forked from mirror/OpenTTD
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.
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@@ -241,8 +241,8 @@ const Sprite *CoreTextFontCache::InternalGetGlyph(GlyphID key, bool use_aa)
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if (width > MAX_GLYPH_DIM || height > MAX_GLYPH_DIM) UserError("Font glyph is too large");
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SpriteLoader::SpriteCollection spritecollection;
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SpriteLoader::Sprite &sprite = spritecollection[ZOOM_LVL_NORMAL];
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sprite.AllocateData(ZOOM_LVL_NORMAL, width * height);
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SpriteLoader::Sprite &sprite = spritecollection[ZOOM_LVL_MIN];
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sprite.AllocateData(ZOOM_LVL_MIN, width * height);
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sprite.type = SpriteType::Font;
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sprite.colours = (use_aa ? SCC_PAL | SCC_ALPHA : SCC_PAL);
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sprite.width = width;
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