- eliminated all cases of calling DrawTexture with an FTexture.
Everything uses FGameTexture now.
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13 changed files with 68 additions and 71 deletions
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@ -212,11 +212,12 @@ bool SetTextureParms(F2DDrawer *drawer, DrawParms* parms, FTexture* img, double
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void DrawText(F2DDrawer* drawer, FFont* font, int normalcolor, double x, double y, const char* string, int tag_first, ...);
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void DrawText(F2DDrawer* drawer, FFont* font, int normalcolor, double x, double y, const char32_t* string, int tag_first, ...);
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void DrawChar(F2DDrawer* drawer, FFont* font, int normalcolor, double x, double y, int character, int tag_first, ...);
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void DrawTexture(F2DDrawer* drawer, FTexture* img, double x, double y, int tags_first, ...);
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template <typename ...Params>
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void DrawTexture(F2DDrawer* drawer, FGameTexture* img, double x, double y, int tags_first, Params&&... params)
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{
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void DrawTexture(F2DDrawer * drawer, FTexture * img, double x, double y, int tags_first, ...);
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DrawTexture(drawer, img->GetTexture(), x, y, tags_first, std::forward<Params>(params)...);
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}
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@ -589,7 +589,7 @@ protected:
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//
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//==========================================================================
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FTexture *PNGTexture_CreateFromFile(PNGHandle *png, const FString &filename)
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FGameTexture *PNGTexture_CreateFromFile(PNGHandle *png, const FString &filename)
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{
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if (M_FindPNGChunk(png, MAKE_ID('I','H','D','R')) == 0)
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{
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@ -608,7 +608,7 @@ FTexture *PNGTexture_CreateFromFile(PNGHandle *png, const FString &filename)
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// Reject anything that cannot be put into a savegame picture by GZDoom itself.
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if (compression != 0 || filter != 0 || interlace > 0 || bitdepth != 8 || (colortype != 2 && colortype != 3)) return nullptr;
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else return new FPNGFileTexture (png->File, width, height, colortype);
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else return reinterpret_cast<FGameTexture*>(new FPNGFileTexture (png->File, width, height, colortype));
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}
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//==========================================================================
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@ -119,8 +119,8 @@ bool M_ReadIDAT (FileReader &file, uint8_t *buffer, int width, int height, int p
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uint8_t bitdepth, uint8_t colortype, uint8_t interlace, unsigned int idatlen);
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class FTexture;
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class FGameTexture;
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FTexture *PNGTexture_CreateFromFile(PNGHandle *png, const FString &filename);
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FGameTexture *PNGTexture_CreateFromFile(PNGHandle *png, const FString &filename);
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#endif
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@ -276,7 +276,6 @@ public:
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bool isFullbrightDisabled() const { return bDisableFullbright; }
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bool isHardwareCanvas() const { return bHasCanvas; } // There's two here so that this can deal with software canvases in the hardware renderer later.
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bool isCanvas() const { return bHasCanvas; }
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bool isMiscPatch() const { return UseType == ETextureType::MiscPatch; } // only used by the intermission screen to decide whether to tile the background image or not.
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int isWarped() const { return bWarped; }
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int GetRotations() const { return Rotations; }
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float GetShaderSpeed() const { return shaderspeed; }
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@ -590,6 +589,7 @@ public:
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bool isValid() { return wrapped.isValid(); }
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bool isWarped() { return wrapped.isWarped(); }
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bool isMiscPatch() const { return wrapped.GetUseType() == ETextureType::MiscPatch; } // only used by the intermission screen to decide whether to tile the background image or not.
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bool useWorldPanning() { return wrapped.UseWorldPanning(); }
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float GetShaderSpeed() const { return wrapped.GetShaderSpeed(); }
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uint16_t GetRotations() const { return wrapped.GetRotations(); }
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