forked from mirrors/nixpkgs
openttd: Fix build with fix from upstream.
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656ae7a97c
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@ -17,6 +17,12 @@ stdenv.mkDerivation rec {
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"--without-liblzo2"
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];
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# NOTE: Remove this patch in 1.4.5 or greater
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patches = [
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# Adapted from svn r27079
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./fix-freetype-1.4.4.patch
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];
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makeFlags = "INSTALL_PERSONAL_DIR=";
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postInstall = ''
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31
pkgs/games/openttd/fix-freetype-1.4.4.patch
Normal file
31
pkgs/games/openttd/fix-freetype-1.4.4.patch
Normal file
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@ -0,0 +1,31 @@
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diff --git a/src/fontcache.cpp b/src/fontcache.cpp
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===================================================================
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--- a/src/fontcache.cpp
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+++ b/src/fontcache.cpp
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@@ -537,6 +537,6 @@
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/* Add 1 pixel for the shadow on the medium font. Our sprite must be at least 1x1 pixel */
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- int width = max(1, slot->bitmap.width + (this->fs == FS_NORMAL));
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- int height = max(1, slot->bitmap.rows + (this->fs == FS_NORMAL));
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+ unsigned int width = max(1U, (unsigned int)slot->bitmap.width + (this->fs == FS_NORMAL));
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+ unsigned int height = max(1U, (unsigned int)slot->bitmap.rows + (this->fs == FS_NORMAL));
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/* Limit glyph size to prevent overflows later on. */
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@@ -554,6 +554,6 @@
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/* Draw shadow for medium size */
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if (this->fs == FS_NORMAL && !aa) {
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- for (int y = 0; y < slot->bitmap.rows; y++) {
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- for (int x = 0; x < slot->bitmap.width; x++) {
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+ for (unsigned int y = 0; y < (unsigned int)slot->bitmap.rows; y++) {
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+ for (unsigned int x = 0; x < (unsigned int)slot->bitmap.width; x++) {
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if (aa ? (slot->bitmap.buffer[x + y * slot->bitmap.pitch] > 0) : HasBit(slot->bitmap.buffer[(x / 8) + y * slot->bitmap.pitch], 7 - (x % 8))) {
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sprite.data[1 + x + (1 + y) * sprite.width].m = SHADOW_COLOUR;
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@@ -564,6 +564,6 @@
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}
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- for (int y = 0; y < slot->bitmap.rows; y++) {
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- for (int x = 0; x < slot->bitmap.width; x++) {
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+ for (unsigned int y = 0; y < (unsigned int)slot->bitmap.rows; y++) {
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+ for (unsigned int x = 0; x < (unsigned int)slot->bitmap.width; x++) {
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if (aa ? (slot->bitmap.buffer[x + y * slot->bitmap.pitch] > 0) : HasBit(slot->bitmap.buffer[(x / 8) + y * slot->bitmap.pitch], 7 - (x % 8))) {
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sprite.data[x + y * sprite.width].m = FACE_COLOUR;
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