This commit is contained in:
Christoph Oelckers 2015-06-04 09:27:17 +02:00
commit fbefe13bb2
21 changed files with 388 additions and 89 deletions

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@ -111,6 +111,6 @@ if( ZD_CMAKE_COMPILER_IS_GNUCXX_COMPATIBLE )
CHECK_CXX_COMPILER_FLAG( -msse DUMB_CAN_USE_SSE )
if( DUMB_CAN_USE_SSE )
set_source_files_properties( src/it/filter.cpp PROPERTIES COMPILE_FLAGS -msse )
set_source_files_properties( src/helpers/resampler.c PROPERTIES COMPILE_FLAGS -msse )
endif( DUMB_CAN_USE_SSE )
endif( ZD_CMAKE_COMPILER_IS_GNUCXX_COMPATIBLE )

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@ -372,6 +372,7 @@ enum ActorFlag7
MF7_FLYCHEAT = 0x00020000, // must be part of the actor so that it can be tracked properly
MF7_NODECAL = 0x00040000, // [ZK] Forces puff to have no impact decal
MF7_FORCEDECAL = 0x00080000, // [ZK] Forces puff's decal to override the weapon's.
MF7_LAXTELEFRAGDMG = 0x00100000, // [MC] Telefrag damage can be reduced.
};
// --- mobj.renderflags ---
@ -823,7 +824,7 @@ public:
}
// These also set CF_INTERPVIEW for players.
void SetPitch(int p, bool interpolate);
void SetPitch(int p, bool interpolate, bool forceclamp = false);
void SetAngle(angle_t ang, bool interpolate);
void SetRoll(angle_t roll, bool interpolate);

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@ -525,7 +525,7 @@ class CommandDrawSwitchableImage : public CommandDrawImage
}
else if(condition == INVULNERABILITY)
{
if(statusBar->CPlayer->cheats&CF_GODMODE)
if(statusBar->CPlayer->cheats&(CF_GODMODE|CF_GODMODE2))
{
drawAlt = 1;
}
@ -1730,7 +1730,7 @@ class CommandDrawSelectedInventory : public CommandDrawImage, private CommandDra
static int artiflashTick;
static fixed_t itemflashFade;
};
int CommandDrawSelectedInventory::artiflashTick = 4;
int CommandDrawSelectedInventory::artiflashTick = 0;
int CommandDrawSelectedInventory::itemflashFade = FRACUNIT*3/4;
void DSBarInfo::FlashItem(const PClass *itemtype)

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@ -83,7 +83,7 @@ bool GetKnownFolder(int shell_folder, REFKNOWNFOLDERID known_folder, bool create
// new to Vista, hence the reason we support both.
if (SHGetKnownFolderPath == NULL)
{
static TOptWin32Proc<HRESULT(*)(HWND, int, HANDLE, DWORD, LPTSTR)>
static TOptWin32Proc<HRESULT(WINAPI*)(HWND, int, HANDLE, DWORD, LPTSTR)>
SHGetFolderPathA("shell32.dll", "SHGetFolderPathA");
// NT4 doesn't even have this function.
@ -146,6 +146,7 @@ FString M_GetCachePath(bool create)
// Don't use GAME_DIR and such so that ZDoom and its child ports can
// share the node cache.
path += "/zdoom/cache";
path.Substitute("//", "/"); // needed because progdir ends with a slash.
return path;
}

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@ -644,9 +644,13 @@ class DTextEnterMenu : public DMenu
int InputGridX;
int InputGridY;
// [TP]
bool AllowColors;
public:
DTextEnterMenu(DMenu *parent, char *textbuffer, int maxlen, int sizemode, bool showgrid);
// [TP] Added allowcolors
DTextEnterMenu(DMenu *parent, char *textbuffer, int maxlen, int sizemode, bool showgrid, bool allowcolors = false);
void Drawer ();
bool MenuEvent (int mkey, bool fromcontroller);

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@ -830,6 +830,63 @@ static void ParseOptionMenuBody(FScanner &sc, FOptionMenuDescriptor *desc)
FOptionMenuItem *it = new FOptionMenuScreenResolutionLine(sc.String);
desc->mItems.Push(it);
}
// [TP] -- Text input widget
else if ( sc.Compare( "TextField" ))
{
sc.MustGetString();
FString label = sc.String;
sc.MustGetStringName( "," );
sc.MustGetString();
FString cvar = sc.String;
FString check;
if ( sc.CheckString( "," ))
{
sc.MustGetString();
check = sc.String;
}
FOptionMenuItem* it = new FOptionMenuTextField( label, cvar, check );
desc->mItems.Push( it );
}
// [TP] -- Number input widget
else if ( sc.Compare( "NumberField" ))
{
sc.MustGetString();
FString label = sc.String;
sc.MustGetStringName( "," );
sc.MustGetString();
FString cvar = sc.String;
float minimum = 0.0f;
float maximum = 100.0f;
float step = 1.0f;
FString check;
if ( sc.CheckString( "," ))
{
sc.MustGetFloat();
minimum = (float) sc.Float;
sc.MustGetStringName( "," );
sc.MustGetFloat();
maximum = (float) sc.Float;
if ( sc.CheckString( "," ))
{
sc.MustGetFloat();
step = (float) sc.Float;
if ( sc.CheckString( "," ))
{
sc.MustGetString();
check = sc.String;
}
}
}
FOptionMenuItem* it = new FOptionMenuNumberField( label, cvar,
minimum, maximum, step, check );
desc->mItems.Push( it );
}
else
{
sc.ScriptError("Unknown keyword '%s'", sc.String);

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@ -40,6 +40,8 @@
#include "d_gui.h"
#include "v_font.h"
#include "v_palette.h"
// [TP] New #includes
#include "v_text.h"
IMPLEMENT_ABSTRACT_CLASS(DTextEnterMenu)
@ -64,7 +66,8 @@ CVAR(Bool, m_showinputgrid, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
//
//=============================================================================
DTextEnterMenu::DTextEnterMenu(DMenu *parent, char *textbuffer, int maxlen, int sizemode, bool showgrid)
// [TP] Added allowcolors
DTextEnterMenu::DTextEnterMenu(DMenu *parent, char *textbuffer, int maxlen, int sizemode, bool showgrid, bool allowcolors)
: DMenu(parent)
{
mEnterString = textbuffer;
@ -83,6 +86,7 @@ DTextEnterMenu::DTextEnterMenu(DMenu *parent, char *textbuffer, int maxlen, int
InputGridX = 0;
InputGridY = 0;
}
AllowColors = allowcolors; // [TP]
}
//=============================================================================
@ -140,6 +144,10 @@ bool DTextEnterMenu::Responder(event_t *ev)
{
if (mEnterString[0])
{
// [TP] If we allow color codes, colorize the string now.
if (AllowColors)
strbin(mEnterString);
DMenu *parent = mParentMenu;
Close();
parent->MenuEvent(MKEY_Input, false);

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@ -31,6 +31,7 @@
**---------------------------------------------------------------------------
**
*/
#include "v_text.h"
void M_DrawConText (int color, int x, int y, const char *str);
@ -943,6 +944,207 @@ public:
}
};
//=============================================================================
//
// [TP] FOptionMenuFieldBase
//
// Base class for input fields
//
//=============================================================================
class FOptionMenuFieldBase : public FOptionMenuItem
{
public:
FOptionMenuFieldBase ( const char* label, const char* menu, const char* graycheck ) :
FOptionMenuItem ( label, menu ),
mCVar ( FindCVar( mAction, NULL )),
mGrayCheck (( graycheck && strlen( graycheck )) ? FindCVar( graycheck, NULL ) : NULL ) {}
const char* GetCVarString()
{
if ( mCVar == NULL )
return "";
return mCVar->GetGenericRep( CVAR_String ).String;
}
virtual FString Represent()
{
return GetCVarString();
}
int Draw ( FOptionMenuDescriptor*, int y, int indent, bool selected )
{
bool grayed = mGrayCheck != NULL && !( mGrayCheck->GetGenericRep( CVAR_Bool ).Bool );
drawLabel( indent, y, selected ? OptionSettings.mFontColorSelection : OptionSettings.mFontColor, grayed );
int overlay = grayed? MAKEARGB( 96, 48, 0, 0 ) : 0;
screen->DrawText( SmallFont, OptionSettings.mFontColorValue, indent + CURSORSPACE, y,
Represent().GetChars(), DTA_CleanNoMove_1, true, DTA_ColorOverlay, overlay, TAG_DONE );
return indent;
}
bool GetString ( int i, char* s, int len )
{
if ( i == 0 )
{
strncpy( s, GetCVarString(), len );
s[len - 1] = '\0';
return true;
}
return false;
}
bool SetString ( int i, const char* s )
{
if ( i == 0 )
{
if ( mCVar )
{
UCVarValue vval;
vval.String = s;
mCVar->SetGenericRep( vval, CVAR_String );
}
return true;
}
return false;
}
protected:
// Action is a CVar in this class and derivatives.
FBaseCVar* mCVar;
FBaseCVar* mGrayCheck;
};
//=============================================================================
//
// [TP] FOptionMenuTextField
//
// A text input field widget, for use with string CVars.
//
//=============================================================================
class FOptionMenuTextField : public FOptionMenuFieldBase
{
public:
FOptionMenuTextField ( const char *label, const char* menu, const char* graycheck ) :
FOptionMenuFieldBase ( label, menu, graycheck ),
mEntering ( false ) {}
FString Represent()
{
FString text = mEntering ? mEditName : GetCVarString();
if ( mEntering )
text += ( gameinfo.gametype & GAME_DoomStrifeChex ) ? '_' : '[';
return text;
}
bool MenuEvent ( int mkey, bool fromcontroller )
{
if ( mkey == MKEY_Enter )
{
S_Sound( CHAN_VOICE | CHAN_UI, "menu/choose", snd_menuvolume, ATTN_NONE );
strcpy( mEditName, GetCVarString() );
mEntering = true;
DMenu* input = new DTextEnterMenu ( DMenu::CurrentMenu, mEditName, sizeof mEditName, 2, fromcontroller );
M_ActivateMenu( input );
return true;
}
else if ( mkey == MKEY_Input )
{
if ( mCVar )
{
UCVarValue vval;
vval.String = mEditName;
mCVar->SetGenericRep( vval, CVAR_String );
}
mEntering = false;
return true;
}
else if ( mkey == MKEY_Abort )
{
mEntering = false;
return true;
}
return FOptionMenuItem::MenuEvent( mkey, fromcontroller );
}
private:
bool mEntering;
char mEditName[128];
};
//=============================================================================
//
// [TP] FOptionMenuNumberField
//
// A numeric input field widget, for use with number CVars where sliders are inappropriate (i.e.
// where the user is interested in the exact value specifically)
//
//=============================================================================
class FOptionMenuNumberField : public FOptionMenuFieldBase
{
public:
FOptionMenuNumberField ( const char *label, const char* menu, float minimum, float maximum,
float step, const char* graycheck )
: FOptionMenuFieldBase ( label, menu, graycheck ),
mMinimum ( minimum ),
mMaximum ( maximum ),
mStep ( step )
{
if ( mMaximum <= mMinimum )
swapvalues( mMinimum, mMaximum );
if ( mStep <= 0 )
mStep = 1;
}
bool MenuEvent ( int mkey, bool fromcontroller )
{
if ( mCVar )
{
float value = mCVar->GetGenericRep( CVAR_Float ).Float;
if ( mkey == MKEY_Left )
{
value -= mStep;
if ( value < mMinimum )
value = mMaximum;
}
else if ( mkey == MKEY_Right || mkey == MKEY_Enter )
{
value += mStep;
if ( value > mMaximum )
value = mMinimum;
}
else
return FOptionMenuItem::MenuEvent( mkey, fromcontroller );
UCVarValue vval;
vval.Float = value;
mCVar->SetGenericRep( vval, CVAR_Float );
S_Sound( CHAN_VOICE | CHAN_UI, "menu/change", snd_menuvolume, ATTN_NONE );
}
return true;
}
private:
float mMinimum;
float mMaximum;
float mStep;
};
#ifndef NO_IMP
CCMD(am_restorecolors)
{

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@ -946,6 +946,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
bool forcedPain = false;
int fakeDamage = 0;
int holdDamage = 0;
int rawdamage = damage;
if (damage < 0) damage = 0;
@ -980,7 +981,11 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
}
return -1;
}
if ((target->flags2 & MF2_INVULNERABLE) && (damage < TELEFRAG_DAMAGE) && (!(flags & DMG_FORCED)))
// [MC] Changed it to check rawdamage here for consistency, even though that doesn't actually do anything
// different here. At any rate, invulnerable is being checked before type factoring, which is then being
// checked by player cheats/invul/buddha followed by monster buddha. This is inconsistent. Don't let the
// original telefrag damage CHECK (rawdamage) be influenced by outside factors when looking at cheats/invul.
if ((target->flags2 & MF2_INVULNERABLE) && (rawdamage < TELEFRAG_DAMAGE) && (!(flags & DMG_FORCED)))
{ // actor is invulnerable
if (target->player == NULL)
{
@ -1040,7 +1045,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
return -1;
}
if (damage < TELEFRAG_DAMAGE) // TELEFRAG_DAMAGE may not be reduced at all or it may not guarantee its effect.
if ((rawdamage < TELEFRAG_DAMAGE) || (target->flags7 & MF7_LAXTELEFRAGDMG)) // TELEFRAG_DAMAGE may only be reduced with NOTELEFRAGPIERCE or it may not guarantee its effect.
{
if (player && damage > 1)
{
@ -1218,7 +1223,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
{
if (player)
FriendlyFire = true;
if (damage < TELEFRAG_DAMAGE)
if (rawdamage < TELEFRAG_DAMAGE) //Use the original damage to check for telefrag amount. Don't let the now-amplified damagetypes do it.
{ // Still allow telefragging :-(
damage = (int)((float)damage * level.teamdamage);
if (damage < 0)
@ -1261,7 +1266,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
if (!(flags & DMG_FORCED))
{
// check the real player, not a voodoo doll here for invulnerability effects
if ((damage < TELEFRAG_DAMAGE && ((player->mo->flags2 & MF2_INVULNERABLE) ||
if ((rawdamage < TELEFRAG_DAMAGE && ((player->mo->flags2 & MF2_INVULNERABLE) ||
(player->cheats & CF_GODMODE))) ||
(player->cheats & CF_GODMODE2) || (player->mo->flags5 & MF5_NODAMAGE))
//Absolutely no hurting if NODAMAGE is involved. Same for GODMODE2.
@ -1286,7 +1291,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
{
player->mo->Inventory->AbsorbDamage(damage, mod, newdam);
}
if (damage < TELEFRAG_DAMAGE)
if ((rawdamage < TELEFRAG_DAMAGE) || (player->mo->flags7 & MF7_LAXTELEFRAGDMG)) //rawdamage is never modified.
{
// if we are telefragging don't let the damage value go below that magic value. Some further checks would fail otherwise.
damage = newdam;
@ -1305,7 +1310,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
}
}
if (damage >= player->health && damage < TELEFRAG_DAMAGE
if (damage >= player->health && rawdamage < TELEFRAG_DAMAGE
&& (G_SkillProperty(SKILLP_AutoUseHealth) || deathmatch)
&& !player->morphTics)
{ // Try to use some inventory health
@ -1329,7 +1334,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
// but telefragging should still do enough damage to kill the player)
// Ignore players that are already dead.
// [MC]Buddha2 absorbs telefrag damage, and anything else thrown their way.
if (!(flags & DMG_FORCED) && (((player->cheats & CF_BUDDHA2) || (((player->cheats & CF_BUDDHA) || (player->mo->flags7 & MF7_BUDDHA)) && (damage < TELEFRAG_DAMAGE))) && (player->playerstate != PST_DEAD)))
if (!(flags & DMG_FORCED) && (((player->cheats & CF_BUDDHA2) || (((player->cheats & CF_BUDDHA) || (player->mo->flags7 & MF7_BUDDHA)) && (rawdamage < TELEFRAG_DAMAGE))) && (player->playerstate != PST_DEAD)))
{
// If this is a voodoo doll we need to handle the real player as well.
player->mo->health = target->health = player->health = 1;
@ -1394,7 +1399,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
if (target->health <= 0)
{
//[MC]Buddha flag for monsters.
if (!(flags & DMG_FORCED) && ((target->flags7 & MF7_BUDDHA) && (damage < TELEFRAG_DAMAGE) && ((inflictor == NULL || !(inflictor->flags7 & MF7_FOILBUDDHA)) && !(flags & DMG_FOILBUDDHA))))
if (!(flags & DMG_FORCED) && ((target->flags7 & MF7_BUDDHA) && (rawdamage < TELEFRAG_DAMAGE) && ((inflictor == NULL || !(inflictor->flags7 & MF7_FOILBUDDHA)) && !(flags & DMG_FOILBUDDHA))))
{ //FOILBUDDHA or Telefrag damage must kill it.
target->health = 1;
}

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@ -3115,8 +3115,24 @@ void AActor::SetShade (int r, int g, int b)
fillcolor = MAKEARGB(ColorMatcher.Pick (r, g, b), r, g, b);
}
void AActor::SetPitch(int p, bool interpolate)
void AActor::SetPitch(int p, bool interpolate, bool forceclamp)
{
if (player != NULL || forceclamp)
{ // clamp the pitch we set
int min, max;
if (player != NULL)
{
min = player->MinPitch;
max = player->MaxPitch;
}
else
{
min = -ANGLE_90 + (1 << ANGLETOFINESHIFT);
max = ANGLE_90 - (1 << ANGLETOFINESHIFT);
}
p = clamp<int>(p, min, max);
}
if (p != pitch)
{
pitch = p;

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@ -207,10 +207,10 @@ void P_BringUpWeapon (player_t *player)
player->ReadyWeapon = weapon;
player->psprites[ps_weapon].sy = player->cheats & CF_INSTANTWEAPSWITCH
? WEAPONTOP : WEAPONBOTTOM;
P_SetPsprite (player, ps_weapon, newstate);
// make sure that the previous weapon's flash state is terminated.
// When coming here from a weapon drop it may still be active.
P_SetPsprite(player, ps_flash, NULL);
P_SetPsprite (player, ps_weapon, newstate);
player->mo->weaponspecial = 0;
}

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@ -1741,7 +1741,7 @@ static void P_SpawnScrollers(void)
if (lines[i].special == Sector_CopyScroller)
{
// don't allow copying the scroller if the sector has the same tag as it would just duplicate it.
if (tagManager.SectorHasTag(lines[i].frontsector, lines[i].args[0]))
if (!tagManager.SectorHasTag(lines[i].frontsector, lines[i].args[0]))
{
copyscrollers.Push(i);
}

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@ -98,6 +98,8 @@ void FTagManager::AddSectorTag(int sector, int tag)
void FTagManager::RemoveSectorTags(int sect)
{
if (startForSector.Size() > 0)
{
int start = startForSector[sect];
if (start >= 0)
{
@ -107,6 +109,7 @@ void FTagManager::RemoveSectorTags(int sect)
start++;
}
}
}
}
//-----------------------------------------------------------------------------

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@ -49,6 +49,7 @@ public:
startForSector.Clear();
startForLine.Clear();
memset(TagHashFirst, -1, sizeof(TagHashFirst));
memset(IDHashFirst, -1, sizeof(IDHashFirst));
}
bool SectorHasTags(const sector_t *sector) const;

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@ -28,7 +28,7 @@ class SDLFB : public DFrameBuffer
{
DECLARE_CLASS(SDLFB, DFrameBuffer)
public:
SDLFB (int width, int height, bool fullscreen);
SDLFB (int width, int height, bool fullscreen, SDL_Window *oldwin);
~SDLFB ();
bool Lock (bool buffer);
@ -67,7 +67,6 @@ private:
SDL_Texture *Texture;
SDL_Surface *Surface;
};
SDL_Rect UpdateRect;
bool UsingRenderer;
bool NeedPalUpdate;
@ -261,6 +260,8 @@ DFrameBuffer *SDLVideo::CreateFrameBuffer (int width, int height, bool fullscree
PalEntry flashColor;
int flashAmount;
SDL_Window *oldwin = NULL;
if (old != NULL)
{ // Reuse the old framebuffer if its attributes are the same
SDLFB *fb = static_cast<SDLFB *> (old);
@ -275,6 +276,10 @@ DFrameBuffer *SDLVideo::CreateFrameBuffer (int width, int height, bool fullscree
}
return old;
}
oldwin = fb->Screen;
fb->Screen = NULL;
old->GetFlash (flashColor, flashAmount);
old->ObjectFlags |= OF_YesReallyDelete;
if (screen == old) screen = NULL;
@ -286,7 +291,7 @@ DFrameBuffer *SDLVideo::CreateFrameBuffer (int width, int height, bool fullscree
flashAmount = 0;
}
SDLFB *fb = new SDLFB (width, height, fullscreen);
SDLFB *fb = new SDLFB (width, height, fullscreen, oldwin);
// If we could not create the framebuffer, try again with slightly
// different parameters in this order:
@ -340,7 +345,7 @@ void SDLVideo::SetWindowedScale (float scale)
// FrameBuffer implementation -----------------------------------------------
SDLFB::SDLFB (int width, int height, bool fullscreen)
SDLFB::SDLFB (int width, int height, bool fullscreen, SDL_Window *oldwin)
: DFrameBuffer (width, height)
{
int i;
@ -351,15 +356,27 @@ SDLFB::SDLFB (int width, int height, bool fullscreen)
NotPaletted = false;
FlashAmount = 0;
if (oldwin)
{
// In some cases (Mac OS X fullscreen) SDL2 doesn't like having multiple windows which
// appears to inevitably happen while compositor animations are running. So lets try
// to reuse the existing window.
Screen = oldwin;
SDL_SetWindowSize (Screen, width, height);
SetFullscreen (fullscreen);
}
else
{
FString caption;
caption.Format(GAMESIG " %s (%s)", GetVersionString(), GetGitTime());
Screen = SDL_CreateWindow (caption,
SDL_WINDOWPOS_UNDEFINED_DISPLAY(vid_adapter), SDL_WINDOWPOS_UNDEFINED_DISPLAY(vid_adapter),
width, height, (fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0));
width, height, (fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0)|SDL_WINDOW_RESIZABLE);
if (Screen == NULL)
return;
}
Renderer = NULL;
Texture = NULL;
@ -381,8 +398,6 @@ SDLFB::SDLFB (int width, int height, bool fullscreen)
SDLFB::~SDLFB ()
{
if(Screen)
{
if (Renderer)
{
if (Texture)
@ -390,6 +405,8 @@ SDLFB::~SDLFB ()
SDL_DestroyRenderer (Renderer);
}
if(Screen)
{
SDL_DestroyWindow (Screen);
}
}
@ -498,7 +515,8 @@ void SDLFB::Update ()
SDL_UnlockTexture (Texture);
SDLFlipCycles.Clock();
SDL_RenderCopy(Renderer, Texture, NULL, &UpdateRect);
SDL_RenderClear(Renderer);
SDL_RenderCopy(Renderer, Texture, NULL, NULL);
SDL_RenderPresent(Renderer);
SDLFlipCycles.Unclock();
}
@ -613,6 +631,9 @@ void SDLFB::GetFlashedPalette (PalEntry pal[256])
void SDLFB::SetFullscreen (bool fullscreen)
{
if (IsFullscreen() == fullscreen)
return;
SDL_SetWindowFullscreen (Screen, fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
if (!fullscreen)
{
@ -645,6 +666,8 @@ void SDLFB::ResetSDLRenderer ()
if (!Renderer)
return;
SDL_SetRenderDrawColor(Renderer, 0, 0, 0, 255);
Uint32 fmt;
switch(vid_displaybits)
{
@ -681,24 +704,14 @@ void SDLFB::ResetSDLRenderer ()
NotPaletted = false;
}
// Calculate update rectangle
// In fullscreen, set logical size according to animorphic ratio.
// Windowed modes are rendered to fill the window (usually 1:1)
if (IsFullscreen ())
{
int w, h;
SDL_GetWindowSize (Screen, &w, &h);
UpdateRect.w = w;
UpdateRect.h = h;
ScaleWithAspect (UpdateRect.w, UpdateRect.h, Width, Height);
UpdateRect.x = (w - UpdateRect.w)/2;
UpdateRect.y = (h - UpdateRect.h)/2;
}
else
{
// In windowed mode we just update the whole window.
UpdateRect.x = 0;
UpdateRect.y = 0;
UpdateRect.w = Width;
UpdateRect.h = Height;
ScaleWithAspect (w, h, Width, Height);
SDL_RenderSetLogicalSize (Renderer, w, h);
}
}
@ -726,13 +739,14 @@ void SDLFB::SetVSync (bool vsync)
void SDLFB::ScaleCoordsFromWindow(SWORD &x, SWORD &y)
{
int w, h;
SDL_GetWindowSize (Screen, &w, &h);
// Detect if we're doing scaling in the Window and adjust the mouse
// coordinates accordingly. This could be more efficent, but I
// don't think performance is an issue in the menus.
if(IsFullscreen())
{
int w, h;
SDL_GetWindowSize (Screen, &w, &h);
int realw = w, realh = h;
ScaleWithAspect (realw, realh, SCREENWIDTH, SCREENHEIGHT);
if (realw != SCREENWIDTH || realh != SCREENHEIGHT)
@ -751,6 +765,11 @@ void SDLFB::ScaleCoordsFromWindow(SWORD &x, SWORD &y)
}
}
}
else
{
x = (SWORD)(x*Width/w);
y = (SWORD)(y*Height/h);
}
}
ADD_STAT (blit)

View File

@ -267,6 +267,11 @@ void FSoftwareRenderer::RenderTextureView (FCanvasTexture *tex, AActor *viewpoin
BYTE *Pixels = const_cast<BYTE*>(tex->GetPixels());
DSimpleCanvas *Canvas = tex->GetCanvas();
// curse Doom's overuse of global variables in the renderer.
// These get clobbered by rendering to a camera texture but they need to be preserved so the final rendering can be done with the correct palette.
unsigned char *savecolormap = fixedcolormap;
FSpecialColormap *savecm = realfixedcolormap;
float savedfov = LastFOV;
R_SetFOV ((float)fov);
R_RenderViewToCanvas (viewpoint, Canvas, 0, 0, tex->GetWidth(), tex->GetHeight(), tex->bFirstUpdate);
@ -280,6 +285,8 @@ void FSoftwareRenderer::RenderTextureView (FCanvasTexture *tex, AActor *viewpoin
FTexture::FlipNonSquareBlockRemap (Pixels, Canvas->GetBuffer(), tex->GetWidth(), tex->GetHeight(), Canvas->GetPitch(), GPalette.Remap);
}
tex->SetUpdated();
fixedcolormap = savecolormap;
realfixedcolormap = savecm;
}
//==========================================================================

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@ -62,9 +62,6 @@
extern bool DrawFSHUD; // [RH] Defined in d_main.cpp
EXTERN_CVAR (Bool, cl_capfps)
extern lighttable_t* fixedcolormap;
extern FSpecialColormap*realfixedcolormap;
// TYPES -------------------------------------------------------------------
struct InterpolationViewer
@ -1101,11 +1098,6 @@ void FCanvasTextureInfo::UpdateAll ()
{
FCanvasTextureInfo *probe;
// curse Doom's overuse of global variables in the renderer.
// These get clobbered by rendering to a camera texture but they need to be preserved so the final rendering can be done with the correct palette.
unsigned char *savecolormap = fixedcolormap;
FSpecialColormap *savecm = realfixedcolormap;
for (probe = List; probe != NULL; probe = probe->Next)
{
if (probe->Viewpoint != NULL && probe->Texture->bNeedsUpdate)
@ -1113,9 +1105,6 @@ void FCanvasTextureInfo::UpdateAll ()
Renderer->RenderTextureView(probe->Texture, probe->Viewpoint, probe->FOV);
}
}
fixedcolormap = savecolormap;
realfixedcolormap = savecm;
}
//==========================================================================

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@ -3989,23 +3989,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch)
return;
}
if (ref->player != NULL || (flags & SPF_FORCECLAMP))
{ // clamp the pitch we set
int min, max;
if (ref->player != NULL)
{
min = ref->player->MinPitch;
max = ref->player->MaxPitch;
}
else
{
min = -ANGLE_90 + (1 << ANGLETOFINESHIFT);
max = ANGLE_90 - (1 << ANGLETOFINESHIFT);
}
pitch = clamp<int>(pitch, min, max);
}
ref->SetPitch(pitch, !!(flags & SPF_INTERPOLATE));
ref->SetPitch(pitch, !!(flags & SPF_INTERPOLATE), !!(flags & SPF_FORCECLAMP));
}
//===========================================================================

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@ -258,6 +258,8 @@ static FFlagDef ActorFlagDefs[]=
DEFINE_FLAG(MF7, NODECAL, AActor, flags7),
DEFINE_FLAG(MF7, FORCEDECAL, AActor, flags7),
DEFINE_FLAG(MF7, LAXTELEFRAGDMG, AActor, flags7),
// Effect flags
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
DEFINE_FLAG2(FX_ROCKET, ROCKETTRAIL, AActor, effects),

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@ -536,7 +536,7 @@ map LEVEL09 lookup "NHUSTR_9"
cluster 11
{
flat = "RROCK19"
flat = "SLIME16"
music = "$MUSIC_READ_M"
exittext = lookup, "NERVETEXT"
}

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@ -51,7 +51,7 @@ statusbar fullscreen, fullscreenoffsets
statusbar Normal
{
drawimage "H2BAR", 0, 135;
drawimage "H2BAR", 0, 134;
drawimage "STATBAR", 38, 162;
drawselectedinventory artiflash, INDEXFONT_RAVEN, 143, 163, 174, 184, untranslated;
@ -204,7 +204,7 @@ statusbar Normal
statusbar Automap
{
drawimage "H2BAR", 0, 135;
drawimage "H2BAR", 0, 134;
drawimage "KEYBAR", 38, 162;
drawkeybar 5, horizontal, 20, 46, 164;
drawimage hexenarmor(armor, "ARMSLOT1"), 150, 164;