Codechange: Use EnumBitSet for SpriteComponent. (#13509)

This commit is contained in:
Peter Nelson
2025-02-09 18:37:01 +00:00
committed by GitHub
parent b2f5a4901b
commit ba20ea5d18
8 changed files with 49 additions and 46 deletions
+3 -3
View File
@@ -1412,7 +1412,7 @@ void OpenGLBackend::RenderOglSprite(OpenGLSprite *gl_sprite, PaletteID pal, int
* @param levels Number of mip-map levels.
* @param components Indicates which sprite components are used.
*/
OpenGLSprite::OpenGLSprite(uint width, uint height, uint levels, SpriteColourComponent components)
OpenGLSprite::OpenGLSprite(uint width, uint height, uint levels, SpriteComponents components)
{
assert(levels > 0);
(void)_glGetError();
@@ -1426,8 +1426,8 @@ OpenGLSprite::OpenGLSprite(uint width, uint height, uint levels, SpriteColourCom
for (int t = TEX_RGBA; t < NUM_TEX; t++) {
/* Sprite component present? */
if (t == TEX_RGBA && components == SCC_PAL) continue;
if (t == TEX_REMAP && (components & SCC_PAL) != SCC_PAL) continue;
if (t == TEX_RGBA && components == SpriteComponent::Palette) continue;
if (t == TEX_REMAP && !components.Test(SpriteComponent::Palette)) continue;
/* Allocate texture. */
_glGenTextures(1, &this->tex[t]);