puzzles: load cached fonts unconditionally
This works around an odd issue in Mines involving the zoom feature. The chain of events leading to it is rather convoluted: 1. No save game is found, so no fonts are loaded from disk. 2. A new game is started. 3. The user selects the "Zoom" option. 4. The allocation of the zoom framebuffer causes the malloc code to grab the audiobuffer. This causes all further font_load() calls to FAIL, due to buflib allocations no longer working. 5. The user goes back to the normal view and uncovers a square. 6. Font loading fails, causing the drawing code to fall back to the system font. 7. An unrelated bug (not yet tracked down) causes font_get(FONT_UI) to return a different font. 8. font_getstringsize() returns the right size of the "wrong" font, leading to centering issues upon rb_draw_text(). The real solution to this would be to fix font_get(), but this fix should prevent the issue from happening if Mines has been run and saved at least once before. Change-Id: Ib9ad51376eeb3ca1113a1f3786124b612db88cd7
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1 changed files with 5 additions and 4 deletions
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@ -3362,10 +3362,6 @@ static bool load_game(void)
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rb->close(fd);
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rb->remove(fname);
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#ifdef FONT_CACHING
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load_fonts();
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#endif
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/* success */
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return true;
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}
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@ -3451,6 +3447,11 @@ static void puzzles_main(void)
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init_for_game(&thegame, -1);
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}
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#ifdef FONT_CACHING
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LOGF("loading fonts");
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load_fonts();
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#endif
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/* must be done before any menu needs to be displayed */
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rb->snprintf(menu_desc, sizeof(menu_desc), "%s Menu", midend_which_game(me)->name);
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