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- implemented better aspect ratio control for fullscreen images.
Due to backwards compatibility needs and for flexibility this needs to be controlled by a gameinfo setting (fullscreenautoaspect): 0: Treat all images as having an aspect ratio of 4:3, this is the default for compatibility reasons 1: Scale all images to fit the screen, i.e. either pillarbox or letterbox them. 2: Scale all images to fill the screen. 3: Scale all images so that the center 4:3 area is always fully visible. This is the recommended mode for 16:9 images designed to be shown with the sides being cropped on narrower displays. A new DTA_ tag - DTA_FullscreenEx also exists which allows specifying the scale mode directly # Conflicts: # src/rendering/v_video.cpp # src/v_draw.cpp # Conflicts: # src/v_video.h
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b131230fe3
commit
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5 changed files with 64 additions and 28 deletions
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@ -119,6 +119,7 @@ const char* GameInfoBorders[] =
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NULL
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};
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#define GAMEINFOKEY_CSTRING(key, variable, length) \
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else if(nextKey.CompareNoCase(variable) == 0) \
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{ \
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@ -385,6 +386,7 @@ void FMapInfoParser::ParseGameInfo()
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GAMEINFOKEY_DOUBLE(telefogheight, "telefogheight")
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GAMEINFOKEY_DOUBLE(gibfactor, "gibfactor")
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GAMEINFOKEY_INT(defKickback, "defKickback")
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GAMEINFOKEY_INT(fullscreenautoaspect, "fullscreenautoaspect")
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GAMEINFOKEY_STRING(SkyFlatName, "SkyFlatName")
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GAMEINFOKEY_STRING(translator, "translator")
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GAMEINFOKEY_COLOR(pickupcolor, "pickupcolor")
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1
src/gi.h
1
src/gi.h
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@ -204,6 +204,7 @@ struct gameinfo_t
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int berserkpic;
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double normforwardmove[2];
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double normsidemove[2];
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int fullscreenautoaspect = 3;
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const char *GetFinalePage(unsigned int num) const;
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};
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@ -404,8 +404,48 @@ bool DCanvas::SetTextureParms(DrawParms *parms, FTexture *img, double xx, double
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break;
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case DTA_Fullscreen:
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case DTA_FullscreenEx:
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{
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double aspect;
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double srcwidth = img->GetScaledWidthDouble();
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double srcheight = img->GetScaledHeightDouble();
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int autoaspect = parms->fsscalemode;
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aspect = autoaspect == 0 || (srcwidth == 320 && srcheight == 200) || (srcwidth == 640 && srcheight == 200)? 1.333 : srcwidth / srcheight;
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parms->x = parms->y = 0;
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break;
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parms->keepratio = true;
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auto screenratio = ActiveRatio(GetWidth(), GetHeight());
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if (autoaspect == 3)
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{
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if (screenratio >= aspect || aspect < 1.4) autoaspect = 1; // screen is wider than the image -> pillarbox it. 4:3 images must also be pillarboxes if the screen is taller than the image
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else if (screenratio > 1.32) autoaspect = 2; // on anything 4:3 and wider crop the sides of the image.
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else
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{
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// special case: Crop image to 4:3 and then letterbox this. This avoids too much cropping on narrow windows.
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double width4_3 = srcheight * (4. / 3.);
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parms->destwidth = (double)GetWidth() * srcwidth / width4_3;
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parms->destheight = GetHeight() * screenratio * (3. / 4.); // use 4:3 for the image
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parms->y = (GetHeight() - parms->destheight) / 2;
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parms->x = -(srcwidth - width4_3) / 2;
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return false; // Do not call VirtualToRealCoords for this!
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}
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}
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if ((screenratio > aspect) ^ (autoaspect == 2))
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{
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// pillarboxed or vertically cropped (i.e. scale to height)
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parms->destheight = GetHeight();
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parms->destwidth =GetWidth() * aspect / screenratio;
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parms->x = (GetWidth() - parms->destwidth) / 2;
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}
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else
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{
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// letterboxed or horizontally cropped (i.e. scale to width)
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parms->destwidth = GetWidth();
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parms->destheight = GetHeight() * screenratio / aspect;
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parms->y = (GetHeight() - parms->destheight) / 2;
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}
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return false; // Do not call VirtualToRealCoords for this!
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}
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case DTA_HUDRules:
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case DTA_HUDRulesC:
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@ -690,12 +730,28 @@ bool DCanvas::ParseDrawTextureTags(FTexture *img, double x, double y, uint32_t t
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break;
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case DTA_Fullscreen:
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boolval = ListGetInt(tags);
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if (boolval)
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{
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assert(fortext == false);
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if (img == NULL) return false;
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parms->cleanmode = DTA_Fullscreen;
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parms->fsscalemode = (uint8_t)gameinfo.fullscreenautoaspect;
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parms->virtWidth = img->GetScaledWidthDouble();
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parms->virtHeight = img->GetScaledHeightDouble();
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}
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break;
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case DTA_FullscreenEx:
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intval = ListGetInt(tags);
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if (intval >= 0 && intval <= 3)
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{
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assert(fortext == false);
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if (img == NULL) return false;
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parms->cleanmode = DTA_Fullscreen;
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parms->fsscalemode = (uint8_t)intval;
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parms->virtWidth = img->GetScaledWidthDouble();
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parms->virtHeight = img->GetScaledHeightDouble();
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}
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@ -1719,32 +1719,6 @@ bool AspectTallerThanWide(float aspect)
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return aspect < 1.333f;
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}
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void ScaleWithAspect (int &w, int &h, int Width, int Height)
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{
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int resRatio = CheckRatio (Width, Height);
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int screenRatio;
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CheckRatio (w, h, &screenRatio);
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if (resRatio == screenRatio)
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return;
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double yratio;
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switch(resRatio)
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{
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case 0: yratio = 4./3.; break;
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case 1: yratio = 16./9.; break;
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case 2: yratio = 16./10.; break;
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case 3: yratio = 17./10.; break;
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case 4: yratio = 5./4.; break;
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case 6: yratio = 21./9.; break;
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default: return;
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}
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double y = w/yratio;
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if (y > h)
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w = static_cast<int>(h * yratio);
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else
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h = static_cast<int>(y);
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}
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void IVideo::DumpAdapters ()
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{
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Printf("Multi-monitor support unavailable.\n");
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@ -132,6 +132,8 @@ enum
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DTA_LegacyRenderStyle, // takes an old-style STYLE_* constant instead of an FRenderStyle
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DTA_Spacing, // Strings only: Additional spacing between characters
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DTA_Monospace, // Fonts only: Use a fixed distance between characters.
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DTA_FullscreenEx,
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};
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enum EMonospacing : int
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@ -194,6 +196,8 @@ struct DrawParms
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int maxstrlen;
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bool fortext;
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bool virtBottom;
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bool burn;
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uint8_t fsscalemode;
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};
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struct Va_List
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@ -624,7 +628,6 @@ int AspectBaseHeight(float aspect);
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double AspectPspriteOffset(float aspect);
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int AspectMultiplier(float aspect);
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bool AspectTallerThanWide(float aspect);
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void ScaleWithAspect(int &w, int &h, int Width, int Height);
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int GetUIScale(int altval);
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