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- fixed: fullscreen images with texture scaling used the unscaled size for
positioning. To avoid future problems with them I added a new DTA_Fullscreen option for DrawTexture. SVN r1983 (trunk)
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6161702703
commit
3a198a29dc
6 changed files with 34 additions and 29 deletions
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@ -1,4 +1,7 @@
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November 15, 2009 (Changes by Graf Zahl)
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- fixed: fullscreen images with texture scaling used the unscaled size for
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positioning. To avoid future problems with them I added a new DTA_Fullscreen
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option for DrawTexture.
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- fixed: The sky baseline position needs to take texture scaling into account.
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November 14, 2009
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@ -953,8 +953,7 @@ void D_PageDrawer (void)
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if (Page != NULL)
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{
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screen->DrawTexture (Page, 0, 0,
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DTA_VirtualWidth, Page->GetWidth(),
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DTA_VirtualHeight, Page->GetHeight(),
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DTA_Fullscreen, true,
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DTA_Masked, false,
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DTA_BilinearFilter, true,
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TAG_DONE);
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@ -809,8 +809,8 @@ void F_DemonScroll ()
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int yval;
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FTexture *final1 = TexMan(tex1);
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FTexture *final2 = TexMan(tex2);
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int fwidth = final1->GetWidth();
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int fheight = final1->GetHeight();
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int fwidth = final1->GetScaledWidth();
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int fheight = final1->GetScaledHeight();
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if (FinaleCount < 70)
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{
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@ -884,10 +884,7 @@ void F_DrawUnderwater(void)
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// intentional fall-through
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case 2:
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pic = TexMan("E2END");
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screen->DrawTexture (pic, 0, 0,
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DTA_VirtualWidth, pic->GetWidth(),
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DTA_VirtualHeight, pic->GetHeight(),
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TAG_DONE);
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screen->DrawTexture (pic, 0, 0, DTA_Fullscreen, true, TAG_DONE);
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screen->FillBorder (NULL);
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paused = false;
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menuactive = MENU_Off;
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@ -907,10 +904,7 @@ void F_DrawUnderwater(void)
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screen->UpdatePalette ();
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pic = TexMan("TITLE");
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screen->DrawTexture (pic, 0, 0,
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DTA_VirtualWidth, pic->GetWidth(),
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DTA_VirtualHeight, pic->GetHeight(),
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TAG_DONE);
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screen->DrawTexture (pic, 0, 0, DTA_Fullscreen, true, TAG_DONE);
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screen->FillBorder (NULL);
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NoWipe = 0;
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break;
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@ -960,8 +954,8 @@ void F_BunnyScroll (void)
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V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT);
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tex = TexMan(tex1);
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fwidth = tex->GetWidth();
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fheight = tex->GetHeight();
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fwidth = tex->GetScaledWidth();
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fheight = tex->GetScaledHeight();
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scrolled = clamp (((signed)FinaleCount-230)*fwidth/640, 0, fwidth);
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@ -1315,25 +1309,24 @@ void F_Drawer (void)
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if (picname != NULL)
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{
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FTexture *pic = TexMan[picname];
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screen->DrawTexture (pic, 0, 0,
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DTA_VirtualWidth, pic->GetWidth(),
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DTA_VirtualHeight, pic->GetHeight(),
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TAG_DONE);
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screen->DrawTexture (pic, 0, 0, DTA_Fullscreen, true, TAG_DONE);
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screen->FillBorder (NULL);
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if (FinaleStage >= 14)
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{ // Chess pic, draw the correct character graphic
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double w = pic->GetScaledWidthDouble();
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double h = pic->GetScaledHeightDouble();
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if (multiplayer)
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{
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screen->DrawTexture (TexMan["CHESSALL"], 20, 0,
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DTA_VirtualWidth, pic->GetWidth(),
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DTA_VirtualHeight, pic->GetHeight(), TAG_DONE);
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DTA_VirtualWidth, w,
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DTA_VirtualHeight, h, TAG_DONE);
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}
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else if (players[consoleplayer].CurrentPlayerClass > 0)
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{
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picname = players[consoleplayer].CurrentPlayerClass == 1 ? "CHESSC" : "CHESSM";
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screen->DrawTexture (TexMan[picname], 60, 0,
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DTA_VirtualWidth, pic->GetWidth(),
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DTA_VirtualHeight, pic->GetHeight(), TAG_DONE);
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DTA_VirtualWidth, w,
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DTA_VirtualHeight, h, TAG_DONE);
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}
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}
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}
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@ -491,6 +491,16 @@ bool DCanvas::ParseDrawTextureTags (FTexture *img, double x, double y, DWORD tag
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parms->virtHeight = va_arg(tags, double);
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break;
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case DTA_Fullscreen:
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boolval = va_arg(tags, INTBOOL);
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if (boolval)
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{
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parms->x = parms->y = 0;
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parms->virtWidth = img->GetScaledWidthDouble();
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parms->virtHeight = img->GetScaledHeightDouble();
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}
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break;
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case DTA_Alpha:
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parms->alpha = MIN<fixed_t>(FRACUNIT, va_arg (tags, fixed_t));
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break;
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@ -103,6 +103,7 @@ enum
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DTA_BilinearFilter, // bool: apply bilinear filtering to the image
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DTA_SpecialColormap,// pointer to FSpecialColormapParameters (likely to be forever hardware-only)
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DTA_ColormapStyle, // pointer to FColormapStyle (hardware-only)
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DTA_Fullscreen, // Draw image fullscreen (same as DTA_VirtualWidth/Height with graphics size.)
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// floating point duplicates of some of the above:
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DTA_DestWidthF,
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@ -595,8 +595,8 @@ void WI_updateAnimatedBack()
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void WI_drawBackground()
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{
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unsigned int i;
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int animwidth=320; // For a flat fill or clear background scale animations to 320x200
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int animheight=200;
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double animwidth=320; // For a flat fill or clear background scale animations to 320x200
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double animheight=200;
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if (background)
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{
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@ -606,11 +606,10 @@ void WI_drawBackground()
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// scale all animations below to fit the size of the base pic
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// The base pic is always scaled to fit the screen so this allows
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// placing the animations precisely where they belong on the base pic
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animwidth = background->GetWidth();
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animheight = background->GetHeight();
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animwidth = background->GetScaledWidth();
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animheight = background->GetScaledHeight();
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screen->FillBorder (NULL);
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screen->DrawTexture(background, 0, 0, DTA_VirtualWidth, animwidth,
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DTA_VirtualHeight, animheight, TAG_DONE);
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screen->DrawTexture(background, 0, 0, DTA_Fullscreen, true, TAG_DONE);
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}
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else
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{
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@ -666,7 +665,7 @@ void WI_drawBackground()
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}
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if (a->ctr >= 0)
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screen->DrawTexture(a->p[a->ctr], a->loc.x, a->loc.y,
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DTA_VirtualWidth, animwidth, DTA_VirtualHeight, animheight, TAG_DONE);
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DTA_VirtualWidthF, animwidth, DTA_VirtualHeightF, animheight, TAG_DONE);
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}
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}
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