- fixed startup and font init crashes.
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parent
028cc6a828
commit
3fd4d08004
15 changed files with 271 additions and 132 deletions
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@ -176,6 +176,7 @@ void FSingleLumpFont::CreateFontFromPic (FTextureID picnum)
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FirstChar = LastChar = 'A';
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Chars.Resize(1);
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Chars[0].TranslatedPic = pic;
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Chars[0].OriginalPic = pic;
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// Only one color range. Don't bother with the others.
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ActiveColors = 0;
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@ -255,7 +256,6 @@ void FSingleLumpFont::LoadFON1 (int lump, const uint8_t *data)
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LastChar = 255; // This is to allow LoadTranslations to function. The way this is all set up really needs to be changed.
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GlobalKerning = 0;
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translateUntranslated = true;
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LoadTranslations();
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LastChar = 0x2122;
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// Move the Windows-1252 characters to their proper place.
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@ -350,10 +350,12 @@ void FSingleLumpFont::LoadFON2 (int lump, const uint8_t *data)
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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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do
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{
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@ -376,8 +378,6 @@ void FSingleLumpFont::LoadFON2 (int lump, const uint8_t *data)
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I_Error ("Overflow decompressing char %d (%c) of %s", i, i, FontName.GetChars());
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}
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}
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LoadTranslations();
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}
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//==========================================================================
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@ -489,6 +489,7 @@ void FSingleLumpFont::LoadBMF(int lump, const uint8_t *data)
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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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@ -506,7 +507,6 @@ void FSingleLumpFont::LoadBMF(int lump, const uint8_t *data)
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}
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FixXMoves();
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LoadTranslations();
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}
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//==========================================================================
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@ -555,6 +555,7 @@ void FSingleLumpFont::CheckFON1Chars (double *luminosity)
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if(!Chars[i].TranslatedPic)
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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].XMove = SpaceWidth;
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TexMan.AddGameTexture(Chars[i].TranslatedPic);
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}
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