Make Team Arena UI aspect correct in widescreen

This commit is contained in:
Zack Middleton 2017-07-01 11:27:31 -05:00
parent d9c2e91919
commit 21eeaee9c8
2 changed files with 25 additions and 21 deletions

View file

@ -420,18 +420,10 @@ Adjusted for resolution and screen aspect ratio
*/
void UI_AdjustFrom640( float *x, float *y, float *w, float *h ) {
// expect valid pointers
#if 0
*x = *x * uiInfo.uiDC.scale + uiInfo.uiDC.bias;
*y *= uiInfo.uiDC.scale;
*w *= uiInfo.uiDC.scale;
*h *= uiInfo.uiDC.scale;
#endif
*x *= uiInfo.uiDC.xscale;
*x = *x * uiInfo.uiDC.xscale + uiInfo.uiDC.bias;
*y *= uiInfo.uiDC.yscale;
*w *= uiInfo.uiDC.xscale;
*h *= uiInfo.uiDC.yscale;
}
void UI_DrawNamedPic( float x, float y, float width, float height, const char *picname ) {

View file

@ -129,6 +129,7 @@ static void UI_ParseTeamInfo(const char *teamFile);
static const char *UI_SelectedMap(int index, int *actual);
static const char *UI_SelectedHead(int index, int *actual);
static int UI_GetIndexFromSelection(int actual);
static void UI_DrawCinematic(int handle, float x, float y, float w, float h);
int ProcessNewUI( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6 );
@ -1110,8 +1111,7 @@ static void UI_DrawClanCinematic(rectDef_t *rect, float scale, vec4_t color) {
}
if (uiInfo.teamList[i].cinematic >= 0) {
trap_CIN_RunCinematic(uiInfo.teamList[i].cinematic);
trap_CIN_SetExtents(uiInfo.teamList[i].cinematic, rect->x, rect->y, rect->w, rect->h);
trap_CIN_DrawCinematic(uiInfo.teamList[i].cinematic);
UI_DrawCinematic(uiInfo.teamList[i].cinematic, rect->x, rect->y, rect->w, rect->h);
} else {
trap_R_SetColor( color );
UI_DrawHandlePic( rect->x, rect->y, rect->w, rect->h, uiInfo.teamList[i].teamIcon_Metal);
@ -1132,8 +1132,7 @@ static void UI_DrawPreviewCinematic(rectDef_t *rect, float scale, vec4_t color)
uiInfo.previewMovie = trap_CIN_PlayCinematic(va("%s.roq", uiInfo.movieList[uiInfo.movieIndex]), 0, 0, 0, 0, (CIN_loop | CIN_silent) );
if (uiInfo.previewMovie >= 0) {
trap_CIN_RunCinematic(uiInfo.previewMovie);
trap_CIN_SetExtents(uiInfo.previewMovie, rect->x, rect->y, rect->w, rect->h);
trap_CIN_DrawCinematic(uiInfo.previewMovie);
UI_DrawCinematic(uiInfo.previewMovie, rect->x, rect->y, rect->w, rect->h);
} else {
uiInfo.previewMovie = -2;
}
@ -1256,8 +1255,7 @@ static void UI_DrawMapCinematic(rectDef_t *rect, float scale, vec4_t color, qboo
}
if (uiInfo.mapList[map].cinematic >= 0) {
trap_CIN_RunCinematic(uiInfo.mapList[map].cinematic);
trap_CIN_SetExtents(uiInfo.mapList[map].cinematic, rect->x, rect->y, rect->w, rect->h);
trap_CIN_DrawCinematic(uiInfo.mapList[map].cinematic);
UI_DrawCinematic(uiInfo.mapList[map].cinematic, rect->x, rect->y, rect->w, rect->h);
} else {
uiInfo.mapList[map].cinematic = -2;
}
@ -1337,8 +1335,7 @@ static void UI_DrawNetMapCinematic(rectDef_t *rect, float scale, vec4_t color) {
if (uiInfo.serverStatus.currentServerCinematic >= 0) {
trap_CIN_RunCinematic(uiInfo.serverStatus.currentServerCinematic);
trap_CIN_SetExtents(uiInfo.serverStatus.currentServerCinematic, rect->x, rect->y, rect->w, rect->h);
trap_CIN_DrawCinematic(uiInfo.serverStatus.currentServerCinematic);
UI_DrawCinematic(uiInfo.serverStatus.currentServerCinematic, rect->x, rect->y, rect->w, rect->h);
} else {
UI_DrawNetMapPreview(rect, scale, color);
}
@ -4974,6 +4971,15 @@ static void UI_StopCinematic(int handle) {
}
static void UI_DrawCinematic(int handle, float x, float y, float w, float h) {
// adjust coords to get correct placement in wide screen
UI_AdjustFrom640( &x, &y, &w, &h );
// CIN_SetExtents takes stretched 640x480 virtualized coords
x *= SCREEN_WIDTH / (float)uiInfo.uiDC.glconfig.vidWidth;
w *= SCREEN_WIDTH / (float)uiInfo.uiDC.glconfig.vidWidth;
y *= SCREEN_HEIGHT / (float)uiInfo.uiDC.glconfig.vidHeight;
h *= SCREEN_HEIGHT / (float)uiInfo.uiDC.glconfig.vidHeight;
trap_CIN_SetExtents(handle, x, y, w, h);
trap_CIN_DrawCinematic(handle);
}
@ -5077,6 +5083,7 @@ void _UI_Init( qboolean inGameLoad ) {
if ( uiInfo.uiDC.glconfig.vidWidth * 480 > uiInfo.uiDC.glconfig.vidHeight * 640 ) {
// wide screen
uiInfo.uiDC.bias = 0.5 * ( uiInfo.uiDC.glconfig.vidWidth - ( uiInfo.uiDC.glconfig.vidHeight * (640.0/480.0) ) );
uiInfo.uiDC.xscale = uiInfo.uiDC.yscale;
}
else {
// no wide screen
@ -5234,12 +5241,17 @@ UI_MouseEvent
*/
void _UI_MouseEvent( int dx, int dy )
{
int bias;
// convert X bias to 640 coords
bias = uiInfo.uiDC.bias / uiInfo.uiDC.xscale;
// update mouse screen position
uiInfo.uiDC.cursorx += dx;
if (uiInfo.uiDC.cursorx < 0)
uiInfo.uiDC.cursorx = 0;
else if (uiInfo.uiDC.cursorx > SCREEN_WIDTH)
uiInfo.uiDC.cursorx = SCREEN_WIDTH;
if (uiInfo.uiDC.cursorx < -bias)
uiInfo.uiDC.cursorx = -bias;
else if (uiInfo.uiDC.cursorx > SCREEN_WIDTH+bias)
uiInfo.uiDC.cursorx = SCREEN_WIDTH+bias;
uiInfo.uiDC.cursory += dy;
if (uiInfo.uiDC.cursory < 0)