,7 @@ public:
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DTA_ClipTop, static_cast<int>(dcy),
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DTA_ClipRight, static_cast<int>(MIN<double>(INT_MAX, dcr)),
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DTA_ClipBottom, static_cast<int>(MIN<double>(INT_MAX, dcb)),
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DTA_Translation, translate ? GetTranslation() : 0,
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DTA_TranslationIndex, translate ? GetTranslation() : 0,
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DTA_ColorOverlay, dim ? DIM_OVERLAY : 0,
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DTA_CenterBottomOffset, (offsetflags & SBarInfoCommand::CENTER_BOTTOM) == SBarInfoCommand::CENTER_BOTTOM,
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DTA_Alpha, Alpha,
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@ -1344,7 +1344,7 @@ public:
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DTA_ClipTop, static_cast<int>(rcy),
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DTA_ClipRight, static_cast<int>(rcr),
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DTA_ClipBottom, static_cast<int>(rcb),
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DTA_Translation, translate ? GetTranslation() : 0,
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DTA_TranslationIndex, translate ? GetTranslation() : 0,
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DTA_ColorOverlay, dim ? DIM_OVERLAY : 0,
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DTA_CenterBottomOffset, (offsetflags & SBarInfoCommand::CENTER_BOTTOM) == SBarInfoCommand::CENTER_BOTTOM,
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DTA_Alpha, Alpha,
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@ -1361,7 +1361,7 @@ public:
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DTA_ClipTop, static_cast<int>(rcy),
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DTA_ClipRight, static_cast<int>(rcr),
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DTA_ClipBottom, static_cast<int>(rcb),
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DTA_Translation, translate ? GetTranslation() : 0,
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DTA_TranslationIndex, translate ? GetTranslation() : 0,
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DTA_ColorOverlay, dim ? DIM_OVERLAY : 0,
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DTA_CenterBottomOffset, (offsetflags & SBarInfoCommand::CENTER_BOTTOM) == SBarInfoCommand::CENTER_BOTTOM,
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DTA_Alpha, Alpha,
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@ -1382,7 +1382,7 @@ public:
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const BYTE* str = (const BYTE*) cstring;
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const EColorRange boldTranslation = EColorRange(translation ? translation - 1 : NumTextColors - 1);
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FRemapTable *remap = font->GetColorTranslation(translation);
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int fontcolor = translation;
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if(fullScreenOffsets)
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{
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@ -1408,7 +1408,7 @@ public:
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{
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EColorRange newColor = V_ParseFontColor(++str, translation, boldTranslation);
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if(newColor != CR_UNDEFINED)
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remap = font->GetColorTranslation(newColor);
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fontcolor = newColor;
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continue;
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}
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@ -1417,20 +1417,22 @@ public:
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width = font->GetCharWidth((unsigned char) *str);
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else
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width = font->GetCharWidth((unsigned char) script->spacingCharacter);
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FTexture* character = font->GetChar((unsigned char) *str, &width);
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if(character == NULL) //missing character.
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FTexture* c = font->GetChar((unsigned char) *str, &width);
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if(c == NULL) //missing character.
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{
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str++;
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continue;
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}
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int character = (unsigned char)*str;
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if(script->spacingCharacter == '\0') //If we are monospaced lets use the offset
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ax += (character->LeftOffset+1); //ignore x offsets since we adapt to character size
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ax += (c->LeftOffset+1); //ignore x offsets since we adapt to character size
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double rx, ry, rw, rh;
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rx = ax + xOffset;
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ry = ay + yOffset;
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rw = character->GetScaledWidthDouble();
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rh = character->GetScaledHeightDouble();
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rw = c->GetScaledWidthDouble();
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rh = c->GetScaledHeightDouble();
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if(script->spacingCharacter != '\0')
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{
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@ -1484,32 +1486,31 @@ public:
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double salpha = (Alpha *HR_SHADOW);
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double srx = rx + (shadowX*xScale);
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double sry = ry + (shadowY*yScale);
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screen->DrawTexture(character, srx, sry,
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screen->DrawChar(font, CR_UNTRANSLATED, srx, sry, character,
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DTA_DestWidthF, rw,
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DTA_DestHeightF, rh,
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DTA_Alpha, salpha,
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DTA_FillColor, 0,
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TAG_DONE);
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}
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screen->DrawTexture(character, rx, ry,
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screen->DrawChar(font, fontcolor, rx, ry, character,
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DTA_DestWidthF, rw,
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DTA_DestHeightF, rh,
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DTA_Translation, remap,
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DTA_Alpha, Alpha,
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TAG_DONE);
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if(script->spacingCharacter == '\0')
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ax += width + spacing - (character->LeftOffset+1);
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ax += width + spacing - (c->LeftOffset+1);
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else //width gets changed at the call to GetChar()
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ax += font->GetCharWidth((unsigned char) script->spacingCharacter) + spacing;
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str++;
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}
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}
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FRemapTable* GetTranslation() const
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uint32_t GetTranslation() const
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{
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if(gameinfo.gametype & GAME_Raven)
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return translationtables[TRANSLATION_PlayersExtra][int(CPlayer - players)];
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return translationtables[TRANSLATION_Players][int(CPlayer - players)];
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return TRANSLATION(TRANSLATION_PlayersExtra, int(CPlayer - players));
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return TRANSLATION(TRANSLATION_Players, int(CPlayer - players));
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}
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AInventory *ammo1, *ammo2;
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@ -849,7 +849,7 @@ private:
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void DrINumberOuter(signed int val, int x, int y, bool center = false, int w = 9) const;
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void DrBNumberOuterFont(signed int val, int x, int y, int w = 3) const;
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void DrawDimImage(FTexture *image, int x, int y, bool dimmed) const;
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void DrawImage(FTexture *image, int x, int y, FRemapTable *translation = NULL) const;
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void DrawImage(FTexture *image, int x, int y/*, FRemapTable *translation = NULL*/) const;
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};
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@ -1022,12 +1022,11 @@ void DStrifeStatusBar::DrBNumberOuterFont(signed int val, int x, int y, int size
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//---------------------------------------------------------------------------
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void DStrifeStatusBar::DrawImage(FTexture *img,
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int x, int y, FRemapTable *translation) const
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int x, int y) const
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{
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if (img != NULL)
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{
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screen->DrawTexture(img, x + ST_X, y + ST_Y,
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DTA_Translation, translation,
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DTA_Bottom320x200, Scaled,
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TAG_DONE);
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}
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@ -388,15 +388,8 @@ void DIntermissionScreenText::Drawer ()
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w *= CleanXfac;
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if (cx + w > SCREENWIDTH)
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continue;
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if (pic != NULL)
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{
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screen->DrawTexture (pic,
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cx,
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cy,
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DTA_Translation, range,
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DTA_CleanNoMove, true,
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TAG_DONE);
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}
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screen->DrawChar(SmallFont, mTextColor, cx, cy, c, DTA_CleanNoMove, true, TAG_DONE);
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cx += w;
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}
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}
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@ -432,16 +425,15 @@ void DIntermissionScreenCast::Init(FIntermissionAction *desc, bool first)
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if (mClass->IsDescendantOf(RUNTIME_CLASS(APlayerPawn)))
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{
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advplayerstate = mDefaults->MissileState;
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casttranslation = translationtables[TRANSLATION_Players][consoleplayer];
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casttranslation = TRANSLATION(TRANSLATION_Players, consoleplayer);
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}
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else
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{
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advplayerstate = NULL;
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casttranslation = NULL;
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casttranslation = 0;
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if (mDefaults->Translation != 0)
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{
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casttranslation = translationtables[GetTranslationType(mDefaults->Translation)]
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[GetTranslationIndex(mDefaults->Translation)];
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casttranslation = mDefaults->Translation;
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}
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}
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castdeath = false;
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@ -631,7 +623,7 @@ void DIntermissionScreenCast::Drawer ()
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DTA_DestWidthF, pic->GetScaledWidthDouble() * castscale.X,
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DTA_RenderStyle, mDefaults->RenderStyle,
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DTA_Alpha, mDefaults->Alpha,
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DTA_Translation, casttranslation,
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DTA_TranslationIndex, casttranslation,
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TAG_DONE);
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}
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}
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@ -234,7 +234,7 @@ class DIntermissionScreenCast : public DIntermissionScreen
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TArray<FICastSound> mCastSounds;
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int casttics;
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const FRemapTable *casttranslation; // [RH] Draw "our hero" with their chosen suit color
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uint32_t casttranslation; // [RH] Draw "our hero" with their chosen suit color
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FState* caststate;
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FState* basestate;
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FState* advplayerstate;
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@ -336,15 +336,11 @@ void DTextEnterMenu::Drawer ()
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// The highlighted character is yellow; the rest are dark gray.
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color = (x == InputGridX && y == InputGridY) ? CR_YELLOW : CR_DARKGRAY;
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remap = SmallFont->GetColorTranslation(color);
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if (pic != NULL)
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{
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// Draw a normal character.
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screen->DrawTexture(pic, xx + cell_width/2 - width*CleanXfac/2, yy + top_padding,
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DTA_Translation, remap,
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DTA_CleanNoMove, true,
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TAG_DONE);
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screen->DrawChar(SmallFont, color, xx + cell_width/2 - width*CleanXfac/2, yy + top_padding, ch, DTA_CleanNoMove, true, TAG_DONE);
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}
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else if (ch == ' ')
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{
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@ -605,13 +605,12 @@ void DListMenuItemPlayerDisplay::Drawer(bool selected)
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FTexture *tex = TexMan(sprframe->Texture[mRotation]);
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if (tex != NULL && tex->UseType != FTexture::TEX_Null)
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{
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FRemapTable *trans = NULL;
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if (mTranslate) trans = translationtables[TRANSLATION_Players](MAXPLAYERS);
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int trans = mTranslate? TRANSLATION(TRANSLATION_Players, MAXPLAYERS) : 0;
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screen->DrawTexture (tex,
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x + 36*CleanXfac, y + 71*CleanYfac,
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DTA_DestWidthF, tex->GetScaledWidthDouble() * CleanXfac * Scale.X,
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DTA_DestHeightF, tex->GetScaledHeightDouble() * CleanYfac * Scale.Y,
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DTA_Translation, trans,
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DTA_TranslationIndex, trans,
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DTA_FlipX, sprframe->Flip & (1 << mRotation),
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TAG_DONE);
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}
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@ -1712,7 +1712,7 @@ void R_DrawRemainingPlayerSprites()
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viewwindowy + viewheight/2 - vis->texturemid * vis->yscale - 0.5,
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DTA_DestWidthF, FIXED2DBL(vis->pic->GetWidth() * vis->xscale),
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DTA_DestHeightF, vis->pic->GetHeight() * vis->yscale,
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DTA_Translation, TranslationToTable(vis->Translation),
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DTA_TranslationIndex, vis->Translation,
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DTA_FlipX, flip,
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DTA_TopOffset, 0,
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DTA_LeftOffset, 0,
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@ -201,7 +201,7 @@ void DCanvas::DrawTextureParms(FTexture *img, DrawParms &parms)
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{
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parms.colorOverlay = PalEntry(parms.colorOverlay).InverseColor();
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}
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// Note that this overrides DTA_Translation in software, but not in hardware.
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// Note that this overrides the translation in software, but not in hardware.
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FDynamicColormap *colormap = GetSpecialLights(MAKERGB(255,255,255),
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parms.colorOverlay & MAKEARGB(0,255,255,255), 0);
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translation = &colormap->Maps[(APART(parms.colorOverlay)*NUMCOLORMAPS/255)*256];
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@ -735,6 +735,10 @@ bool DCanvas::ParseDrawTextureTags(FTexture *img, double x, double y, DWORD tag,
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parms->remap = ListGetTranslation(tags);
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break;
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case DTA_TranslationIndex:
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parms->remap = TranslationToTable(ListGetInt(tags));
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break;
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case DTA_ColorOverlay:
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parms->colorOverlay = ListGetInt(tags);
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break;
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@ -52,7 +52,7 @@
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//
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// Write a single character using the given font
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//
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void DCanvas::DrawChar (FFont *font, int normalcolor, int x, int y, BYTE character, int tag_first, ...)
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void DCanvas::DrawChar (FFont *font, int normalcolor, double x, double y, int character, int tag_first, ...)
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{
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if (font == NULL)
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return;
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@ -77,6 +77,7 @@ enum
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DTA_Alpha, // alpha value for translucency
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DTA_FillColor, // color to stencil onto the destination (RGB is the color for truecolor drawers, A is the palette index for paletted drawers)
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DTA_Translation, // translation table to recolor the source
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DTA_TranslationIndex,
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DTA_AlphaChannel, // bool: the source is an alpha channel; used with DTA_FillColor
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DTA_Clean, // bool: scale texture size and position by CleanXfac and CleanYfac
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DTA_320x200, // bool: scale texture size and position to fit on a virtual 320x200 screen
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@ -270,7 +271,7 @@ public:
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#endif
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// 2D Text drawing
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void DrawText (FFont *font, int normalcolor, int x, int y, const char *string, int tag_first, ...);
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void DrawChar (FFont *font, int normalcolor, int x, int y, BYTE character, int tag_first, ...);
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void DrawChar (FFont *font, int normalcolor, double x, double y, int character, int tag_first, ...);
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protected:
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BYTE *Buffer;
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