mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 04:22:34 +00:00
add WeaponScaleX/WeaponScaleY properties for applying global scaling to a weapon's PSprites
This commit is contained in:
parent
01b825b181
commit
0b93aef776
6 changed files with 21 additions and 5 deletions
|
@ -132,6 +132,7 @@ DEFINE_FIELD(DPSprite, x)
|
|||
DEFINE_FIELD(DPSprite, y)
|
||||
DEFINE_FIELD(DPSprite, oldx)
|
||||
DEFINE_FIELD(DPSprite, oldy)
|
||||
DEFINE_FIELD(DPSprite, baseScale)
|
||||
DEFINE_FIELD(DPSprite, pivot)
|
||||
DEFINE_FIELD(DPSprite, scale)
|
||||
DEFINE_FIELD(DPSprite, rotation)
|
||||
|
@ -180,6 +181,7 @@ DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
|
|||
ID(id),
|
||||
processPending(true)
|
||||
{
|
||||
baseScale = {1.0, 1.2};
|
||||
rotation = 0.;
|
||||
scale = {1.0, 1.0};
|
||||
pivot = {0.0, 0.0};
|
||||
|
@ -1251,7 +1253,8 @@ void DPSprite::Serialize(FSerializer &arc)
|
|||
("rotation", rotation)
|
||||
("halign", HAlign)
|
||||
("valign", VAlign)
|
||||
("renderstyle_", Renderstyle); // The underscore is intentional to avoid problems with old savegames which had this as an ERenderStyle (which is not future proof.)
|
||||
("renderstyle_", Renderstyle) // The underscore is intentional to avoid problems with old savegames which had this as an ERenderStyle (which is not future proof.)
|
||||
("baseScale", baseScale);
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
|
|
|
@ -114,9 +114,10 @@ public:
|
|||
float GetYAdjust(bool fullscreen);
|
||||
|
||||
int HAlign, VAlign; // Horizontal and vertical alignment
|
||||
DVector2 baseScale; // Base scale (set by weapon); defaults to (1.0, 1.2) since that's Doom's native aspect ratio
|
||||
DAngle rotation; // How much rotation to apply.
|
||||
DVector2 pivot; // pivot points
|
||||
DVector2 scale; // Scale
|
||||
DVector2 scale; // Dynamic scale (set by A_Overlay functions)
|
||||
double x, y, alpha;
|
||||
double oldx, oldy;
|
||||
bool InterpolateTic; // One tic interpolation (WOF_INTERPOLATE)
|
||||
|
|
|
@ -428,7 +428,7 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
|
|||
FloatRect r = spi.GetSpriteRect();
|
||||
|
||||
// calculate edges of the shape
|
||||
scalex = (320.0f / (240.0f * r_viewwindow.WidescreenRatio)) * vw / 320;
|
||||
scalex = psp->baseScale.X * (320.0f / (240.0f * r_viewwindow.WidescreenRatio)) * (vw / 320);
|
||||
|
||||
float x1, y1, x2, y2, u1, v1, u2, v2;
|
||||
|
||||
|
@ -447,7 +447,10 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
|
|||
// killough 12/98: fix psprite positioning problem
|
||||
ftexturemid = 100.f - sy - r.top - psp->GetYAdjust(screenblocks >= 11);
|
||||
|
||||
scale = (SCREENHEIGHT*vw) / (SCREENWIDTH * 200.0f);
|
||||
// [XA] note: Doom's native 1.2x aspect ratio was originally
|
||||
// handled here by multiplying SCREENWIDTH by 200 instead of
|
||||
// 240, but now the baseScale var defines this from now on.
|
||||
scale = psp->baseScale.Y * (SCREENHEIGHT*vw) / (SCREENWIDTH * 240.0f);
|
||||
y1 = viewwindowy + vh / 2 - (ftexturemid * scale);
|
||||
y2 = y1 + (r.height * scale) + 1;
|
||||
|
||||
|
|
|
@ -265,7 +265,8 @@ namespace swrenderer
|
|||
auto viewport = Thread->Viewport.get();
|
||||
|
||||
double pspritexscale = viewport->viewwindow.centerxwide / 160.0;
|
||||
double pspriteyscale = pspritexscale * viewport->BaseYaspectMul * ((double)SCREENHEIGHT / SCREENWIDTH) * r_viewwindow.WidescreenRatio;
|
||||
double pspriteyscale = pspritexscale * pspr->baseScale.Y * ((double)SCREENHEIGHT / SCREENWIDTH) * r_viewwindow.WidescreenRatio;
|
||||
pspritexscale *= pspr->baseScale.X; // [XA] don't accidentally apply this to the Y calculation above; math be weird
|
||||
double pspritexiscale = 1 / pspritexscale;
|
||||
|
||||
int tleft = tex->GetDisplayLeftOffset(0);
|
||||
|
|
|
@ -25,6 +25,7 @@ class Weapon : StateProvider
|
|||
int BobStyle; // [XA] Bobbing style. Defines type of bobbing (e.g. Normal, Alpha) (visual only so no need to be a double)
|
||||
float BobSpeed; // [XA] Bobbing speed. Defines how quickly a weapon bobs.
|
||||
float BobRangeX, BobRangeY; // [XA] Bobbing range. Defines how far a weapon bobs in either direction.
|
||||
float WeaponScaleX, WeaponScaleY; // [XA] Weapon scale. Defines the scale for the held weapon sprites (PSprite). Defaults to (1.0, 1.2) since that's what Doom does.
|
||||
Ammo Ammo1, Ammo2; // In-inventory instance variables
|
||||
Weapon SisterWeapon;
|
||||
double FOVScale;
|
||||
|
@ -57,6 +58,8 @@ class Weapon : StateProvider
|
|||
property BobSpeed: BobSpeed;
|
||||
property BobRangeX: BobRangeX;
|
||||
property BobRangeY: BobRangeY;
|
||||
property WeaponScaleX: WeaponScaleX;
|
||||
property WeaponScaleY: WeaponScaleY;
|
||||
property SlotNumber: SlotNumber;
|
||||
property SlotPriority: SlotPriority;
|
||||
property LookScale: LookScale;
|
||||
|
@ -95,6 +98,8 @@ class Weapon : StateProvider
|
|||
Weapon.BobSpeed 1.0;
|
||||
Weapon.BobRangeX 1.0;
|
||||
Weapon.BobRangeY 1.0;
|
||||
Weapon.WeaponScaleX 1.0;
|
||||
Weapon.WeaponScaleY 1.2;
|
||||
Weapon.SlotNumber -1;
|
||||
Weapon.SlotPriority 32767;
|
||||
+WEAPONSPAWN
|
||||
|
@ -218,6 +223,8 @@ class Weapon : StateProvider
|
|||
{
|
||||
if (!psp) return;
|
||||
psp.rotation = 0;
|
||||
psp.baseScale.x = invoker.WeaponScaleX;
|
||||
psp.baseScale.y = invoker.WeaponScaleY;
|
||||
psp.scale.x = 1;
|
||||
psp.scale.y = 1;
|
||||
psp.pivot.x = 0;
|
||||
|
|
|
@ -2600,6 +2600,7 @@ class PSprite : Object native play
|
|||
native double y;
|
||||
native double oldx;
|
||||
native double oldy;
|
||||
native Vector2 baseScale;
|
||||
native Vector2 pivot;
|
||||
native Vector2 scale;
|
||||
native double rotation;
|
||||
|
|
Loading…
Reference in a new issue