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https://github.com/ZDoom/gzdoom.git
synced 2024-11-10 14:51:40 +00:00
- made status bar offset fixing unconditional.
I think it is inevitable that such status bars will appear in mods sooner or later and with the old code it is virtually impossible to create a wide status bar that displays properly but gets subjected to this code.
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parent
ce17f1aa49
commit
79944ca76a
2 changed files with 9 additions and 26 deletions
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@ -2964,32 +2964,16 @@ static void CheckForHacks(BuildInfo& buildinfo)
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}
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}
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}
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}
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static void FixUnityStatusBar()
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static void FixWideStatusBar()
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{
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{
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if (gameinfo.flags & GI_FIXUNITYSBAR)
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FGameTexture* sbartex = TexMan.FindGameTexture("stbar", ETextureType::MiscPatch);
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// only adjust offsets if none already exist
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if (sbartex && sbartex->GetTexelWidth() > 320 &&
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!sbartex->GetTexelLeftOffset(0) && !sbartex->GetTexelTopOffset(0))
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{
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{
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FGameTexture* sbartex = TexMan.FindGameTexture("stbar", ETextureType::MiscPatch);
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sbartex->SetOffsets(0, (sbartex->GetTexelWidth() - 320) / 2, 0);
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sbartex->SetOffsets(1, (sbartex->GetTexelWidth() - 320) / 2, 0);
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// texture not found, we're not here to operate on a non-existent texture so just exit
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if (!sbartex)
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return;
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// where is this texture located? if it's not in an iwad, then exit
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int lumpnum = sbartex->GetSourceLump();
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if (lumpnum >= 0 && lumpnum < fileSystem.GetNumEntries())
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{
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int wadno = fileSystem.GetFileContainer(lumpnum);
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if (!(wadno >= fileSystem.GetIwadNum() && wadno <= fileSystem.GetMaxIwadNum()))
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return;
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}
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// only adjust offsets if none already exist
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if (sbartex->GetTexelWidth() > 320 &&
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!sbartex->GetTexelLeftOffset(0) && !sbartex->GetTexelTopOffset(0))
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{
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sbartex->SetOffsets(0, (sbartex->GetTexelWidth() - 320) / 2, 0);
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sbartex->SetOffsets(1, (sbartex->GetTexelWidth() - 320) / 2, 0);
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}
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}
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}
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}
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}
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@ -3374,7 +3358,7 @@ static int D_DoomMain_Internal (void)
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TexAnim.Init();
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TexAnim.Init();
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C_InitConback();
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C_InitConback();
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FixUnityStatusBar();
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FixWideStatusBar();
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StartScreen->Progress();
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StartScreen->Progress();
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V_InitFonts();
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V_InitFonts();
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@ -359,7 +359,6 @@ Intermission Inter_Bunny
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Intermission TheEnd
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Intermission TheEnd
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{
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{
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// no backgrounds are set here so this will reuse the previous one.
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Image
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Image
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{
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{
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Draw = "END0", 108, 68
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Draw = "END0", 108, 68
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