README: Document dhewm3 specific stuff for Mods GUIs

* injecting resolution list into menus
* scaling WIN_DESKTOP GUIs to 4:3
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@ -98,3 +98,56 @@ The easiest way to contact me is by creating an issue in this Github repository,
or by sending a DM to *caedes* in the [id Tech Forums](http://idtechforums.fuzzylogicinc.com/)
or by pinging *caedes* in the #iodoom3 IRC channel on FreeNode.
If you prefer E-Mail, you can find my address in the [git commits](https://github.com/dhewm/dhewm3-sdk/commit/b7d77c468a42892fa3c03a9ce0683916a110e8db.patch).
## New features that mods can use
dhewm3 has some features that the original Doom3 didn't have that are interesting for Mods.
### Injecting all supported resolutions into the video menu
Mods that have their own video settings menu can tell dhewm3 to replace
the "choices" and "values" entries in their choiceDef with the
resolutions supported by dhewm3 (and corresponding modes).
So if we add new video modes to dhewm3, they'll automatically appear in
the menu without changing the .gui
To enable this, you only need to add a `injectResolutions 1`
entry to the resolution choiceDef. By default, the first entry will
be "r_custom*" for r_mode -1, which means "custom resolution, use
r_customWidth and r_customHeight".
If the "r_custom*" entry should be disabled for your mod, just add another entry:
`injectCustomResolutionMode 0`
### Scale GUIs to 4:3
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`).
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.
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).
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).
There are two ways to make a GUI use this:
1. in the .gui add a window variable `scaleto43 1`, like
```
windowDef Desktop {
rect 0 ,0 ,640 ,480
nocursor 1
float talk 0
scaleto43 1
// .. etc rest of windowDef
```
2. When creating the GUI from C++ code, you can afterwards make the
UserInterface scale to 4:3 like this:
```c++
idUserInterface* ui = Whatever(); // create it
ui->SetStateBool("scaleto43", true);
ui->StateChanged(gameLocal.time);
```
Both lines are important!
Keep in mind that if the GUI is saved to the savegame, you need to call this after restoring the GUI from the savegame,
see https://github.com/dhewm/dhewm3-sdk/commit/5070b8c7ec6f3a8ba1cb4123de37732f9cd9437f for an example.
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.