mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-27 04:00:42 +00:00
- got rid of most of the font system's baggage that's no longer needed.
Mainly this means that it's no longer necessary to reorder the palette to get working translated glyphs, so the FFontChar1 class and the TranslatedPic member and its invasive handling could all be cleaned out. All font operations now take place on true color data, with the sole execption of FSpecialFont's 'notranslate' handling.
This commit is contained in:
parent
9769f346ec
commit
8b1757eee2
10 changed files with 36 additions and 155 deletions
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@ -173,9 +173,8 @@ void DrawChar(F2DDrawer *drawer, FFont* font, int normalcolor, double x, double
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FGameTexture* pic;
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int dummy;
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bool redirected;
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if (NULL != (pic = font->GetChar(character, normalcolor, &dummy, &redirected)))
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if (NULL != (pic = font->GetChar(character, normalcolor, &dummy)))
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{
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DrawParms parms;
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Va_List tags;
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@ -188,7 +187,7 @@ void DrawChar(F2DDrawer *drawer, FFont* font, int normalcolor, double x, double
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}
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bool palettetrans = (normalcolor == CR_UNDEFINED && parms.TranslationId != 0);
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PalEntry color = 0xffffffff;
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if (!palettetrans) parms.TranslationId = redirected ? -1 : font->GetColorTranslation((EColorRange)normalcolor, &color);
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if (!palettetrans) parms.TranslationId = font->GetColorTranslation((EColorRange)normalcolor, &color);
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parms.color = PalEntry((color.a * parms.color.a) / 255, (color.r * parms.color.r) / 255, (color.g * parms.color.g) / 255, (color.b * parms.color.b) / 255);
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drawer->AddTexture(pic, parms);
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}
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@ -204,9 +203,8 @@ void DrawChar(F2DDrawer *drawer, FFont *font, int normalcolor, double x, double
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FGameTexture *pic;
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int dummy;
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bool redirected;
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if (NULL != (pic = font->GetChar(character, normalcolor, &dummy, &redirected)))
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if (NULL != (pic = font->GetChar(character, normalcolor, &dummy)))
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{
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DrawParms parms;
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uint32_t tag = ListGetInt(args);
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@ -214,7 +212,7 @@ void DrawChar(F2DDrawer *drawer, FFont *font, int normalcolor, double x, double
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if (!res) return;
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bool palettetrans = (normalcolor == CR_UNDEFINED && parms.TranslationId != 0);
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PalEntry color = 0xffffffff;
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if (!palettetrans) parms.TranslationId = redirected ? -1 : font->GetColorTranslation((EColorRange)normalcolor, &color);
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if (!palettetrans) parms.TranslationId = font->GetColorTranslation((EColorRange)normalcolor, &color);
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parms.color = PalEntry((color.a * parms.color.a) / 255, (color.r * parms.color.r) / 255, (color.g * parms.color.g) / 255, (color.b * parms.color.b) / 255);
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drawer->AddTexture(pic, parms);
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}
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@ -316,11 +314,10 @@ void DrawTextCommon(F2DDrawer *drawer, FFont *font, int normalcolor, double x, d
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continue;
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}
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bool redirected = false;
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if (NULL != (pic = font->GetChar(c, currentcolor, &w, &redirected)))
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if (NULL != (pic = font->GetChar(c, currentcolor, &w)))
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{
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// if palette translation is used, font colors will be ignored.
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if (!palettetrans) parms.TranslationId = redirected? -1 : trans;
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if (!palettetrans) parms.TranslationId = trans;
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SetTextureParms(drawer, &parms, pic, cx, cy);
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if (parms.cellx)
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{
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@ -333,23 +333,13 @@ FFont::FFont (const char *name, const char *nametemplate, const char *filetempla
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TexMan.AddGameTexture(tex);
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Chars[i].OriginalPic = tex;
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if (!noTranslate)
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{
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Chars[i].TranslatedPic = MakeGameTexture(new FImageTexture(new FFontChar1(orig->GetImage())), nullptr, ETextureType::FontChar);
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Chars[i].TranslatedPic->CopySize(pic, true);
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TexMan.AddGameTexture(Chars[i].TranslatedPic);
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}
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else
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{
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Chars[i].TranslatedPic = tex;
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}
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if (sysCallbacks.FontCharCreated) sysCallbacks.FontCharCreated(pic, Chars[i].OriginalPic, Chars[i].TranslatedPic);
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if (sysCallbacks.FontCharCreated) sysCallbacks.FontCharCreated(pic, Chars[i].OriginalPic, Chars[i].OriginalPic);
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Chars[i].XMove = (int)Chars[i].TranslatedPic->GetDisplayWidth();
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Chars[i].XMove = (int)Chars[i].OriginalPic->GetDisplayWidth();
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}
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else
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{
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Chars[i].TranslatedPic = nullptr;
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Chars[i].OriginalPic = nullptr;
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Chars[i].XMove = INT_MIN;
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}
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}
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@ -360,7 +350,7 @@ FFont::FFont (const char *name, const char *nametemplate, const char *filetempla
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{
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SpaceWidth = spacewidth;
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}
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else if ('N' - FirstChar >= 0 && 'N' - FirstChar < count && Chars['N' - FirstChar].TranslatedPic != nullptr)
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else if ('N' - FirstChar >= 0 && 'N' - FirstChar < count && Chars['N' - FirstChar].OriginalPic != nullptr)
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{
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SpaceWidth = (Chars['N' - FirstChar].XMove + 1) / 2;
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}
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@ -444,11 +434,7 @@ void FFont::ReadSheetFont(TArray<FolderEntry> &folderdata, int width, int height
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Chars[i].OriginalPic = (*lump)->GetUseType() == ETextureType::FontChar? (*lump) : MakeGameTexture(pic, nullptr, ETextureType::FontChar);
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Chars[i].OriginalPic->SetUseType(ETextureType::FontChar);
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Chars[i].OriginalPic->CopySize(*lump, true);
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Chars[i].TranslatedPic = MakeGameTexture(new FImageTexture(new FFontChar1(pic->GetImage())), nullptr, ETextureType::FontChar);
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Chars[i].TranslatedPic->CopySize(*lump, true);
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Chars[i].TranslatedPic->SetUseType(ETextureType::FontChar);
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if (Chars[i].OriginalPic != *lump) TexMan.AddGameTexture(Chars[i].OriginalPic);
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TexMan.AddGameTexture(Chars[i].TranslatedPic);
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}
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Chars[i].XMove = width;
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}
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@ -596,16 +582,10 @@ void FFont::RecordAllTextureColors(uint32_t *usedcolors)
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{
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for (unsigned int i = 0; i < Chars.Size(); i++)
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{
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if (Chars[i].TranslatedPic)
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if (Chars[i].OriginalPic)
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{
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FFontChar1 *pic = static_cast<FFontChar1 *>(Chars[i].TranslatedPic->GetTexture()->GetImage());
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if (pic)
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{
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// The remap must be temporarily reset here because this can be called on an initialized font.
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auto sr = pic->ResetSourceRemap();
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RecordTextureColors(pic, usedcolors);
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pic->SetSourceRemap(sr);
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}
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auto pic = Chars[i].OriginalPic->GetTexture()->GetImage();
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if (pic) RecordTextureColors(pic, usedcolors);
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}
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}
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}
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@ -772,7 +752,6 @@ int FFont::GetColorTranslation (EColorRange range, PalEntry *color) const
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return -1;
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else if (range >= NumTextColors)
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range = CR_UNTRANSLATED;
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//if (range == CR_UNTRANSLATED && !translateUntranslated) return nullptr;
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return Translations[range];
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}
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@ -867,7 +846,7 @@ int FFont::GetCharCode(int code, bool needpic) const
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//
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//==========================================================================
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FGameTexture *FFont::GetChar (int code, int translation, int *const width, bool *redirected) const
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FGameTexture *FFont::GetChar (int code, int translation, int *const width) const
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{
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code = GetCharCode(code, true);
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int xmove = SpaceWidth;
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@ -885,24 +864,8 @@ FGameTexture *FFont::GetChar (int code, int translation, int *const width, bool
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if (code < 0) return nullptr;
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if ((translation == CR_UNTRANSLATED || translation == CR_UNDEFINED || translation >= NumTextColors) && !forceremap)
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{
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bool redirect = Chars[code].OriginalPic && Chars[code].OriginalPic != Chars[code].TranslatedPic;
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if (redirected) *redirected = redirect;
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if (redirect)
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{
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assert(Chars[code].OriginalPic->GetUseType() == ETextureType::FontChar);
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return Chars[code].OriginalPic;
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}
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}
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if (redirected) *redirected = false;
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if (IsLuminosityTranslation(Translations[translation]))
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{
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assert(Chars[code].OriginalPic->GetUseType() == ETextureType::FontChar);
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return Chars[code].OriginalPic;
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}
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assert(Chars[code].TranslatedPic->GetUseType() == ETextureType::FontChar);
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return Chars[code].TranslatedPic;
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assert(Chars[code].OriginalPic->GetUseType() == ETextureType::FontChar);
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return Chars[code].OriginalPic;
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}
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//==========================================================================
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@ -301,10 +301,9 @@ public:
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{
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auto offset = hexdata.glyphmap[i];
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int size = hexdata.glyphdata[offset] / 16;
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Chars[i - FirstChar].TranslatedPic = MakeGameTexture(new FImageTexture(new FHexFontChar(&hexdata.glyphdata[offset + 1], size, size * 9, 16)), nullptr, ETextureType::FontChar);
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Chars[i - FirstChar].OriginalPic = Chars[i - FirstChar].TranslatedPic;
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Chars[i - FirstChar].OriginalPic = MakeGameTexture(new FImageTexture(new FHexFontChar(&hexdata.glyphdata[offset + 1], size, size * 9, 16)), nullptr, ETextureType::FontChar);
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Chars[i - FirstChar].XMove = size * spacing;
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TexMan.AddGameTexture(Chars[i - FirstChar].TranslatedPic);
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TexMan.AddGameTexture(Chars[i - FirstChar].OriginalPic);
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}
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else Chars[i - FirstChar].XMove = spacing;
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@ -369,10 +368,9 @@ public:
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{
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auto offset = hexdata.glyphmap[i];
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int size = hexdata.glyphdata[offset] / 16;
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Chars[i - FirstChar].TranslatedPic = MakeGameTexture(new FImageTexture(new FHexFontChar2(&hexdata.glyphdata[offset + 1], size, 2 + size * 8, 18)), nullptr, ETextureType::FontChar);
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Chars[i - FirstChar].OriginalPic = Chars[i - FirstChar].TranslatedPic;
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Chars[i - FirstChar].OriginalPic = MakeGameTexture(new FImageTexture(new FHexFontChar2(&hexdata.glyphdata[offset + 1], size, 2 + size * 8, 18)), nullptr, ETextureType::FontChar);
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Chars[i - FirstChar].XMove = size * spacing;
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TexMan.AddGameTexture(Chars[i - FirstChar].TranslatedPic);
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TexMan.AddGameTexture(Chars[i - FirstChar].OriginalPic);
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}
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else Chars[i - FirstChar].XMove = spacing;
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@ -188,8 +188,8 @@ void FSingleLumpFont::LoadTranslations()
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for(unsigned int i = 0;i < count;++i)
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{
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if(Chars[i].TranslatedPic)
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static_cast<FFontChar2*>(Chars[i].TranslatedPic->GetTexture()->GetImage())->SetSourceRemap(Palette);
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if(Chars[i].OriginalPic)
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static_cast<FFontChar2*>(Chars[i].OriginalPic->GetTexture()->GetImage())->SetSourceRemap(Palette);
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}
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Translations.Resize(NumTextColors);
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@ -325,14 +325,12 @@ void FSingleLumpFont::LoadFON2 (int lump, const uint8_t *data)
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Chars[i].XMove = widths2[i];
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if (destSize <= 0)
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{
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Chars[i].TranslatedPic = nullptr;
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Chars[i].OriginalPic = nullptr;
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}
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else
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{
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Chars[i].TranslatedPic = MakeGameTexture(new FImageTexture(new FFontChar2 (lump, int(data_p - data), widths2[i], FontHeight)), nullptr, ETextureType::FontChar);
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Chars[i].OriginalPic = Chars[i].TranslatedPic;
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TexMan.AddGameTexture(Chars[i].TranslatedPic);
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Chars[i].OriginalPic = MakeGameTexture(new FImageTexture(new FFontChar2 (lump, int(data_p - data), widths2[i], FontHeight)), nullptr, ETextureType::FontChar);
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TexMan.AddGameTexture(Chars[i].OriginalPic);
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do
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{
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int8_t code = *data_p++;
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@ -445,7 +443,6 @@ void FSingleLumpFont::LoadBMF(int lump, const uint8_t *data)
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-(int8_t)chardata[chari+3], // x offset
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-(int8_t)chardata[chari+4] // y offset
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)), nullptr, ETextureType::FontChar);
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Chars[chardata[chari] - FirstChar].TranslatedPic = tex;
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Chars[chardata[chari] - FirstChar].OriginalPic = tex;
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TexMan.AddGameTexture(tex);
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}
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@ -488,12 +485,11 @@ void FSingleLumpFont::CheckFON1Chars()
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{
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int destSize = SpaceWidth * FontHeight;
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if (!Chars[i].TranslatedPic)
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if (!Chars[i].OriginalPic)
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{
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Chars[i].TranslatedPic = MakeGameTexture(new FImageTexture(new FFontChar2(Lump, int(data_p - data), SpaceWidth, FontHeight)), nullptr, ETextureType::FontChar);
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Chars[i].OriginalPic = Chars[i].TranslatedPic;
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Chars[i].OriginalPic = MakeGameTexture(new FImageTexture(new FFontChar2(Lump, int(data_p - data), SpaceWidth, FontHeight)), nullptr, ETextureType::FontChar);
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Chars[i].XMove = SpaceWidth;
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TexMan.AddGameTexture(Chars[i].TranslatedPic);
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TexMan.AddGameTexture(Chars[i].OriginalPic);
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}
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// Advance to next char's data and count the used colors.
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@ -45,7 +45,7 @@ public:
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FSinglePicFont(const char *picname);
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// FFont interface
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FGameTexture *GetChar(int code, int translation, int *const width, bool *redirected = nullptr) const override;
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FGameTexture *GetChar(int code, int translation, int *const width) const override;
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int GetCharWidth (int code) const override;
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protected:
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@ -94,10 +94,9 @@ FSinglePicFont::FSinglePicFont(const char *picname) :
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//
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//==========================================================================
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FGameTexture *FSinglePicFont::GetChar (int code, int translation, int *const width, bool *redirected) const
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FGameTexture *FSinglePicFont::GetChar (int code, int translation, int *const width) const
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{
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*width = SpaceWidth;
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if (redirected) *redirected = false;
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if (code == 'a' || code == 'A')
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{
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return TexMan.GetGameTexture(PicNum, true);
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@ -108,26 +108,18 @@ FSpecialFont::FSpecialFont (const char *name, int first, int count, FGameTexture
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Chars[i].OriginalPic = MakeGameTexture(pic->GetTexture(), nullptr, ETextureType::FontChar);
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Chars[i].OriginalPic->CopySize(pic, true);
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TexMan.AddGameTexture(Chars[i].OriginalPic);
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if (!noTranslate)
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{
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Chars[i].TranslatedPic = MakeGameTexture(new FImageTexture(new FFontChar1 (charlumps[i]->GetTexture()->GetImage())), nullptr, ETextureType::FontChar);
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Chars[i].TranslatedPic->CopySize(charlumps[i], true);
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TexMan.AddGameTexture(Chars[i].TranslatedPic);
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}
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else Chars[i].TranslatedPic = Chars[i].OriginalPic;
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Chars[i].XMove = (int)Chars[i].TranslatedPic->GetDisplayWidth();
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if (sysCallbacks.FontCharCreated) sysCallbacks.FontCharCreated(pic, Chars[i].OriginalPic, Chars[i].TranslatedPic);
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Chars[i].XMove = (int)Chars[i].OriginalPic->GetDisplayWidth();
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if (sysCallbacks.FontCharCreated) sysCallbacks.FontCharCreated(pic, Chars[i].OriginalPic, Chars[i].OriginalPic);
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}
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else
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{
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Chars[i].TranslatedPic = nullptr;
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Chars[i].OriginalPic = nullptr;
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Chars[i].XMove = INT_MIN;
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}
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}
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// Special fonts normally don't have all characters so be careful here!
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if ('N'-first >= 0 && 'N'-first < count && Chars['N' - first].TranslatedPic != nullptr)
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if ('N'-first >= 0 && 'N'-first < count && Chars['N' - first].OriginalPic != nullptr)
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{
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SpaceWidth = (Chars['N' - first].XMove + 1) / 2;
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}
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@ -97,7 +97,7 @@ public:
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FFont (const char *fontname, const char *nametemplate, const char *filetemplate, int first, int count, int base, int fdlump, int spacewidth=-1, bool notranslate = false, bool iwadonly = false, bool doomtemplate = false, GlyphSet *baseGlpyphs = nullptr);
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virtual ~FFont ();
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virtual FGameTexture *GetChar (int code, int translation, int *const width, bool *redirected = nullptr) const;
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virtual FGameTexture *GetChar (int code, int translation, int *const width) const;
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virtual int GetCharWidth (int code) const;
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int GetColorTranslation (EColorRange range, PalEntry *color = nullptr) const;
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int GetLump() const { return Lump; }
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bool forceremap = false;
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struct CharData
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{
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FGameTexture *TranslatedPic = nullptr; // Texture for use with font translations.
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FGameTexture *OriginalPic = nullptr; // Texture for use with CR_UNTRANSLATED or font colorization.
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FGameTexture *OriginalPic = nullptr;
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int XMove = INT_MIN;
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};
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TArray<CharData> Chars;
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@ -41,48 +41,6 @@
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#include "fontchars.h"
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#include "engineerrors.h"
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//==========================================================================
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//
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// FFontChar1 :: FFontChar1
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//
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// Used by fonts made from textures.
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//
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//==========================================================================
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FFontChar1::FFontChar1(FImageSource* sourcelump)
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: BaseTexture(sourcelump), SourceRemap(nullptr)
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{
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// now copy all the properties from the base texture
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assert(BaseTexture != nullptr);
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CopySize(*BaseTexture);
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bUseGamePalette = false;
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}
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//==========================================================================
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//
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// FFontChar1 :: GetPixels
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//
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// Render style is not relevant for fonts. This must not use it!
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//
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//==========================================================================
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TArray<uint8_t> FFontChar1::CreatePalettedPixels(int)
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{
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// Make the texture as normal, then remap it so that all the colors
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// are at the low end of the palette
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// Why? It only creates unnecessary work!
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auto Pixels = BaseTexture->GetPalettedPixels(normal);
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if (SourceRemap)
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{
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for (int x = 0; x < Width * Height; ++x)
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{
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Pixels[x] = SourceRemap[Pixels[x]];
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}
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}
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return Pixels;
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}
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//==========================================================================
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//
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// FFontChar2 :: FFontChar2
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@ -1,21 +1,5 @@
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// This is a font character that loads a texture and recolors it.
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class FFontChar1 : public FImageSource
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{
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public:
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FFontChar1 (FImageSource *sourcelump);
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TArray<uint8_t> CreatePalettedPixels(int conversion) override;
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void SetSourceRemap(const uint8_t *sourceremap) { SourceRemap = sourceremap; }
|
||||
const uint8_t *ResetSourceRemap() { auto p = SourceRemap; SourceRemap = nullptr; return p; }
|
||||
FImageSource *GetBase() const { return BaseTexture; }
|
||||
|
||||
protected:
|
||||
|
||||
FImageSource *BaseTexture;
|
||||
const uint8_t *SourceRemap;
|
||||
};
|
||||
|
||||
// This is a font character that reads RLE compressed data.
|
||||
class FFontChar2 : public FImageSource
|
||||
{
|
||||
|
|
|
@ -191,12 +191,7 @@ void UpdateStatusBar(SummaryInfo* info)
|
|||
for (int i = 0; i < NumTextColors; i++)
|
||||
{
|
||||
FStringf buffer("This is font color %d", i);
|
||||
//DrawText(twod, SmallFont, i, 40, i * 15, buffer, DTA_FullscreenScale, FSMode_Fit640x400, TAG_DONE);
|
||||
//DrawText(twod, V_GetFont("doomfont"), i, 40, i * 15, buffer, DTA_FullscreenScale, FSMode_Fit640x400, TAG_DONE);
|
||||
//DrawText(twod, NewSmallFont, i, 340, i * 15, buffer, DTA_FullscreenScale, FSMode_Fit640x400, TAG_DONE);
|
||||
|
||||
DrawText(twod, V_GetFont("condfont"), i, 40, i * 15, buffer, DTA_FullscreenScale, FSMode_Fit640x400, TAG_DONE);
|
||||
DrawText(twod, NewConsoleFont, i, 340, i * 15, buffer, DTA_FullscreenScale, FSMode_Fit640x400, TAG_DONE);
|
||||
DrawText(twod, BigFont, i, 340, i * 15, buffer, DTA_FullscreenScale, FSMode_Fit640x400, TAG_DONE);
|
||||
|
||||
}
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue