- eliminated all cases of calling DrawTexture with an FTexture.

Everything uses FGameTexture now.
This commit is contained in:
Christoph Oelckers 2020-04-14 01:01:29 +02:00
commit d9928b51a8
13 changed files with 68 additions and 71 deletions

View file

@ -216,7 +216,7 @@ void DIntermissionScreen::Drawer ()
{
if (!mFlatfill)
{
DrawTexture(twod, TexMan.GetTexture(mBackground), 0, 0, DTA_Fullscreen, true, TAG_DONE);
DrawTexture(twod, TexMan.GetGameTexture(mBackground), 0, 0, DTA_Fullscreen, true, TAG_DONE);
}
else
{
@ -230,7 +230,7 @@ void DIntermissionScreen::Drawer ()
for (unsigned i=0; i < mOverlays.Size(); i++)
{
if (CheckOverlay(i))
DrawTexture(twod, TexMan.GetTexture(mOverlays[i].mPic), mOverlays[i].x, mOverlays[i].y, DTA_320x200, true, TAG_DONE);
DrawTexture(twod, TexMan.GetGameTexture(mOverlays[i].mPic), mOverlays[i].x, mOverlays[i].y, DTA_320x200, true, TAG_DONE);
}
if (mSubtitle)
{
@ -287,11 +287,11 @@ void DIntermissionScreenFader::Drawer ()
if (mType == FADE_In) factor = 1.0 - factor;
int color = MAKEARGB(int(factor*255), 0,0,0);
DrawTexture(twod, TexMan.GetTexture(mBackground), 0, 0, DTA_Fullscreen, true, DTA_ColorOverlay, color, TAG_DONE);
DrawTexture(twod, TexMan.GetGameTexture(mBackground), 0, 0, DTA_Fullscreen, true, DTA_ColorOverlay, color, TAG_DONE);
for (unsigned i=0; i < mOverlays.Size(); i++)
{
if (CheckOverlay(i))
DrawTexture(twod, TexMan.GetTexture(mOverlays[i].mPic), mOverlays[i].x, mOverlays[i].y, DTA_320x200, true, DTA_ColorOverlay, color, TAG_DONE);
DrawTexture(twod, TexMan.GetGameTexture(mOverlays[i].mPic), mOverlays[i].x, mOverlays[i].y, DTA_320x200, true, DTA_ColorOverlay, color, TAG_DONE);
}
}
}
@ -620,7 +620,6 @@ int DIntermissionScreenCast::Ticker ()
void DIntermissionScreenCast::Drawer ()
{
spriteframe_t* sprframe;
FTexture* pic;
Super::Drawer();
@ -667,13 +666,13 @@ void DIntermissionScreenCast::Drawer ()
}
sprframe = &SpriteFrames[sprites[castsprite].spriteframes + caststate->GetFrame()];
pic = TexMan.GetTexture(sprframe->Texture[0], true);
auto pic = TexMan.GetGameTexture(sprframe->Texture[0], true);
DrawTexture(twod, pic, 160, 170,
DTA_320x200, true,
DTA_FlipX, sprframe->Flip & 1,
DTA_DestHeightF, pic->GetDisplayHeightDouble() * castscale.Y,
DTA_DestWidthF, pic->GetDisplayWidthDouble() * castscale.X,
DTA_DestHeightF, pic->GetDisplayHeight() * castscale.Y,
DTA_DestWidthF, pic->GetDisplayWidth() * castscale.X,
DTA_RenderStyle, mDefaults->RenderStyle,
DTA_Alpha, mDefaults->Alpha,
DTA_TranslationIndex, casttranslation,
@ -710,13 +709,13 @@ int DIntermissionScreenScroller::Responder (event_t *ev)
void DIntermissionScreenScroller::Drawer ()
{
FTexture *tex = TexMan.GetTexture(mFirstPic);
FTexture *tex2 = TexMan.GetTexture(mSecondPic);
auto tex = TexMan.GetGameTexture(mFirstPic);
auto tex2 = TexMan.GetGameTexture(mSecondPic);
if (mTicker >= mScrollDelay && mTicker < mScrollDelay + mScrollTime && tex != NULL && tex2 != NULL)
{
int fwidth = tex->GetDisplayWidth();
int fheight = tex->GetDisplayHeight();
// These must round down to the nearest full pixel to cover seams between the two textures.
int fwidth = (int)tex->GetDisplayWidth();
int fheight = (int)tex->GetDisplayHeight();
double xpos1 = 0, ypos1 = 0, xpos2 = 0, ypos2 = 0;