diff options
Diffstat (limited to 'pkgs/games/openttd/fix-freetype-1.4.4.patch')
-rw-r--r-- | pkgs/games/openttd/fix-freetype-1.4.4.patch | 31 |
1 files changed, 31 insertions, 0 deletions
diff --git a/pkgs/games/openttd/fix-freetype-1.4.4.patch b/pkgs/games/openttd/fix-freetype-1.4.4.patch new file mode 100644 index 00000000000..37706ce05c9 --- /dev/null +++ b/pkgs/games/openttd/fix-freetype-1.4.4.patch @@ -0,0 +1,31 @@ +diff --git a/src/fontcache.cpp b/src/fontcache.cpp +=================================================================== +--- a/src/fontcache.cpp ++++ b/src/fontcache.cpp +@@ -537,6 +537,6 @@ + + /* Add 1 pixel for the shadow on the medium font. Our sprite must be at least 1x1 pixel */ +- int width = max(1, slot->bitmap.width + (this->fs == FS_NORMAL)); +- int height = max(1, slot->bitmap.rows + (this->fs == FS_NORMAL)); ++ unsigned int width = max(1U, (unsigned int)slot->bitmap.width + (this->fs == FS_NORMAL)); ++ unsigned int height = max(1U, (unsigned int)slot->bitmap.rows + (this->fs == FS_NORMAL)); + + /* Limit glyph size to prevent overflows later on. */ +@@ -554,6 +554,6 @@ + /* Draw shadow for medium size */ + if (this->fs == FS_NORMAL && !aa) { +- for (int y = 0; y < slot->bitmap.rows; y++) { +- for (int x = 0; x < slot->bitmap.width; x++) { ++ for (unsigned int y = 0; y < (unsigned int)slot->bitmap.rows; y++) { ++ for (unsigned int x = 0; x < (unsigned int)slot->bitmap.width; x++) { + if (aa ? (slot->bitmap.buffer[x + y * slot->bitmap.pitch] > 0) : HasBit(slot->bitmap.buffer[(x / 8) + y * slot->bitmap.pitch], 7 - (x % 8))) { + sprite.data[1 + x + (1 + y) * sprite.width].m = SHADOW_COLOUR; +@@ -564,6 +564,6 @@ + } + +- for (int y = 0; y < slot->bitmap.rows; y++) { +- for (int x = 0; x < slot->bitmap.width; x++) { ++ for (unsigned int y = 0; y < (unsigned int)slot->bitmap.rows; y++) { ++ for (unsigned int x = 0; x < (unsigned int)slot->bitmap.width; x++) { + if (aa ? (slot->bitmap.buffer[x + y * slot->bitmap.pitch] > 0) : HasBit(slot->bitmap.buffer[(x / 8) + y * slot->bitmap.pitch], 7 - (x % 8))) { + sprite.data[x + y * sprite.width].m = FACE_COLOUR; |