Codechange: Use ZOOM_LVL_MIN to refer to first zoom level.
Many uses of ZOOM_LVL_NORMAL actually just want the first zoom level slot, so use ZOOM_LVL_MIN to make this clearer.
This commit is contained in:

committed by
Peter Nelson

parent
7c322ebcf1
commit
3c94e81665
@@ -241,8 +241,8 @@ const Sprite *CoreTextFontCache::InternalGetGlyph(GlyphID key, bool use_aa)
|
||||
if (width > MAX_GLYPH_DIM || height > MAX_GLYPH_DIM) UserError("Font glyph is too large");
|
||||
|
||||
SpriteLoader::SpriteCollection spritecollection;
|
||||
SpriteLoader::Sprite &sprite = spritecollection[ZOOM_LVL_NORMAL];
|
||||
sprite.AllocateData(ZOOM_LVL_NORMAL, width * height);
|
||||
SpriteLoader::Sprite &sprite = spritecollection[ZOOM_LVL_MIN];
|
||||
sprite.AllocateData(ZOOM_LVL_MIN, width * height);
|
||||
sprite.type = SpriteType::Font;
|
||||
sprite.colours = (use_aa ? SCC_PAL | SCC_ALPHA : SCC_PAL);
|
||||
sprite.width = width;
|
||||
|
@@ -229,8 +229,8 @@ void Win32FontCache::ClearFontCache()
|
||||
|
||||
/* GDI has rendered the glyph, now we allocate a sprite and copy the image into it. */
|
||||
SpriteLoader::SpriteCollection spritecollection;
|
||||
SpriteLoader::Sprite &sprite = spritecollection[ZOOM_LVL_NORMAL];
|
||||
sprite.AllocateData(ZOOM_LVL_NORMAL, width * height);
|
||||
SpriteLoader::Sprite &sprite = spritecollection[ZOOM_LVL_MIN];
|
||||
sprite.AllocateData(ZOOM_LVL_MIN, width * height);
|
||||
sprite.type = SpriteType::Font;
|
||||
sprite.colours = (aa ? SCC_PAL | SCC_ALPHA : SCC_PAL);
|
||||
sprite.width = width;
|
||||
|
Reference in New Issue
Block a user