Fix default worldmap font
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8deb855b12
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db13317613
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@ -4711,8 +4711,12 @@ int worldmapWindowInit()
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CacheEntry* frmHandle;
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_wmLastRndTime = _get_time();
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// SFALL: Fix default worldmap font.
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// CE: This setting affects only city names. In Sfall it's configurable via
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// WorldMapFontPatch and is turned off by default.
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_fontnum = fontGetCurrent();
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fontSetCurrent(0);
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fontSetCurrent(101);
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_map_save_in_game(true);
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@ -5772,11 +5776,6 @@ int _wmMatchWorldPosToArea(int a1, int a2, int* a3)
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return 0;
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}
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// FIXME: This function does not set current font, which is a bit unusual for a
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// function which draw text. I doubt it was done on purpose, likely simply
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// forgotten. Because of this, city names are rendered with current font, which
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// can be any, but in this case it uses default text font, not interface font.
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//
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// 0x4C3FA8
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int worldmapWindowRenderCity(CityInfo* city, CitySizeDescription* citySizeDescription, unsigned char* dest, int x, int y)
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{
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@ -5792,7 +5791,8 @@ int worldmapWindowRenderCity(CityInfo* city, CitySizeDescription* citySizeDescri
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_circleBlendTable,
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_commonGrayTable);
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int nameY = y + citySizeDescription->height + 1;
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// CE: Slightly increase whitespace between cirle and city name.
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int nameY = y + citySizeDescription->height + 3;
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int maxY = 464 - fontGetLineHeight();
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if (nameY < maxY) {
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MessageListItem messageListItem;
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@ -6316,7 +6316,8 @@ int worldmapCityMapViewRefresh()
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if (messageListGetItem(&gWorldmapMessageList, &messageListItem)) {
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if (messageListItem.text != NULL) {
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int width = fontGetStringWidth(messageListItem.text);
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windowDrawText(gWorldmapWindow, messageListItem.text, width, gWorldmapHotspotUpFrmWidth / 2 + entrance->x - width / 2, gWorldmapHotspotUpFrmHeight + entrance->y + 2, _colorTable[992] | 0x2010000);
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// CE: Slightly increase whitespace between marker and entrance name.
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windowDrawText(gWorldmapWindow, messageListItem.text, width, gWorldmapHotspotUpFrmWidth / 2 + entrance->x - width / 2, gWorldmapHotspotUpFrmHeight + entrance->y + 4, _colorTable[992] | 0x2010000);
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}
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}
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}
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