Change: Rename some freetype things to fontcache.
The font cache supports more than just FreeType as a font provider, but still used freetype in some naming. This now uses more suitable terms.
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@@ -286,16 +286,16 @@ bool HandleBootstrap()
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/* No user interface, bail out with an error. */
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if (BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 0) goto failure;
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/* If there is no network or no freetype, then there is nothing we can do. Go straight to failure. */
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/* If there is no network or no non-sprite font, then there is nothing we can do. Go straight to failure. */
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#if (defined(_WIN32) && defined(WITH_UNISCRIBE)) || (defined(WITH_FREETYPE) && (defined(WITH_FONTCONFIG) || defined(__APPLE__))) || defined(WITH_COCOA)
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if (!_network_available) goto failure;
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/* First tell the game we're bootstrapping. */
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_game_mode = GM_BOOTSTRAP;
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/* Initialise the freetype font code. */
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/* Initialise the font cache. */
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InitializeUnicodeGlyphMap();
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/* Next "force" finding a suitable freetype font as the local font is missing. */
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/* Next "force" finding a suitable non-sprite font as the local font is missing. */
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CheckForMissingGlyphs(false);
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/* Initialise the palette. The biggest step is 'faking' some recolour sprites.
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