In idWindow::Redraw(), I had to make sure the menu scale fix (which,
if enabled for a window, renders that in 4:3 with empty or black bars
on the side if needed for widescreen etc, instead of stretching it)
is disabled if a window uses CST anchors, because the CST anchor code
also adjusts for the display aspect ratio and if we do both, things get
distorted in the other way.
The biggest change is that idDeviceContext::DrawStretchPic(Rotated) now
has code to adjust the coordinates for both CST and the menu scale fix,
so idDeviceContext::AdjustCoords() is mostly obsolete - it's only still
used by idRenderWindow.
Unlike DstDoom3 now that extra adjustCoords argument to those Draw
functions indicates that any coordinate adjustment should be done, so
if it's set by a caller, it's set to true.
I removed idDeviceContext::AdjustCursorCoords() because it was only used
in one place anyway
So stuff doesn't look so distorted in widescreen resolutions.
Implies that there are black bars on the left/right then..
Can be disabled with "r_scaleMenusTo43 0"
Does *not* affect the HUD (incl. crosshair) - scaling it automagically
would be very hard (or impossible), because it doesn't only render
the crosshair, healthpoints etc, but also fullscreen effects like the
screen turning red when the player is hit - and fullscreen effects
would look very shitty if they didn't cover the whole screen but had
"empty" bars on left/right.
(Mostly) fixes#188 and #189
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.