- fixed: The intermission screen was not taking texture scaling into account (it was written before the introduction of scaled texture handling for 2D.)

SVN r2962 (trunk)
This commit is contained in:
Christoph Oelckers 2010-10-23 22:42:53 +00:00
parent c9adcb0f47
commit 747f3dd97a

View file

@ -79,7 +79,7 @@ void WI_unloadData ();
// NET GAME STUFF
#define NG_STATSY 50
#define NG_STATSX (32 + star->GetWidth()/2 + 32*!dofrags)
#define NG_STATSX (32 + star->GetScaledWidth()/2 + 32*!dofrags)
#define NG_SPACINGX 64
@ -606,8 +606,8 @@ void WI_drawBackground()
// scale all animations below to fit the size of the base pic
// The base pic is always scaled to fit the screen so this allows
// placing the animations precisely where they belong on the base pic
animwidth = background->GetScaledWidth();
animheight = background->GetScaledHeight();
animwidth = background->GetScaledWidthDouble();
animheight = background->GetScaledHeightDouble();
screen->FillBorder (NULL);
screen->DrawTexture(background, 0, 0, DTA_Fullscreen, true, TAG_DONE);
}
@ -746,8 +746,8 @@ int WI_drawLF ()
// draw <LevelName>
if (tex)
{
screen->DrawTexture(tex, midx - tex->GetWidth()*CleanXfac/2, y, DTA_CleanNoMove, true, TAG_DONE);
y += (tex->GetHeight() + BigFont->GetHeight()/4) * CleanYfac;
screen->DrawTexture(tex, midx - tex->GetScaledWidth()*CleanXfac/2, y, DTA_CleanNoMove, true, TAG_DONE);
y += (tex->GetScaledHeight() + BigFont->GetHeight()/4) * CleanYfac;
}
else
{
@ -761,8 +761,8 @@ int WI_drawLF ()
// don't draw 'finished' if the level name is too high!
if (gameinfo.gametype & GAME_DoomChex)
{
screen->DrawTexture(finished, midx - finished->GetWidth()*CleanXfac/2, y, DTA_CleanNoMove, true, TAG_DONE);
return y + finished->GetHeight() * CleanYfac;
screen->DrawTexture(finished, midx - finished->GetScaledWidth()*CleanXfac/2, y, DTA_CleanNoMove, true, TAG_DONE);
return y + finished->GetScaledHeight() * CleanYfac;
}
else
{
@ -793,8 +793,8 @@ void WI_drawEL ()
// be careful with the added height so that it works for oversized 'entering' patches!
if (gameinfo.gametype & GAME_DoomChex)
{
screen->DrawTexture(entering, (SCREENWIDTH - entering->GetWidth() * CleanXfac) / 2, y, DTA_CleanNoMove, true, TAG_DONE);
y += (entering->GetHeight() + font->GetHeight()/4) * CleanYfac;
screen->DrawTexture(entering, (SCREENWIDTH - entering->GetScaledWidth() * CleanXfac) / 2, y, DTA_CleanNoMove, true, TAG_DONE);
y += (entering->GetScaledHeight() + font->GetHeight()/4) * CleanYfac;
}
else
{
@ -808,7 +808,7 @@ void WI_drawEL ()
FTexture *tex = wbs->LName1;
if (tex)
{
screen->DrawTexture(tex, (SCREENWIDTH - tex->GetWidth() * CleanXfac) / 2, y, DTA_CleanNoMove, true, TAG_DONE);
screen->DrawTexture(tex, (SCREENWIDTH - tex->GetScaledWidth() * CleanXfac) / 2, y, DTA_CleanNoMove, true, TAG_DONE);
}
else
{
@ -853,10 +853,10 @@ void WI_drawOnLnode( int n, FTexture * c[] ,int numc)
int bottom;
right = c[i]->GetWidth();
bottom = c[i]->GetHeight();
left = lnodes[n].x - c[i]->LeftOffset;
top = lnodes[n].y - c[i]->TopOffset;
right = c[i]->GetScaledWidth();
bottom = c[i]->GetScaledHeight();
left = lnodes[n].x - c[i]->GetScaledLeftOffset();
top = lnodes[n].y - c[i]->GetScaledTopOffset();
right += left;
bottom += top;
@ -980,7 +980,7 @@ void WI_drawTime (int x, int y, int t, bool no_sucks=false)
{ // "sucks"
if (sucks != NULL)
{
screen->DrawTexture (sucks, x - sucks->GetWidth(), y - IntermissionFont->GetHeight() - 2,
screen->DrawTexture (sucks, x - sucks->GetScaledWidth(), y - IntermissionFont->GetHeight() - 2,
DTA_Clean, true, TAG_DONE);
}
else