Font system refactor, use pre-rendered fonts

This commit is contained in:
elasota
2021-03-27 02:08:03 -04:00
parent c87f238563
commit 50f420d2b1
63 changed files with 976 additions and 1294 deletions

View File

@@ -44,7 +44,7 @@ static const int kScoreOffset = 320;
static void FBUI_DrawLabels(DrawSurface *surface, const Point &basePoint)
{
PortabilityLayer::ResolveCachingColor blackColor(StdColors::Black());
PortabilityLayer::RenderedFont *rfont = GetSystemFont(12, PortabilityLayer::FontFamilyFlag_Bold, true);
PortabilityLayer::RenderedFont *rfont = GetFont(PortabilityLayer::FontPresets::kSystem12Bold);
surface->DrawString(basePoint + Point::Create(kStarsOffset, 0), PSTR("Stars Left"), blackColor, rfont);
surface->DrawString(basePoint + Point::Create(kGlidersOffset, 0), PSTR("Gliders"), blackColor, rfont);
@@ -54,7 +54,7 @@ static void FBUI_DrawLabels(DrawSurface *surface, const Point &basePoint)
static void FBUI_DrawFileDetails(DrawSurface *surface, const Point &basePoint, const Rect &constraintRect, void *fileDetails)
{
PortabilityLayer::ResolveCachingColor blackColor(StdColors::Black());
PortabilityLayer::RenderedFont *rfont = GetApplicationFont(12, PortabilityLayer::FontFamilyFlag_Bold, true);
PortabilityLayer::RenderedFont *rfont = GetFont(PortabilityLayer::FontPresets::kSystem12Bold);
const game2Type *gameData = static_cast<const game2Type*>(fileDetails);