Glyph loading fixes and improvements (for Unicode fonts).
- Glyphs are now loaded for specific fonts as needed, not for all of them at once. This reduces lag and saves memory. - Fixed glyphs not being loaded in the downloads menu. - Moved Utils.loadGlyphs() calls directly above text drawing code (easier to maintain, and fixes a bug with text flickering once). Also removed MusicController methods 'getTrackName()' and 'getArtistName()' (not needed). Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
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@@ -276,11 +276,10 @@ public class MainMenu extends BasicGameState {
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if (MusicController.isTrackLoading())
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g.drawString("Track loading...", marginX, marginY + lineHeight);
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else if (MusicController.trackExists()) {
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if (Options.useUnicodeMetadata()) // load glyphs
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Utils.loadGlyphs(Utils.FONT_MEDIUM, osu.titleUnicode, osu.artistUnicode);
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g.drawString((MusicController.isPlaying()) ? "Now Playing:" : "Paused:", marginX, marginY + lineHeight);
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g.drawString(String.format("%s: %s",
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MusicController.getArtistName(),
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MusicController.getTrackName()),
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marginX + 25, marginY + (lineHeight * 2));
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g.drawString(String.format("%s: %s", osu.getArtist(), osu.getTitle()), marginX + 25, marginY + (lineHeight * 2));
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}
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long time = System.currentTimeMillis() - osuStartTime;
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g.drawString(String.format("opsu! has been running for %d minutes, %d seconds.",
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