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README: Document dhewm3 specific stuff for Mods GUIs
* injecting resolution list into menus * scaling WIN_DESKTOP GUIs to 4:3
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README.md
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README.md
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@ -98,3 +98,56 @@ The easiest way to contact me is by creating an issue in this Github repository,
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or by sending a DM to *caedes* in the [id Tech Forums](http://idtechforums.fuzzylogicinc.com/)
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or by sending a DM to *caedes* in the [id Tech Forums](http://idtechforums.fuzzylogicinc.com/)
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or by pinging *caedes* in the #iodoom3 IRC channel on FreeNode.
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or by pinging *caedes* in the #iodoom3 IRC channel on FreeNode.
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If you prefer E-Mail, you can find my address in the [git commits](https://github.com/dhewm/dhewm3-sdk/commit/b7d77c468a42892fa3c03a9ce0683916a110e8db.patch).
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If you prefer E-Mail, you can find my address in the [git commits](https://github.com/dhewm/dhewm3-sdk/commit/b7d77c468a42892fa3c03a9ce0683916a110e8db.patch).
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## New features that mods can use
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dhewm3 has some features that the original Doom3 didn't have that are interesting for Mods.
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### Injecting all supported resolutions into the video menu
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Mods that have their own video settings menu can tell dhewm3 to replace
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the "choices" and "values" entries in their choiceDef with the
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resolutions supported by dhewm3 (and corresponding modes).
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So if we add new video modes to dhewm3, they'll automatically appear in
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the menu without changing the .gui
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To enable this, you only need to add a `injectResolutions 1`
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entry to the resolution choiceDef. By default, the first entry will
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be "r_custom*" for r_mode -1, which means "custom resolution, use
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r_customWidth and r_customHeight".
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If the "r_custom*" entry should be disabled for your mod, just add another entry:
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`injectCustomResolutionMode 0`
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### Scale GUIs to 4:3
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Fullscreen menus (like the main menu and the PDA) are scaled to 4:3 by default, adding black bars on the left/right when using widescreen resolutions (users can disable this with `r_scaleMenusTo43 0`).
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By default, this is not done for other GUIs, mainly because the HUD is a fullscreen GUI and also handles damage effects (coloring the whole screen red), which would look shitty if scaled to 4:3 with black/empty bars on the left/right.
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However, you can still enable this for your WIN_DESKTOP GUIs, either in the .gui itself or via C++ code when loading the GUI (I found this especially useful for the crosshairs/cursor GUI).
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WIN_DESKTOP means that this can currently only be set for the top-level window in a .gui (all its subwindows/widgets will be scaled implicitly).
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There are two ways to make a GUI use this:
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1. in the .gui add a window variable `scaleto43 1`, like
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```
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windowDef Desktop {
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rect 0 ,0 ,640 ,480
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nocursor 1
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float talk 0
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scaleto43 1
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// .. etc rest of windowDef
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```
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2. When creating the GUI from C++ code, you can afterwards make the
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UserInterface scale to 4:3 like this:
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```c++
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idUserInterface* ui = Whatever(); // create it
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ui->SetStateBool("scaleto43", true);
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ui->StateChanged(gameLocal.time);
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```
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Both lines are important!
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Keep in mind that if the GUI is saved to the savegame, you need to call this after restoring the GUI from the savegame,
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see https://github.com/dhewm/dhewm3-sdk/commit/5070b8c7ec6f3a8ba1cb4123de37732f9cd9437f for an example.
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Also note that you can *not* generally inject variables into GUIs like that from C++, dhewm3 has special code to make the `"scaleto43"` case work.
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