use FTranslationID in the 2D code.

This commit is contained in:
Christoph Oelckers 2023-11-09 22:55:49 +01:00
commit 578a398981
13 changed files with 45 additions and 41 deletions

View file

@ -443,7 +443,7 @@ void F2DDrawer::AddTexture(FGameTexture* img, DrawParms& parms)
if (img->isWarped()) dg.mFlags |= DTF_Wrap;
if (parms.indexed) dg.mFlags |= DTF_Indexed;
dg.mTranslationId = 0;
dg.mTranslationId = NO_TRANSLATION;
SetStyle(img, parms, vertexcolor, dg);
if (parms.indexed)
{
@ -451,7 +451,7 @@ void F2DDrawer::AddTexture(FGameTexture* img, DrawParms& parms)
vertexcolor = 0xffffffff;
}
if (!img->isHardwareCanvas() && parms.TranslationId != -1)
if (!img->isHardwareCanvas() && parms.TranslationId != INVALID_TRANSLATION)
{
dg.mTranslationId = parms.TranslationId;
}
@ -607,7 +607,7 @@ void F2DDrawer::AddShape(FGameTexture* img, DShape2D* shape, DrawParms& parms)
dg.mFlags |= DTF_Wrap;
dg.mTexture = img;
dg.mTranslationId = 0;
dg.mTranslationId = NO_TRANSLATION;
SetStyle(img, parms, vertexcolor, dg);
if (shape->lastParms == nullptr) {
@ -624,7 +624,7 @@ void F2DDrawer::AddShape(FGameTexture* img, DShape2D* shape, DrawParms& parms)
shape->lastParms = new DrawParms(parms);
}
if (!(img != nullptr && img->isHardwareCanvas()) && parms.TranslationId != -1)
if (!(img != nullptr && img->isHardwareCanvas()) && parms.TranslationId != INVALID_TRANSLATION)
dg.mTranslationId = parms.TranslationId;
auto osave = offset;
@ -796,7 +796,7 @@ void F2DDrawer::AddPoly(FGameTexture *texture, FVector2 *points, int npoints,
//
//==========================================================================
void F2DDrawer::AddPoly(FGameTexture* img, FVector4* vt, size_t vtcount, const unsigned int* ind, size_t idxcount, int translation, PalEntry color, FRenderStyle style, const IntRect* clip)
void F2DDrawer::AddPoly(FGameTexture* img, FVector4* vt, size_t vtcount, const unsigned int* ind, size_t idxcount, FTranslationID translation, PalEntry color, FRenderStyle style, const IntRect* clip)
{
RenderCommand dg;