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- always construct the original IWAD SmallFont.
This is for printing localized messages without having to fall back on the VGA font.
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parent
fcbde757c9
commit
c1b0122558
3 changed files with 29 additions and 10 deletions
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@ -221,7 +221,8 @@ FFont::FFont (const char *name, const char *nametemplate, const char *filetempla
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}
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else
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{
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FTexture *texs[256 - '!'] = {};
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FTexture *texs[256] = {};
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if (lcount > 256 - start) lcount = 256 - start;
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for (i = 0; i < lcount; i++)
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{
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TArray<FTextureID> array;
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@ -240,10 +241,10 @@ FFont::FFont (const char *name, const char *nametemplate, const char *filetempla
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if (doomtemplate)
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{
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// Handle the misplaced '|'.
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if (texs[121 - start] && !texs[120 - start] && !texs[122 - start] && !texs[124 - start])
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if (texs[121 - '!'] && !texs[120 - '!'] && !texs[122 - '!'] && !texs[124 - '!'])
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{
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texs[124 - start] = texs[121 - start];
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texs[121 - start] = nullptr;
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texs[124 - '!'] = texs[121 - '!'];
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texs[121 - '!'] = nullptr;
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}
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}
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@ -255,7 +256,7 @@ FFont::FFont (const char *name, const char *nametemplate, const char *filetempla
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Type = Multilump;
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if (position < minchar) minchar = position;
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if (position > maxchar) maxchar = position;
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charMap.Insert(position, TexMan.GetTexture(lump));
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charMap.Insert(position, texs[i]);
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}
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}
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}
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@ -1524,7 +1524,7 @@ void V_InitFonts()
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{
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// The font has been replaced, so we need to create a copy of the original as well.
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SmallFont = new FFont("SmallFont", "STCFN%.3d", nullptr, HU_FONTSTART, HU_FONTSIZE, HU_FONTSTART, -1);
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OriginalSmallFont = new FFont("SmallFont", "FONTA%02u", "defsmallfont", HU_FONTSTART, HU_FONTSIZE, 1, -1, -1, false, true);
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OriginalSmallFont = new FFont("SmallFont", "STCFN%.3d", "defsmallfont", HU_FONTSTART, HU_FONTSIZE, HU_FONTSTART, -1, -1, false, true);
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}
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else
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{
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@ -928,6 +928,7 @@ void FTextureManager::AddTexturesForWad(int wadnum, FMultipatchTextureBuilder &b
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{
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int firsttexture = Textures.Size();
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int lumpcount = Wads.GetNumLumps();
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bool iwad = wadnum == Wads.GetIwadNum();
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FirstTextureForFile.Push(firsttexture);
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@ -980,16 +981,33 @@ void FTextureManager::AddTexturesForWad(int wadnum, FMultipatchTextureBuilder &b
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if (Wads.CheckLumpName(i, "BLOCKMAP")) continue;
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if (Wads.CheckLumpName(i, "BEHAVIOR")) continue;
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bool force = false;
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// Don't bother looking at this lump if something later overrides it.
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if (Wads.CheckNumForName(Name, ns_graphics) != i) continue;
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if (Wads.CheckNumForName(Name, ns_graphics) != i)
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{
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if (iwad)
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{
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// We need to make an exception for font characters of the SmallFont coming from the IWAD to be able to construct the original font.
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if (Name.IndexOf("STCFN") != 0 && Name.IndexOf("FONTA") != 0) continue;
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force = true;
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}
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else continue;
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}
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// skip this if it has already been added as a wall patch.
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if (CheckForTexture(Name, ETextureType::WallPatch, 0).Exists()) continue;
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if (!force && CheckForTexture(Name, ETextureType::WallPatch, 0).Exists()) continue;
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}
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else if (ns == ns_graphics)
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{
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// Don't bother looking this lump if something later overrides it.
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if (Wads.CheckNumForName(Name, ns_graphics) != i) continue;
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if (Wads.CheckNumForName(Name, ns_graphics) != i)
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{
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if (iwad)
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{
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// We need to make an exception for font characters of the SmallFont coming from the IWAD to be able to construct the original font.
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if (Name.IndexOf("STCFN") != 0 && Name.IndexOf("FONTA") != 0) continue;
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}
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else continue;
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}
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}
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else if (ns >= ns_firstskin)
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{
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