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:
Peter Nelson
2024-04-04 18:49:37 +01:00
committed by Peter Nelson
parent 7c322ebcf1
commit 3c94e81665
18 changed files with 103 additions and 101 deletions

View File

@@ -1270,17 +1270,17 @@ void OpenGLBackend::ReleaseAnimBuffer(const Rect &update_rect)
Sprite *dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sizeof(OpenGLSprite));
OpenGLSprite *gl_sprite = (OpenGLSprite *)dest_sprite->data;
new (gl_sprite) OpenGLSprite(sprite[ZOOM_LVL_NORMAL].width, sprite[ZOOM_LVL_NORMAL].height, sprite[ZOOM_LVL_NORMAL].type == SpriteType::Font ? 1 : ZOOM_LVL_END, sprite[ZOOM_LVL_NORMAL].colours);
new (gl_sprite) OpenGLSprite(sprite[ZOOM_LVL_MIN].width, sprite[ZOOM_LVL_MIN].height, sprite[ZOOM_LVL_MIN].type == SpriteType::Font ? 1 : ZOOM_LVL_END, sprite[ZOOM_LVL_MIN].colours);
/* Upload texture data. */
for (int i = 0; i < (sprite[ZOOM_LVL_NORMAL].type == SpriteType::Font ? 1 : ZOOM_LVL_END); i++) {
for (int i = 0; i < (sprite[ZOOM_LVL_MIN].type == SpriteType::Font ? 1 : ZOOM_LVL_END); i++) {
gl_sprite->Update(sprite[i].width, sprite[i].height, i, sprite[i].data);
}
dest_sprite->height = sprite[ZOOM_LVL_NORMAL].height;
dest_sprite->width = sprite[ZOOM_LVL_NORMAL].width;
dest_sprite->x_offs = sprite[ZOOM_LVL_NORMAL].x_offs;
dest_sprite->y_offs = sprite[ZOOM_LVL_NORMAL].y_offs;
dest_sprite->height = sprite[ZOOM_LVL_MIN].height;
dest_sprite->width = sprite[ZOOM_LVL_MIN].width;
dest_sprite->x_offs = sprite[ZOOM_LVL_MIN].x_offs;
dest_sprite->y_offs = sprite[ZOOM_LVL_MIN].y_offs;
return dest_sprite;
}