mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- expanded names for view border elements. Also fixed the horribly bad implementation of custom borders which modified the DoomBorder elements without ever checking the game being used.
This commit is contained in:
parent
a05e62f3f7
commit
a22670626c
4 changed files with 57 additions and 31 deletions
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@ -1090,15 +1090,15 @@ void DBaseStatusBar::RefreshBackground () const
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if (setblocks >= 10)
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{
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const gameborder_t *border = gameinfo.border;
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FTexture *p;
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p = TexMan[border->b];
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FTexture *p = TexMan[gameinfo.Border.b];
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if (p != NULL)
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{
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screen->FlatFill(0, y, x, y + p->GetHeight(), p, true);
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screen->FlatFill(x2, y, SCREENWIDTH, y + p->GetHeight(), p, true);
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}
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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27
src/gi.cpp
27
src/gi.cpp
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@ -51,7 +51,7 @@ const char *GameNames[17] =
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};
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static gameborder_t DoomBorder =
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static staticgameborder_t DoomBorder =
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{
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8, 8,
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"brdr_tl", "brdr_t", "brdr_tr",
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@ -59,7 +59,7 @@ static gameborder_t DoomBorder =
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"brdr_bl", "brdr_b", "brdr_br"
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};
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static gameborder_t HereticBorder =
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static staticgameborder_t HereticBorder =
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{
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4, 16,
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"bordtl", "bordt", "bordtr",
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@ -67,7 +67,7 @@ static gameborder_t HereticBorder =
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"bordbl", "bordb", "bordbr"
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};
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static gameborder_t StrifeBorder =
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static staticgameborder_t StrifeBorder =
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{
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8, 8,
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"brdr_tl", "brdr_t", "brdr_tr",
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@ -231,40 +231,37 @@ void FMapInfoParser::ParseGameInfo()
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}
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else if(nextKey.CompareNoCase("border") == 0)
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{
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staticgameborder_t *b;
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if (sc.CheckToken(TK_Identifier))
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{
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switch(sc.MustMatchString(GameInfoBorders))
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{
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default:
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gameinfo.border = &DoomBorder;
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b = &DoomBorder;
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break;
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case 1:
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gameinfo.border = &HereticBorder;
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b = &HereticBorder;
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break;
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case 2:
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gameinfo.border = &StrifeBorder;
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b = &StrifeBorder;
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break;
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}
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gameinfo.Border = *b;
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}
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else
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{
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// border = {size, offset, tr, t, tl, r, l ,br, b, bl};
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char *graphics[8] = {DoomBorder.tr, DoomBorder.t, DoomBorder.tl, DoomBorder.r, DoomBorder.l, DoomBorder.br, DoomBorder.b, DoomBorder.bl};
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FString *graphics[8] = { &gameinfo.Border.tr, &gameinfo.Border.t, &gameinfo.Border.tl, &gameinfo.Border.r, &gameinfo.Border.l, &gameinfo.Border.br, &gameinfo.Border.b, &gameinfo.Border.bl };
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sc.MustGetToken(TK_IntConst);
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DoomBorder.offset = sc.Number;
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gameinfo.Border.offset = sc.Number;
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sc.MustGetToken(',');
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sc.MustGetToken(TK_IntConst);
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DoomBorder.size = sc.Number;
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gameinfo.Border.size = sc.Number;
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for(int i = 0;i < 8;i++)
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{
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sc.MustGetToken(',');
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sc.MustGetToken(TK_StringConst);
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int len = int(strlen(sc.String));
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if(len > 8)
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sc.ScriptError("Border graphic can not be more than 8 characters long.\n");
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memcpy(graphics[i], sc.String, len);
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if(len < 8) // end with a null byte if the string is less than 8 chars.
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graphics[i][len] = 0;
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(*graphics[i]) = sc.String;
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}
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}
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}
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33
src/gi.h
33
src/gi.h
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@ -52,7 +52,7 @@
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extern const char *GameNames[17];
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struct gameborder_t
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struct staticgameborder_t
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{
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BYTE offset;
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BYTE size;
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@ -66,6 +66,35 @@ struct gameborder_t
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char br[8];
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};
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struct gameborder_t
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{
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BYTE offset;
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BYTE size;
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FString tl;
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FString t;
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FString tr;
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FString l;
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FString r;
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FString bl;
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FString b;
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FString br;
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gameborder_t &operator=(staticgameborder_t &other)
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{
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offset = other.offset;
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size = other.size;
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tl = other.tl;
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t = other.t;
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tr = other.tr;
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l = other.l;
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r = other.r;
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bl = other.bl;
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b = other.b;
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br = other.br;
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return *this;
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}
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};
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struct FGIFont
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{
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FName fontname;
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@ -107,7 +136,7 @@ struct gameinfo_t
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FString Endoom;
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fixed_t Armor2Percent;
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FString quitSound;
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gameborder_t *border;
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gameborder_t Border;
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int telefogheight;
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int defKickback;
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FString translator;
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@ -1407,7 +1407,7 @@ void V_SetBorderNeedRefresh()
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void V_DrawFrame (int left, int top, int width, int height)
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{
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FTexture *p;
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const gameborder_t *border = gameinfo.border;
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const gameborder_t *border = &gameinfo.Border;
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// Sanity check for incomplete gameinfo
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if (border == NULL)
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return;
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@ -1513,28 +1513,28 @@ static void V_DrawTopBorder ()
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if (viewwidth == SCREENWIDTH)
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return;
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offset = gameinfo.border->offset;
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offset = gameinfo.Border.offset;
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if (viewwindowy < 34)
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{
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V_DrawBorder (0, 0, viewwindowx, 34);
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V_DrawBorder (viewwindowx, 0, viewwindowx + viewwidth, viewwindowy);
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V_DrawBorder (viewwindowx + viewwidth, 0, SCREENWIDTH, 34);
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p = TexMan(gameinfo.border->t);
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p = TexMan(gameinfo.Border.t);
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screen->FlatFill(viewwindowx, viewwindowy - p->GetHeight(),
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viewwindowx + viewwidth, viewwindowy, p, true);
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p = TexMan(gameinfo.border->l);
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p = TexMan(gameinfo.Border.l);
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screen->FlatFill(viewwindowx - p->GetWidth(), viewwindowy,
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viewwindowx, 35, p, true);
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p = TexMan(gameinfo.border->r);
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p = TexMan(gameinfo.Border.r);
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screen->FlatFill(viewwindowx + viewwidth, viewwindowy,
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viewwindowx + viewwidth + p->GetWidth(), 35, p, true);
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p = TexMan(gameinfo.border->tl);
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p = TexMan(gameinfo.Border.tl);
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screen->DrawTexture (p, viewwindowx - offset, viewwindowy - offset, TAG_DONE);
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p = TexMan(gameinfo.border->tr);
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p = TexMan(gameinfo.Border.tr);
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screen->DrawTexture (p, viewwindowx + viewwidth, viewwindowy - offset, TAG_DONE);
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}
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else
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