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Replaced PSPF_PIVOTOFFSETREL with WOF_RELATIVE.
The idea behind this is to outright remove the relative position adding from the engine side and let it happen with A_OverlayOffset instead. Still more work to do.
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8f74cebd44
commit
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5 changed files with 9 additions and 12 deletions
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@ -155,7 +155,6 @@ DEFINE_FIELD_BIT(DPSprite, Flags, bMirror, PSPF_MIRROR)
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DEFINE_FIELD_BIT(DPSprite, Flags, bPlayerTranslated, PSPF_PLAYERTRANSLATED)
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DEFINE_FIELD_BIT(DPSprite, Flags, bPivotPercent, PSPF_PIVOTPERCENT)
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DEFINE_FIELD_BIT(DPSprite, Flags, bPivotScreen, PSPF_PIVOTSCREEN)
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DEFINE_FIELD_BIT(DPSprite, Flags, bPivotOffsetRel, PSPF_PIVOTOFFSETREL)
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//------------------------------------------------------------------------
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//
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@ -184,8 +183,7 @@ DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
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oldpx(.0), oldpy(.0),
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oldrotation(.0),
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PivotPercent(true),
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PivotScreen(false),
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PivotOffsetRel(false)
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PivotScreen(false)
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{
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alpha = 1;
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Renderstyle = STYLE_Normal;
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@ -671,6 +669,7 @@ enum WOFFlags
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WOF_KEEPY = 1 << 1,
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WOF_ADD = 1 << 2,
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WOF_INTERPOLATE = 1 << 3,
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WOF_RELATIVE = 1 << 4,
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};
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DEFINE_ACTION_FUNCTION(AActor, A_OverlayScale)
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@ -73,7 +73,6 @@ enum PSPFlags
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PSPF_PLAYERTRANSLATED = 1 << 10,
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PSPF_PIVOTPERCENT = 1 << 11,
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PSPF_PIVOTSCREEN = 1 << 12,
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PSPF_PIVOTOFFSETREL = 1 << 13,
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};
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class DPSprite : public DObject
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@ -102,7 +101,6 @@ public:
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bool PivotScreen; // If true, the pivot is based on the entire screen width/height instead of the image's dimensions/position.
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bool PivotPercent; // If true, the pivot goes between [0.0, 1.0]. Otherwise, it's a pixel position offset from the image size.
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bool PivotOffsetRel; // If true, x & y are relative to rotation. Otherwise, x is left/right and y is up/down.
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double px, py; // pivot points
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double oldpx, oldpy;
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double rotation; // How much rotation to apply.
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@ -490,8 +490,8 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
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if (psp->rotation != 0.0 || psp->scalex != 1.0 || psp->scaley != 1.0)
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{
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float radang = psp->rotation * (pi::pi() / 180.);
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float cosang = -cos(radang);
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float sinang = -sin(radang);
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float cosang = cos(radang);
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float sinang = sin(radang);
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float xcenter, ycenter;
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@ -535,16 +535,16 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
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float ssy = (float)psp->scaley;
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float xx1 = xcenter + ssx * (x1 * cosang + y1 * sinang);
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float yy1 = ycenter + ssy * (x1 * sinang - y1 * cosang);
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float yy1 = ycenter - ssy * (x1 * sinang - y1 * cosang);
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float xx2 = xcenter + ssx * (x1 * cosang + y2 * sinang);
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float yy2 = ycenter + ssy * (x1 * sinang - y2 * cosang);
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float yy2 = ycenter - ssy * (x1 * sinang - y2 * cosang);
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float xx3 = xcenter + ssx * (x2 * cosang + y1 * sinang);
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float yy3 = ycenter + ssy * (x2 * sinang - y1 * cosang);
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float yy3 = ycenter - ssy * (x2 * sinang - y1 * cosang);
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float xx4 = xcenter + ssx * (x2 * cosang + y2 * sinang);
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float yy4 = ycenter + ssy * (x2 * sinang - y2 * cosang);
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float yy4 = ycenter - ssy * (x2 * sinang - y2 * cosang);
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verts.first[0].Set(xx1, yy1, 0, u1, v1);
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verts.first[1].Set(xx2, yy2, 0, u1, v2);
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@ -2580,7 +2580,6 @@ class PSprite : Object native play
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native bool bPlayerTranslated;
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native bool bPivotPercent;
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native bool bPivotScreen;
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native bool bPivotOffsetRel;
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native void SetState(State newstate, bool pending = false);
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@ -694,6 +694,7 @@ enum EWeaponOffsetFlags
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WOF_KEEPY = 1 << 1,
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WOF_ADD = 1 << 2,
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WOF_INTERPOLATE = 1 << 3,
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WOF_RELATIVE = 1 << 4,
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};
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// Flags for psprite layers
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