Remove the global TextStyle; this should fix some of the textual glitches

This commit is contained in:
2014-04-21 01:49:07 -04:00
parent f9a21dd068
commit 002ee640da
23 changed files with 411 additions and 461 deletions

View File

@@ -264,19 +264,6 @@ bool cControl::triggerFocusHandler(cDialog& me __attribute__((unused)), std::str
return true;
}
std::string cControl::font_nums[4] = {"Dungeon", "Geneva", "Silom", "MaidenWord"};
void cControl::init(){
// Check if Silom is available
// TODO: Ultimately, I'd like to distribute all needed fonts with the game, rendering this unnecessary
try {
ResMgr::get<FontRsrc>("Silom");
found_silom = true;
} catch(ResMgr::xResMgrErr) {
found_silom = false;
}
}
void cControl::drawFrame(short amt, bool med_or_lt){
// dk_gray had a 0..65535 component of 12287, and med_gray had a 0..65535 component of 24574
static sf::Color lt_gray = {224,224,224},dk_gray = {48,48,48},med_gray = {96,96,96};
@@ -295,12 +282,6 @@ void cControl::drawFrame(short amt, bool med_or_lt){
undo_clip(*inWindow);
}
bool cControl::found_silom;
bool cControl::foundSilom(){
return found_silom;
}
cControl::~cControl() {}
eControlType cControl::getType(){