- Changed DTA_Translation parameter for DrawTexture to an integer to avoid

passing renderer specific data to the function. Also added DTA_Font so
  that the renderer can fetch font translations from the proper font.
  DIM_MAP/ConShade had to be made a regular translation table to make it
  work.
- Added Karate Chris's fix for scoreboard displaying team play related data
  in non teamplay games.
- Fixed: The team selection menu didn't work.
- Fixed: UpdateTeam passed an FString to Printf.


SVN r623 (trunk)
This commit is contained in:
Christoph Oelckers 2007-12-23 14:13:29 +00:00
commit eb2e40cde0
19 changed files with 155 additions and 102 deletions

View file

@ -1524,7 +1524,7 @@ private:
continue;
}
x += (character->LeftOffset+1); //ignore x offsets since we adapt to character size
DrawImage(character, x, y, drawingFont->GetColorTranslation(translation));
DrawImage(character, x, y, translation, drawingFont);
x += width + spacing - (character->LeftOffset+1);
str++;
}
@ -1734,14 +1734,13 @@ private:
DrawImage(chain, x+(offset%chainsize), y);
}
if(gem != NULL)
DrawImage(gem, x+padleft+offset, y, translate ? getTranslation() : NULL);
DrawImage(gem, x+padleft+offset, y, translate ? getTranslation() : 0);
}
BYTE* getTranslation()
int getTranslation()
{
if(gameinfo.gametype & GAME_Raven)
return translationtables[TRANSLATION_PlayersExtra] + (CPlayer - players)*256;
return translationtables[TRANSLATION_Players] + (CPlayer - players)*256;
if(gameinfo.gametype & GAME_Raven) return TRANSLATION(TRANSLATION_PlayersExtra, BYTE(CPlayer - players));
else return TRANSLATION(TRANSLATION_Players, BYTE(CPlayer - players));
}
FImageCollection Images;