mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-26 05:51:20 +00:00
- backported all new scaling and rotation options for the 2D drawer from Raze.
With proper scaling and viewport support, things should become a lot easier now. The 2D drawer now also can rotate content by arbitrary angles.
This commit is contained in:
parent
db895b43b2
commit
dbf2d4d7d7
7 changed files with 346 additions and 86 deletions
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@ -401,10 +401,6 @@ void F2DDrawer::AddTexture(FGameTexture* img, DrawParms& parms)
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double xscale = parms.destwidth / parms.texwidth;
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double yscale = parms.destheight / parms.texheight;
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double x = parms.x - parms.left * xscale;
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double y = parms.y - parms.top * yscale;
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double w = parms.destwidth;
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double h = parms.destheight;
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double u1, v1, u2, v2;
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PalEntry vertexcolor;
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@ -414,9 +410,15 @@ void F2DDrawer::AddTexture(FGameTexture* img, DrawParms& parms)
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dg.mVertCount = 4;
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dg.mTexture = img;
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if (img->isWarped()) dg.mFlags |= DTF_Wrap;
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if (parms.indexed) dg.mFlags |= DTF_Indexed;
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dg.mTranslationId = 0;
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SetStyle(img, parms, vertexcolor, dg);
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if (parms.indexed)
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{
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dg.mLightLevel = vertexcolor.Luminance();
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vertexcolor = 0xffffffff;
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}
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if (!img->isHardwareCanvas() && parms.TranslationId != -1)
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{
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@ -428,43 +430,93 @@ void F2DDrawer::AddTexture(FGameTexture* img, DrawParms& parms)
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v2 = parms.srcy + parms.srcheight;
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if (parms.flipX)
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std::swap(u1, u2);
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if (parms.flipY)
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std::swap(v1, v2);
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// This is crap. Only kept for backwards compatibility with scripts that may have used it.
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// Note that this only works for unflipped full textures.
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if (parms.windowleft > 0 || parms.windowright < parms.texwidth)
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{
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double wi = std::min(parms.windowright, parms.texwidth);
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x += parms.windowleft * xscale;
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w -= (parms.texwidth - wi + parms.windowleft) * xscale;
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u1 = float(u1 + parms.windowleft / parms.texwidth);
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u2 = float(u2 - (parms.texwidth - wi) / parms.texwidth);
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std::swap(u1, u2);
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}
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if (x < (double)parms.lclip || y < (double)parms.uclip || x + w >(double)parms.rclip || y + h >(double)parms.dclip)
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if (parms.flipY)
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{
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std::swap(v1, v2);
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}
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if (parms.rotateangle == 0)
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{
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double x = parms.x - parms.left * xscale;
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double y = parms.y - parms.top * yscale;
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double w = parms.destwidth;
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double h = parms.destheight;
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// This is crap. Only kept for backwards compatibility with scripts that may have used it.
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// Note that this only works for unflipped and unrotated full textures.
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if (parms.windowleft > 0 || parms.windowright < parms.texwidth)
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{
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double wi = std::min(parms.windowright, parms.texwidth);
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x += parms.windowleft * xscale;
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w -= (parms.texwidth - wi + parms.windowleft) * xscale;
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u1 = float(u1 + parms.windowleft / parms.texwidth);
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u2 = float(u2 - (parms.texwidth - wi) / parms.texwidth);
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}
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if (x < (double)parms.lclip || y < (double)parms.uclip || x + w >(double)parms.rclip || y + h >(double)parms.dclip)
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{
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dg.mScissor[0] = parms.lclip;
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dg.mScissor[1] = parms.uclip;
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dg.mScissor[2] = parms.rclip;
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dg.mScissor[3] = parms.dclip;
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dg.mFlags |= DTF_Scissor;
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}
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else
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{
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memset(dg.mScissor, 0, sizeof(dg.mScissor));
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}
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dg.mVertCount = 4;
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dg.mVertIndex = (int)mVertices.Reserve(4);
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TwoDVertex* ptr = &mVertices[dg.mVertIndex];
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ptr->Set(x, y, 0, u1, v1, vertexcolor); ptr++;
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ptr->Set(x, y + h, 0, u1, v2, vertexcolor); ptr++;
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ptr->Set(x + w, y, 0, u2, v1, vertexcolor); ptr++;
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ptr->Set(x + w, y + h, 0, u2, v2, vertexcolor); ptr++;
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}
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else
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{
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double radang = parms.rotateangle * (pi::pi() / 180.);
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double cosang = cos(radang);
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double sinang = sin(radang);
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double xd1 = -parms.left;
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double yd1 = -parms.top;
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double xd2 = xd1 + parms.texwidth;
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double yd2 = yd1 + parms.texheight;
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double x1 = parms.x + xscale * (xd1 * cosang + yd1 * sinang);
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double y1 = parms.y - yscale * (xd1 * sinang - yd1 * cosang);
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double x2 = parms.x + xscale * (xd1 * cosang + yd2 * sinang);
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double y2 = parms.y - yscale * (xd1 * sinang - yd2 * cosang);
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double x3 = parms.x + xscale * (xd2 * cosang + yd1 * sinang);
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double y3 = parms.y - yscale * (xd2 * sinang - yd1 * cosang);
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double x4 = parms.x + xscale * (xd2 * cosang + yd2 * sinang);
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double y4 = parms.y - yscale * (xd2 * sinang - yd2 * cosang);
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dg.mScissor[0] = parms.lclip;
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dg.mScissor[1] = parms.uclip;
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dg.mScissor[2] = parms.rclip;
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dg.mScissor[3] = parms.dclip;
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dg.mFlags |= DTF_Scissor;
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}
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else
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{
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memset(dg.mScissor, 0, sizeof(dg.mScissor));
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}
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dg.mVertCount = 4;
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dg.mVertIndex = (int)mVertices.Reserve(4);
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TwoDVertex *ptr = &mVertices[dg.mVertIndex];
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ptr->Set(x, y, 0, u1, v1, vertexcolor); ptr++;
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ptr->Set(x, y + h, 0, u1, v2, vertexcolor); ptr++;
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ptr->Set(x + w, y, 0, u2, v1, vertexcolor); ptr++;
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ptr->Set(x + w, y + h, 0, u2, v2, vertexcolor); ptr++;
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dg.mVertCount = 4;
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dg.mVertIndex = (int)mVertices.Reserve(4);
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TwoDVertex* ptr = &mVertices[dg.mVertIndex];
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ptr->Set(x1, y1, 0, u1, v1, vertexcolor); ptr++;
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ptr->Set(x2, y2, 0, u1, v2, vertexcolor); ptr++;
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ptr->Set(x3, y3, 0, u2, v1, vertexcolor); ptr++;
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ptr->Set(x4, y4, 0, u2, v2, vertexcolor); ptr++;
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}
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dg.mIndexIndex = mIndices.Size();
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dg.mIndexCount += 6;
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AddIndices(dg.mVertIndex, 6, 0, 1, 2, 1, 3, 2);
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@ -693,7 +745,7 @@ float F2DDrawer::GetClassicFlatScalarHeight()
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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, PalEntry color)
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{
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float fU1, fU2, fV1, fV2;
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@ -789,18 +841,18 @@ void F2DDrawer::AddFlatFill(int left, int top, int right, int bottom, FGameTextu
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dg.mVertIndex = (int)mVertices.Reserve(4);
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auto ptr = &mVertices[dg.mVertIndex];
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ptr->Set(left, top, 0, fU1, fV1, 0xffffffff); ptr++;
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ptr->Set(left, top, 0, fU1, fV1, color); ptr++;
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if (local_origin < 4)
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{
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ptr->Set(left, bottom, 0, fU1, fV2, 0xffffffff); ptr++;
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ptr->Set(right, top, 0, fU2, fV1, 0xffffffff); ptr++;
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ptr->Set(left, bottom, 0, fU1, fV2, color); ptr++;
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ptr->Set(right, top, 0, fU2, fV1, color); ptr++;
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}
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else
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{
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ptr->Set(left, bottom, 0, fU2, fV1, 0xffffffff); ptr++;
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ptr->Set(right, top, 0, fU1, fV2, 0xffffffff); ptr++;
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ptr->Set(left, bottom, 0, fU2, fV1, color); ptr++;
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ptr->Set(right, top, 0, fU1, fV2, color); ptr++;
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}
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ptr->Set(right, bottom, 0, fU2, fV2, 0xffffffff); ptr++;
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ptr->Set(right, bottom, 0, fU2, fV2, color); ptr++;
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dg.mIndexIndex = mIndices.Size();
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dg.mIndexCount += 6;
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AddIndices(dg.mVertIndex, 6, 0, 1, 2, 1, 3, 2);
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@ -945,8 +997,12 @@ void F2DDrawer::AddPixel(int x1, int y1, uint32_t color)
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void F2DDrawer::Clear()
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{
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mVertices.Clear();
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mIndices.Clear();
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mData.Clear();
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mIsFirstPass = true;
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if (!locked)
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{
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mVertices.Clear();
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mIndices.Clear();
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mData.Clear();
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mIsFirstPass = true;
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}
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screenFade = 1.f;
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}
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@ -84,6 +84,7 @@ public:
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DTF_Wrap = 1,
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DTF_Scissor = 2,
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DTF_Burn = 4,
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DTF_Indexed = 8,
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};
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@ -164,6 +165,8 @@ public:
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TArray<RenderCommand> mData;
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int Width, Height;
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bool isIn2D;
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bool locked; // prevents clearing of the data so it can be reused multiple times (useful for screen fades)
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float screenFade = 1.f;
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public:
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int fullscreenautoaspect = 0;
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int cliptop = -1, clipleft = -1, clipwidth = -1, clipheight = -1;
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@ -186,7 +189,7 @@ public:
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void AddPoly(FGameTexture* img, FVector4 *vt, size_t vtcount, unsigned int *ind, size_t idxcount, int translation, PalEntry color, FRenderStyle style, int clipx1, int clipy1, int clipx2, int clipy2);
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void FillPolygon(int* rx1, int* ry1, int* xb1, int32_t npoints, int picnum, int palette, int shade, int props, const FVector2& xtex, const FVector2& ytex, const FVector2& otex,
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int clipx1, int clipy1, int clipx2, int clipy2);
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void AddFlatFill(int left, int top, int right, int bottom, FGameTexture *src, int local_origin = false, double flatscale = 1.0);
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void AddFlatFill(int left, int top, int right, int bottom, FGameTexture *src, int local_origin = false, double flatscale = 1.0, PalEntry color = 0xffffffff);
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void AddColorOnlyQuad(int left, int top, int width, int height, PalEntry color, FRenderStyle *style = nullptr, bool prepend = false);
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void ClearScreen(PalEntry color = 0xff000000);
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@ -199,6 +202,9 @@ public:
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void AddPixel(int x1, int y1, uint32_t color);
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void Clear();
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void Lock() { locked = true; }
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void SetScreenFade(float factor) { screenFade = factor; }
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void Unlock() { locked = false; }
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int GetWidth() const { return Width; }
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int GetHeight() const { return Height; }
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void SetSize(int w, int h) { Width = w; Height = h; }
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void SetClipRect(int x, int y, int w, int h);
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void GetClipRect(int* x, int* y, int* w, int* h);
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int DrawCount() const
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{
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return mData.Size();
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}
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bool mIsFirstPass = true;
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};
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@ -45,6 +45,9 @@ EXTERN_CVAR(Int, vid_aspect)
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EXTERN_CVAR(Int, uiscale)
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CVAR(Bool, ui_screenborder_classic_scaling, true, CVAR_ARCHIVE)
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static void VirtualToRealCoords(F2DDrawer* drawer, double Width, double Height, double& x, double& y, double& w, double& h,
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double vwidth, double vheight, bool vbottom, bool handleaspect);
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// Helper for ActiveRatio and CheckRatio. Returns the forced ratio type, or -1 if none.
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int ActiveFakeRatio(int width, int height)
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{
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@ -187,6 +190,7 @@ void DrawTexture(F2DDrawer *drawer, FGameTexture* img, double x, double y, int t
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va_start(tags.list, tags_first);
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DrawParms parms;
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if (!img || !img->isValid()) return;
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bool res = ParseDrawTextureTags(drawer, img, x, y, tags_first, tags, &parms, false);
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va_end(tags.list);
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if (!res)
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@ -208,6 +212,7 @@ static void DrawTexture(F2DDrawer *drawer, FGameTexture *img, double x, double y
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{
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DrawParms parms;
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uint32_t tag = ListGetInt(args);
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if (!img || !img->isValid()) return;
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bool res = ParseDrawTextureTags(drawer, img, x, y, tag, args, &parms, false);
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if (!res) return;
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drawer->AddTexture(img, parms);
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@ -330,10 +335,19 @@ DEFINE_ACTION_FUNCTION(_Screen, GetClipRect)
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}
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static void CalcFullscreenScale(F2DDrawer* drawer, double srcwidth, double srcheight, int autoaspect, DoubleRect &rect)
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void CalcFullscreenScale(DrawParms *parms, double srcwidth, double srcheight, int oautoaspect, DoubleRect &rect)
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{
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auto GetWidth = [=]() { return drawer->GetWidth(); };
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auto GetHeight = [=]() {return drawer->GetHeight(); };
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auto GetWidth = [=]() { return parms->viewport.width; };
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auto GetHeight = [=]() {return parms->viewport.height; };
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int autoaspect = oautoaspect;
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if (autoaspect == FSMode_ScaleToScreen)
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{
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rect.left = rect.top = 0;
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rect.width = GetWidth();
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rect.height = GetHeight();
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return;
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}
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double aspect;
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if (srcheight == 200) aspect = srcwidth / 240.;
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@ -341,23 +355,35 @@ static void CalcFullscreenScale(F2DDrawer* drawer, double srcwidth, double srche
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else aspect = srcwidth / srcheight;
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rect.left = rect.top = 0;
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auto screenratio = ActiveRatio(GetWidth(), GetHeight());
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if (autoaspect == 3)
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if (autoaspect == FSMode_ScaleToFit43 || autoaspect == FSMode_ScaleToFit43Top || autoaspect == FSMode_ScaleToFit43Bottom)
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{
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if (screenratio >= aspect || aspect < 1.4) autoaspect = 1; // screen is wider than the image -> pillarbox it. 4:3 images must also be pillarboxed if the screen is taller than the image
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else if (screenratio > 1.32) autoaspect = 2; // on anything 4:3 and wider crop the sides of the image.
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// screen is wider than the image -> pillarbox it. 4:3 images must also be pillarboxed if the screen is taller than the image
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if (screenratio >= aspect || aspect < 1.4) autoaspect = FSMode_ScaleToFit;
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else if (screenratio > 1.32) autoaspect = FSMode_ScaleToFill; // on anything 4:3 and wider crop the sides of the image.
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else
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{
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// special case: Crop image to 4:3 and then letterbox this. This avoids too much cropping on narrow windows.
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double width4_3 = srcheight * (4. / 3.);
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rect.width = (double)GetWidth() * srcwidth / width4_3;
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rect.height = GetHeight() * screenratio * (3. / 4.); // use 4:3 for the image
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rect.top = (GetHeight() - rect.height) / 2;
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rect.left = -(srcwidth - width4_3) / 2;
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switch (oautoaspect)
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{
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default:
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rect.top = (GetHeight() - rect.height) / 2;
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break;
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case FSMode_ScaleToFit43Top:
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rect.top = 0;
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break;
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case FSMode_ScaleToFit43Bottom:
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rect.top = (GetHeight() - rect.height);
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break;
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}
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return;
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}
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}
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if ((screenratio > aspect) ^ (autoaspect == 2))
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if (autoaspect == FSMode_ScaleToHeight || (screenratio > aspect) ^ (autoaspect == FSMode_ScaleToFill))
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{
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// pillarboxed or vertically cropped (i.e. scale to height)
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rect.height = GetHeight();
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@ -369,7 +395,18 @@ static void CalcFullscreenScale(F2DDrawer* drawer, double srcwidth, double srche
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// letterboxed or horizontally cropped (i.e. scale to width)
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rect.width = GetWidth();
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rect.height = GetHeight() * screenratio / aspect;
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rect.top = (GetHeight() - rect.height) / 2;
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switch (oautoaspect)
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{
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default:
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rect.top = (GetHeight() - rect.height) / 2;
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break;
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case FSMode_ScaleToFit43Top:
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rect.top = 0;
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break;
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case FSMode_ScaleToFit43Bottom:
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rect.top = (GetHeight() - rect.height);
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break;
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}
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}
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}
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@ -381,8 +418,8 @@ static void CalcFullscreenScale(F2DDrawer* drawer, double srcwidth, double srche
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bool SetTextureParms(F2DDrawer * drawer, DrawParms *parms, FGameTexture *img, double xx, double yy)
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{
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auto GetWidth = [=]() { return drawer->GetWidth(); };
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auto GetHeight = [=]() {return drawer->GetHeight(); };
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auto GetWidth = [=]() { return parms->viewport.width; };
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auto GetHeight = [=]() {return parms->viewport.height; };
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if (img != NULL)
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{
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parms->x = xx;
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@ -399,12 +436,17 @@ bool SetTextureParms(F2DDrawer * drawer, DrawParms *parms, FGameTexture *img, do
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}
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if (parms->destwidth == INT_MAX || parms->fortext)
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{
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parms->destwidth = img->GetDisplayWidth();
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parms->destwidth = parms->texwidth;
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}
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if (parms->destheight == INT_MAX || parms->fortext)
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{
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||||
parms->destheight = img->GetDisplayHeight();
|
||||
parms->destheight = parms->texheight;
|
||||
}
|
||||
parms->destwidth *= parms->patchscalex;
|
||||
parms->destheight *= parms->patchscaley;
|
||||
|
||||
if (parms->flipoffsets && parms->flipY) parms->top = parms->texheight - parms->top;
|
||||
if (parms->flipoffsets && parms->flipX) parms->left = parms->texwidth - parms->left;
|
||||
|
||||
switch (parms->cleanmode)
|
||||
{
|
||||
|
@ -429,13 +471,14 @@ bool SetTextureParms(F2DDrawer * drawer, DrawParms *parms, FGameTexture *img, do
|
|||
break;
|
||||
|
||||
case DTA_Base:
|
||||
if (parms->fsscalemode != -1)
|
||||
if (parms->fsscalemode > 0)
|
||||
{
|
||||
// First calculate the destination rect for an image of the given size and then reposition this object in it.
|
||||
DoubleRect rect;
|
||||
CalcFullscreenScale(drawer, parms->virtWidth, parms->virtHeight, parms->fsscalemode, rect);
|
||||
parms->x = rect.left + parms->x * rect.width / parms->virtWidth;
|
||||
parms->y = rect.top + parms->y * rect.height / parms->virtHeight;
|
||||
CalcFullscreenScale(parms, parms->virtWidth, parms->virtHeight, parms->fsscalemode, rect);
|
||||
double adder = parms->keepratio < 0 ? 0 : parms->keepratio == 0 ? rect.left : 2 * rect.left;
|
||||
parms->x = parms->viewport.left + adder + parms->x * rect.width / parms->virtWidth;
|
||||
parms->y = parms->viewport.top + rect.top + parms->y * rect.height / parms->virtHeight;
|
||||
parms->destwidth = parms->destwidth * rect.width / parms->virtWidth;
|
||||
parms->destheight = parms->destheight * rect.height / parms->virtHeight;
|
||||
return false;
|
||||
|
@ -446,12 +489,13 @@ bool SetTextureParms(F2DDrawer * drawer, DrawParms *parms, FGameTexture *img, do
|
|||
case DTA_FullscreenEx:
|
||||
{
|
||||
DoubleRect rect;
|
||||
CalcFullscreenScale(drawer, img->GetDisplayWidth(), img->GetDisplayHeight(), parms->fsscalemode, rect);
|
||||
parms->keepratio = true;
|
||||
parms->x = rect.left;
|
||||
parms->y = rect.top;
|
||||
CalcFullscreenScale(parms, parms->texwidth, parms->texheight, parms->fsscalemode, rect);
|
||||
parms->keepratio = -1;
|
||||
parms->x = parms->viewport.left + rect.left;
|
||||
parms->y = parms->viewport.top + rect.top;
|
||||
parms->destwidth = rect.width;
|
||||
parms->destheight = rect.height;
|
||||
parms->top = parms->left = 0;
|
||||
return false; // Do not call VirtualToRealCoords for this!
|
||||
}
|
||||
|
||||
|
@ -478,9 +522,11 @@ bool SetTextureParms(F2DDrawer * drawer, DrawParms *parms, FGameTexture *img, do
|
|||
}
|
||||
if (parms->virtWidth != GetWidth() || parms->virtHeight != GetHeight())
|
||||
{
|
||||
VirtualToRealCoords(drawer, parms->x, parms->y, parms->destwidth, parms->destheight,
|
||||
VirtualToRealCoords(drawer, GetWidth(), GetHeight(), parms->x, parms->y, parms->destwidth, parms->destheight,
|
||||
parms->virtWidth, parms->virtHeight, parms->virtBottom, !parms->keepratio);
|
||||
}
|
||||
parms->x += parms->viewport.left;
|
||||
parms->y += parms->viewport.top;
|
||||
}
|
||||
|
||||
return false;
|
||||
|
@ -603,8 +649,8 @@ bool ParseDrawTextureTags(F2DDrawer *drawer, FGameTexture *img, double x, double
|
|||
parms->color = 0xffffffff;
|
||||
//parms->shadowAlpha = 0;
|
||||
parms->shadowColor = 0;
|
||||
parms->virtWidth = drawer->GetWidth();
|
||||
parms->virtHeight = drawer->GetHeight();
|
||||
parms->virtWidth = INT_MAX; // these need to match the viewport if not explicitly set, but we do not know that yet.
|
||||
parms->virtHeight = INT_MAX;
|
||||
parms->keepratio = false;
|
||||
parms->style.BlendOp = 255; // Dummy "not set" value
|
||||
parms->masked = true;
|
||||
|
@ -624,6 +670,11 @@ bool ParseDrawTextureTags(F2DDrawer *drawer, FGameTexture *img, double x, double
|
|||
parms->monospace = EMonospacing::Off;
|
||||
parms->spacing = 0;
|
||||
parms->fsscalemode = -1;
|
||||
parms->patchscalex = parms->patchscaley = 1;
|
||||
parms->viewport = { 0,0,drawer->GetWidth(), drawer->GetHeight() };
|
||||
parms->rotateangle = 0;
|
||||
parms->flipoffsets = false;
|
||||
parms->indexed = false;
|
||||
|
||||
// Parse the tag list for attributes. (For floating point attributes,
|
||||
// consider that the C ABI dictates that all floats be promoted to
|
||||
|
@ -746,9 +797,18 @@ bool ParseDrawTextureTags(F2DDrawer *drawer, FGameTexture *img, double x, double
|
|||
|
||||
case DTA_FullscreenScale:
|
||||
intval = ListGetInt(tags);
|
||||
if (intval >= 0 && intval <= 3)
|
||||
if (intval >= FSMode_None && intval < FSMode_Max)
|
||||
{
|
||||
parms->fsscalemode = (uint8_t)intval;
|
||||
parms->fsscalemode = (int8_t)intval;
|
||||
}
|
||||
else if (intval >= FSMode_Predefined && intval < FSMode_Predefined_Max)
|
||||
{
|
||||
static const uint8_t modes[] = { FSMode_ScaleToFit43, FSMode_ScaleToFit43, FSMode_ScaleToFit43, FSMode_ScaleToFit43, FSMode_ScaleToFit43Top};
|
||||
static const uint16_t widths[] = { 320, 320, 640, 640, 320};
|
||||
static const uint16_t heights[] = { 200, 240, 400, 480, 200};
|
||||
parms->fsscalemode = modes[intval - FSMode_Predefined];
|
||||
parms->virtWidth = widths[intval - FSMode_Predefined];
|
||||
parms->virtHeight = heights[intval - FSMode_Predefined];
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -821,6 +881,10 @@ bool ParseDrawTextureTags(F2DDrawer *drawer, FGameTexture *img, double x, double
|
|||
parms->flipY = ListGetInt(tags);
|
||||
break;
|
||||
|
||||
case DTA_FlipOffsets:
|
||||
parms->flipoffsets = ListGetInt(tags);
|
||||
break;
|
||||
|
||||
case DTA_SrcX:
|
||||
parms->srcx = ListGetDouble(tags) / img->GetDisplayWidth();
|
||||
break;
|
||||
|
@ -861,6 +925,16 @@ bool ParseDrawTextureTags(F2DDrawer *drawer, FGameTexture *img, double x, double
|
|||
parms->left = ListGetDouble(tags);
|
||||
break;
|
||||
|
||||
case DTA_TopLeft:
|
||||
assert(fortext == false);
|
||||
if (fortext) return false;
|
||||
if (ListGetInt(tags))
|
||||
{
|
||||
parms->left = 0;
|
||||
parms->top = 0;
|
||||
}
|
||||
break;
|
||||
|
||||
case DTA_CenterOffset:
|
||||
assert(fortext == false);
|
||||
if (fortext) return false;
|
||||
|
@ -871,6 +945,16 @@ bool ParseDrawTextureTags(F2DDrawer *drawer, FGameTexture *img, double x, double
|
|||
}
|
||||
break;
|
||||
|
||||
case DTA_CenterOffsetRel:
|
||||
assert(fortext == false);
|
||||
if (fortext) return false;
|
||||
if (ListGetInt(tags))
|
||||
{
|
||||
parms->left = img->GetDisplayLeftOffset() + img->GetDisplayWidth() * 0.5;
|
||||
parms->top = img->GetDisplayTopOffset() + img->GetDisplayHeight() * 0.5;
|
||||
}
|
||||
break;
|
||||
|
||||
case DTA_CenterBottomOffset:
|
||||
assert(fortext == false);
|
||||
if (fortext) return false;
|
||||
|
@ -958,6 +1042,14 @@ bool ParseDrawTextureTags(F2DDrawer *drawer, FGameTexture *img, double x, double
|
|||
}
|
||||
break;
|
||||
|
||||
case DTA_ScaleX:
|
||||
parms->patchscalex = ListGetDouble(tags);
|
||||
break;
|
||||
|
||||
case DTA_ScaleY:
|
||||
parms->patchscaley = ListGetDouble(tags);
|
||||
break;
|
||||
|
||||
case DTA_Masked:
|
||||
parms->masked = ListGetInt(tags);
|
||||
break;
|
||||
|
@ -967,8 +1059,10 @@ bool ParseDrawTextureTags(F2DDrawer *drawer, FGameTexture *img, double x, double
|
|||
break;
|
||||
|
||||
case DTA_KeepRatio:
|
||||
// I think this is a terribly misleading name, since it actually turns
|
||||
// *off* aspect ratio correction.
|
||||
parms->keepratio = ListGetInt(tags) ? -1 : 0;
|
||||
break;
|
||||
|
||||
case DTA_Pin:
|
||||
parms->keepratio = ListGetInt(tags);
|
||||
break;
|
||||
|
||||
|
@ -1012,11 +1106,39 @@ bool ParseDrawTextureTags(F2DDrawer *drawer, FGameTexture *img, double x, double
|
|||
parms->burn = true;
|
||||
break;
|
||||
|
||||
case DTA_ViewportX:
|
||||
parms->viewport.left = ListGetInt(tags);
|
||||
break;
|
||||
|
||||
case DTA_ViewportY:
|
||||
parms->viewport.top = ListGetInt(tags);
|
||||
break;
|
||||
|
||||
case DTA_ViewportWidth:
|
||||
parms->viewport.width = ListGetInt(tags);
|
||||
break;
|
||||
|
||||
case DTA_ViewportHeight:
|
||||
parms->viewport.height = ListGetInt(tags);
|
||||
break;
|
||||
|
||||
case DTA_Rotate:
|
||||
assert(fortext == false);
|
||||
if (fortext) return false;
|
||||
parms->rotateangle = ListGetDouble(tags);
|
||||
break;
|
||||
|
||||
case DTA_Indexed:
|
||||
parms->indexed = !!ListGetInt(tags);
|
||||
break;
|
||||
}
|
||||
tag = ListGetInt(tags);
|
||||
}
|
||||
ListEnd(tags);
|
||||
|
||||
if (parms->virtWidth == INT_MAX) parms->virtWidth = parms->viewport.width;
|
||||
if (parms->virtHeight == INT_MAX) parms->virtHeight = parms->viewport.height;
|
||||
|
||||
auto clipleft = drawer->clipleft;
|
||||
auto cliptop = drawer->cliptop;
|
||||
auto clipwidth = drawer->clipwidth;
|
||||
|
@ -1084,12 +1206,10 @@ template bool ParseDrawTextureTags<VMVa_List>(F2DDrawer* drawer, FGameTexture *i
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void VirtualToRealCoords(F2DDrawer *drawer, double &x, double &y, double &w, double &h,
|
||||
static void VirtualToRealCoords(F2DDrawer *drawer, double Width, double Height, double &x, double &y, double &w, double &h,
|
||||
double vwidth, double vheight, bool vbottom, bool handleaspect)
|
||||
{
|
||||
auto Width = drawer->GetWidth();
|
||||
auto Height = drawer->GetHeight();
|
||||
float myratio = handleaspect ? ActiveRatio (Width, Height) : (4.0f / 3.0f);
|
||||
float myratio = float(handleaspect ? ActiveRatio (Width, Height) : (4.0 / 3.0));
|
||||
|
||||
// if 21:9 AR, map to 16:9 for all callers.
|
||||
// this allows for black bars and stops the stretching of fullscreen images
|
||||
|
@ -1129,6 +1249,14 @@ void VirtualToRealCoords(F2DDrawer *drawer, double &x, double &y, double &w, dou
|
|||
}
|
||||
}
|
||||
|
||||
void VirtualToRealCoords(F2DDrawer* drawer, double& x, double& y, double& w, double& h,
|
||||
double vwidth, double vheight, bool vbottom, bool handleaspect)
|
||||
{
|
||||
auto Width = drawer->GetWidth();
|
||||
auto Height = drawer->GetHeight();
|
||||
VirtualToRealCoords(drawer, Width, Height, x, y, w, h, vwidth, vheight, vbottom, handleaspect);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Screen, VirtualToRealCoords)
|
||||
{
|
||||
PARAM_PROLOGUE;
|
||||
|
|
|
@ -2,6 +2,7 @@
|
|||
|
||||
#include "v_2ddrawer.h"
|
||||
#include "c_cvars.h"
|
||||
#include "intrect.h"
|
||||
|
||||
// TagItem definitions for DrawTexture. As far as I know, tag lists
|
||||
// originated on the Amiga.
|
||||
|
@ -13,11 +14,38 @@
|
|||
// uint32_t ti_Data;
|
||||
// };
|
||||
|
||||
#define TAG_DONE (0) /* Used to indicate the end of the Tag list */
|
||||
#define TAG_END (0) /* Ditto */
|
||||
/* list pointed to in ti_Data */
|
||||
enum tags : uint32_t
|
||||
{
|
||||
TAG_DONE = (0), /* Used to indicate the end of the Tag list */
|
||||
TAG_END = (0), /* Ditto */
|
||||
/* list pointed to in ti_Data */
|
||||
|
||||
#define TAG_USER ((uint32_t)(1u<<30))
|
||||
TAG_USER = ((uint32_t)(1u << 30))
|
||||
};
|
||||
|
||||
enum
|
||||
{
|
||||
FSMode_None = 0,
|
||||
FSMode_ScaleToFit = 1,
|
||||
FSMode_ScaleToFill = 2,
|
||||
FSMode_ScaleToFit43 = 3,
|
||||
FSMode_ScaleToScreen = 4,
|
||||
FSMode_ScaleToFit43Top = 5,
|
||||
FSMode_ScaleToFit43Bottom = 6,
|
||||
FSMode_ScaleToHeight = 7,
|
||||
|
||||
|
||||
FSMode_Max,
|
||||
|
||||
// These all use ScaleToFit43, their purpose is to cut down on verbosity because they imply the virtual screen size.
|
||||
FSMode_Predefined = 1000,
|
||||
FSMode_Fit320x200 = 1000,
|
||||
FSMode_Fit320x240,
|
||||
FSMode_Fit640x400,
|
||||
FSMode_Fit640x480,
|
||||
FSMode_Fit320x200Top,
|
||||
FSMode_Predefined_Max,
|
||||
};
|
||||
|
||||
enum
|
||||
{
|
||||
|
@ -89,6 +117,19 @@ enum
|
|||
|
||||
DTA_FullscreenEx,
|
||||
DTA_FullscreenScale,
|
||||
DTA_ScaleX,
|
||||
DTA_ScaleY,
|
||||
|
||||
DTA_ViewportX, // Defines the viewport on the screen that should be rendered to.
|
||||
DTA_ViewportY,
|
||||
DTA_ViewportWidth,
|
||||
DTA_ViewportHeight,
|
||||
DTA_CenterOffsetRel, // Apply texture offsets relative to center, instead of top left. This is standard alignment for Build's 2D content.
|
||||
DTA_TopLeft, // always align to top left. Added to have a boolean condition for this alignment.
|
||||
DTA_Pin, // Pin a non-widescreen image to the left/right edge of the screen.
|
||||
DTA_Rotate,
|
||||
DTA_FlipOffsets, // Flips offsets when using DTA_FlipX and DTA_FlipY, this cannot be automatic due to unexpected behavior with unoffsetted graphics.
|
||||
DTA_Indexed, // Use an indexed texture combined with the given translation.
|
||||
|
||||
};
|
||||
|
||||
|
@ -154,9 +195,14 @@ struct DrawParms
|
|||
bool fortext;
|
||||
bool virtBottom;
|
||||
bool burn;
|
||||
bool flipoffsets;
|
||||
bool indexed;
|
||||
int8_t fsscalemode;
|
||||
double srcx, srcy;
|
||||
double srcwidth, srcheight;
|
||||
double patchscalex, patchscaley;
|
||||
double rotateangle;
|
||||
IntRect viewport;
|
||||
};
|
||||
|
||||
struct Va_List
|
||||
|
@ -187,14 +233,8 @@ int GetUIScale(F2DDrawer* drawer, int altval);
|
|||
int GetConScale(F2DDrawer* drawer, int altval);
|
||||
|
||||
EXTERN_CVAR(Int, uiscale);
|
||||
EXTERN_CVAR(Int, con_scaletext);
|
||||
EXTERN_CVAR(Int, con_scale);
|
||||
|
||||
inline int active_con_scaletext(F2DDrawer* drawer, bool newconfont = false)
|
||||
{
|
||||
return newconfont ? GetConScale(drawer, con_scaletext) : GetUIScale(drawer, con_scaletext);
|
||||
}
|
||||
|
||||
inline int active_con_scale(F2DDrawer *drawer)
|
||||
{
|
||||
return GetConScale(drawer, con_scale);
|
||||
|
|
|
@ -39,6 +39,16 @@
|
|||
#include "v_collection.h"
|
||||
#include "v_text.h"
|
||||
#include "renderstyle.h"
|
||||
#include "v_2ddrawer.h"
|
||||
#include "v_draw.h"
|
||||
#include "c_cvars.h"
|
||||
|
||||
|
||||
EXTERN_CVAR(Int, con_scaletext);
|
||||
inline int active_con_scaletext(F2DDrawer* drawer, bool newconfont = false)
|
||||
{
|
||||
return newconfont ? GetConScale(drawer, con_scaletext) : GetUIScale(drawer, con_scaletext);
|
||||
}
|
||||
|
||||
class player_t;
|
||||
struct FRemapTable;
|
||||
|
|
|
@ -55,6 +55,7 @@
|
|||
#include "texturemanager.h"
|
||||
#include "v_draw.h"
|
||||
#include "doommenu.h"
|
||||
#include "sbar.h"
|
||||
|
||||
FIntermissionDescriptorList IntermissionDescriptors;
|
||||
|
||||
|
|
|
@ -195,6 +195,20 @@ enum DrawTextureTags
|
|||
DTA_FullscreenEx, // advanced fullscreen control.
|
||||
DTA_FullscreenScale, // enable DTA_Fullscreen coordinate calculation for placed overlays.
|
||||
|
||||
DTA_ScaleX,
|
||||
DTA_ScaleY,
|
||||
|
||||
DTA_ViewportX, // Defines the viewport on the screen that should be rendered to.
|
||||
DTA_ViewportY,
|
||||
DTA_ViewportWidth,
|
||||
DTA_ViewportHeight,
|
||||
DTA_CenterOffsetRel, // Apply texture offsets relative to center, instead of top left. This is standard alignment for Build's 2D content.
|
||||
DTA_TopLeft, // always align to top left. Added to have a boolean condition for this alignment.
|
||||
DTA_Pin, // Pin a non-widescreen image to the left/right edge of the screen.
|
||||
DTA_Rotate,
|
||||
DTA_FlipOffsets, // Flips offsets when using DTA_FlipX and DTA_FlipY, this cannot be automatic due to unexpected behavior with unoffsetted graphics.
|
||||
DTA_Indexed, // Use an indexed texture combined with the given translation.
|
||||
|
||||
};
|
||||
|
||||
class Shape2DTransform : Object native
|
||||
|
|
Loading…
Reference in a new issue