Remove game-specific glyphs. It adds overhead to setting every BitmapText,

and nothing uses it.  If we want to do this, add Lua conditionals to font
pages.
This commit is contained in:
Glenn Maynard
2004-09-27 13:33:08 +00:00
parent 9ae79be7da
commit 3c997641f8
3 changed files with 4 additions and 40 deletions
+4 -16
View File
@@ -270,16 +270,10 @@ void Font::MergeFont(Font &f)
const glyph &Font::GetGlyph( wchar_t c ) const
{
ASSERT(c >= 0 && c <= 0xFFFFFF);
/* Try the regular character. */
map<longchar,glyph*>::const_iterator it = m_iCharToGlyph.find(c);
/* See if there's a game-specific version of this character. */
int gc = FontManager::MakeGameGlyph(c, GAMESTATE->m_pCurGame);
map<longchar,glyph*>::const_iterator it = m_iCharToGlyph.find(gc);
/* If there isn't, try the regular character. */
if(it == m_iCharToGlyph.end()) it = m_iCharToGlyph.find(c);
/* If *that's* missing, use the default glyph. */
/* If that's missing, use the default glyph. */
if(it == m_iCharToGlyph.end()) it = m_iCharToGlyph.find(DEFAULT_GLYPH);
if(it == m_iCharToGlyph.end())
@@ -543,13 +537,7 @@ void Font::LoadFontPageSettings(FontPageSettings &cfg, IniFile &ini, const CStri
continue;
}
if(pGame != NULL)
{
longchar lc = FontManager::MakeGameGlyph(c, pGame);
cfg.CharToGlyphNo[lc] = atoi(data);
} else {
cfg.CharToGlyphNo[c] = atoi(data);
}
cfg.CharToGlyphNo[c] = atoi(data);
continue;
}