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- fixed: The scripted DrawFrame export should not be subjected to ui_screenborder_classic_scaling.
This affected the generic player display where the frame was far too wide. At most it needs to be an option if properly corrected.
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f1b0f32786
commit
ce25b5bc41
1 changed files with 4 additions and 4 deletions
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@ -153,7 +153,7 @@ CVAR (Bool, idmypos, false, 0);
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//
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//==========================================================================
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void V_DrawFrame(F2DDrawer* drawer, int left, int top, int width, int height)
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void V_DrawFrame(F2DDrawer* drawer, int left, int top, int width, int height, bool scalemode)
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{
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FGameTexture* p;
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const gameborder_t* border = &gameinfo.Border;
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@ -167,7 +167,7 @@ void V_DrawFrame(F2DDrawer* drawer, int left, int top, int width, int height)
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float sw = drawer->GetClassicFlatScalarWidth();
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float sh = drawer->GetClassicFlatScalarHeight();
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if (!ui_screenborder_classic_scaling)
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if (!scalemode)
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{
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// Draw top and bottom sides.
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p = TexMan.GetGameTextureByName(border->t);
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@ -221,7 +221,7 @@ DEFINE_ACTION_FUNCTION(_Screen, DrawFrame)
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PARAM_INT(w);
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PARAM_INT(h);
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if (!twod->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
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V_DrawFrame(twod, x, y, w, h);
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V_DrawFrame(twod, x, y, w, h, false);
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return 0;
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}
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@ -1048,7 +1048,7 @@ void DBaseStatusBar::RefreshViewBorder ()
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DrawBorder(twod, tex, viewwindowx + viewwidth, viewwindowy, Width, viewheight + viewwindowy);
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DrawBorder(twod, tex, 0, viewwindowy + viewheight, Width, StatusBar->GetTopOfStatusbar());
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V_DrawFrame(twod, viewwindowx, viewwindowy, viewwidth, viewheight);
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V_DrawFrame(twod, viewwindowx, viewwindowy, viewwidth, viewheight, ui_screenborder_classic_scaling);
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}
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}
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