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Codechange: Use SpriteID as GlyphID for SpriteFontCache. (#14439)

This reduces the amount of lookups in the character map as rendering a cached layout no longer needs to do so.
This commit is contained in:
2025-07-14 13:28:10 +01:00
committed by GitHub
parent 7546c1acab
commit 61a299bc99

View File

@@ -103,14 +103,14 @@ void SpriteFontCache::ClearFontCache()
const Sprite *SpriteFontCache::GetGlyph(GlyphID key)
{
SpriteID sprite = this->GetUnicodeGlyph(static_cast<char32_t>(key & ~SPRITE_GLYPH));
SpriteID sprite = static_cast<SpriteID>(key & ~SPRITE_GLYPH);
if (sprite == 0) sprite = this->GetUnicodeGlyph('?');
return GetSprite(sprite, SpriteType::Font);
}
uint SpriteFontCache::GetGlyphWidth(GlyphID key)
{
SpriteID sprite = this->GetUnicodeGlyph(static_cast<char32_t>(key & ~SPRITE_GLYPH));
SpriteID sprite = static_cast<SpriteID>(key & ~SPRITE_GLYPH);
if (sprite == 0) sprite = this->GetUnicodeGlyph('?');
return SpriteExists(sprite) ? GetSprite(sprite, SpriteType::Font)->width + ScaleFontTrad(this->fs != FS_NORMAL ? 1 : 0) : 0;
}
@@ -120,7 +120,7 @@ GlyphID SpriteFontCache::MapCharToGlyph(char32_t key, [[maybe_unused]] bool allo
assert(IsPrintable(key));
SpriteID sprite = this->GetUnicodeGlyph(key);
if (sprite == 0) return 0;
return SPRITE_GLYPH | key;
return SPRITE_GLYPH | sprite;
}
bool SpriteFontCache::GetDrawGlyphShadow()