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