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- export common formulae to functions instead of copy-pasting them
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3 changed files with 20 additions and 9 deletions
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@ -680,6 +680,19 @@ void F2DDrawer::AddPoly(FGameTexture* img, FVector4* vt, size_t vtcount, unsigne
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//
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//
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//==========================================================================
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//==========================================================================
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float F2DDrawer::GetClassicFlatScalarWidth()
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{
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float ar = 4.f / 3.f / (float)ActiveRatio((float)screen->GetWidth(), (float)screen->GetHeight());
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float sw = 320.f * classic_scaling_factor / (float)screen->GetWidth() / ar;
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return sw;
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}
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float F2DDrawer::GetClassicFlatScalarHeight()
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{
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float sh = 240.f / classic_scaling_pixelaspect * classic_scaling_factor / (float)screen->GetHeight();
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return sh;
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}
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void F2DDrawer::AddFlatFill(int left, int top, int right, int bottom, FGameTexture *src, int local_origin, double flatscale)
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void F2DDrawer::AddFlatFill(int left, int top, int right, int bottom, FGameTexture *src, int local_origin, double flatscale)
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{
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{
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float fU1, fU2, fV1, fV2;
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float fU1, fU2, fV1, fV2;
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@ -696,9 +709,8 @@ void F2DDrawer::AddFlatFill(int left, int top, int right, int bottom, FGameTextu
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float fs = 1.f / float(flatscale);
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float fs = 1.f / float(flatscale);
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bool flipc = false;
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bool flipc = false;
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float ar = 4.f / 3.f / (float)ActiveRatio((float)screen->GetWidth(), (float)screen->GetHeight());
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float sw = GetClassicFlatScalarWidth();
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float sw = 320.f * classic_scaling_factor / (float)screen->GetWidth() / ar;
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float sh = GetClassicFlatScalarHeight();
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float sh = 240.f / classic_scaling_pixelaspect * classic_scaling_factor / (float)screen->GetHeight();
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switch (local_origin)
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switch (local_origin)
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{
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{
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@ -174,6 +174,8 @@ private:
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void SetColorOverlay(PalEntry color, float alpha, PalEntry &vertexcolor, PalEntry &overlaycolor);
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void SetColorOverlay(PalEntry color, float alpha, PalEntry &vertexcolor, PalEntry &overlaycolor);
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public:
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public:
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float GetClassicFlatScalarWidth();
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float GetClassicFlatScalarHeight();
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void AddTexture(FGameTexture* img, DrawParms& parms);
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void AddTexture(FGameTexture* img, DrawParms& parms);
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void AddShape(FGameTexture *img, DShape2D *shape, DrawParms &parms);
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void AddShape(FGameTexture *img, DShape2D *shape, DrawParms &parms);
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void AddPoly(FGameTexture *texture, FVector2 *points, int npoints,
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void AddPoly(FGameTexture *texture, FVector2 *points, int npoints,
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@ -89,8 +89,6 @@ EXTERN_CVAR (Bool, noisedebug)
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EXTERN_CVAR (Int, con_scaletext)
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EXTERN_CVAR (Int, con_scaletext)
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EXTERN_CVAR(Bool, vid_fps)
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EXTERN_CVAR(Bool, vid_fps)
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EXTERN_CVAR(Bool, inter_subtitles)
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EXTERN_CVAR(Bool, inter_subtitles)
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EXTERN_CVAR(Float, classic_scaling_factor)
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EXTERN_CVAR(Float, classic_scaling_pixelaspect)
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EXTERN_CVAR(Bool, ui_screenborder_classic_scaling)
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EXTERN_CVAR(Bool, ui_screenborder_classic_scaling)
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CVAR(Int, hud_scale, 0, CVAR_ARCHIVE);
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CVAR(Int, hud_scale, 0, CVAR_ARCHIVE);
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@ -166,9 +164,8 @@ void V_DrawFrame(F2DDrawer* drawer, int left, int top, int width, int height)
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int right = left + width;
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int right = left + width;
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int bottom = top + height;
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int bottom = top + height;
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float ar = 4.f / 3.f / (float)ActiveRatio((float)screen->GetWidth(), (float)screen->GetHeight());
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float sw = drawer->GetClassicFlatScalarWidth();
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float sw = 320.f * classic_scaling_factor / (float)screen->GetWidth() / ar;
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float sh = drawer->GetClassicFlatScalarHeight();
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float sh = 240.f / classic_scaling_pixelaspect * classic_scaling_factor / (float)screen->GetHeight();
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if (!ui_screenborder_classic_scaling)
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if (!ui_screenborder_classic_scaling)
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{
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{
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@ -1073,7 +1070,7 @@ void DBaseStatusBar::RefreshBackground () const
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auto tex = GetBorderTexture(primaryLevel);
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auto tex = GetBorderTexture(primaryLevel);
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float sh = 240.f / classic_scaling_pixelaspect * classic_scaling_factor / (float)screen->GetHeight();
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float sh = twod->GetClassicFlatScalarHeight();
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if(!CompleteBorder)
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if(!CompleteBorder)
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{
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{
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