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Started work on making HWR_DrawFill support V_NOSCALESTART properly ...so far I've got the console text select highlight in the right place outside of 320x200 (and 320x200 is still fine), but for whatever reason it's too large in width and height
Oh well, we're part of the way there, anyway
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1 changed files with 13 additions and 4 deletions
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@ -656,6 +656,7 @@ void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color)
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{
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{
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FOutVector v[4];
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FOutVector v[4];
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FSurfaceInfo Surf;
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FSurfaceInfo Surf;
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float sdupx, sdupy, pdupx, pdupy;
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if (w < 0 || h < 0)
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if (w < 0 || h < 0)
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return; // consistency w/ software
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return; // consistency w/ software
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@ -664,10 +665,18 @@ void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color)
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// | /|
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// | /|
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// |/ |
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// |/ |
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// 0--1
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// 0--1
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v[0].x = v[3].x = (x - 160.0f)/160.0f;
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sdupx = FIXED_TO_FLOAT(vid.fdupx)*2.0f;
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v[2].x = v[1].x = ((x+w) - 160.0f)/160.0f;
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sdupy = FIXED_TO_FLOAT(vid.fdupy)*2.0f;
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v[0].y = v[1].y = -(y - 100.0f)/100.0f;
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pdupx = FIXED_TO_FLOAT(vid.fdupx)*2.0f;
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v[2].y = v[3].y = -((y+h) - 100.0f)/100.0f;
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pdupy = FIXED_TO_FLOAT(vid.fdupy)*2.0f;
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if (color & V_NOSCALESTART)
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sdupx = sdupy = 2.0f;
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v[0].x = v[3].x = (x*sdupx)/vid.width - 1;
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v[2].x = v[1].x = (x*sdupx + w*pdupx)/vid.width - 1;
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v[0].y = v[1].y = 1-(y*sdupy)/vid.height;
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v[2].y = v[3].y = 1-(y*sdupy + h*pdupy)/vid.height;
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//Hurdler: do we still use this argb color? if not, we should remove it
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//Hurdler: do we still use this argb color? if not, we should remove it
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v[0].argb = v[1].argb = v[2].argb = v[3].argb = 0xff00ff00; //;
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v[0].argb = v[1].argb = v[2].argb = v[3].argb = 0xff00ff00; //;
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