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https://github.com/ZDoom/qzdoom.git
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- fixed: The intermission screen was not taking texture scaling into account (it was written before the introduction of scaled texture handling for 2D.)
SVN r2962 (trunk)
This commit is contained in:
parent
c9adcb0f47
commit
747f3dd97a
1 changed files with 15 additions and 15 deletions
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@ -79,7 +79,7 @@ void WI_unloadData ();
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// NET GAME STUFF
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#define NG_STATSY 50
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#define NG_STATSX (32 + star->GetWidth()/2 + 32*!dofrags)
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#define NG_STATSX (32 + star->GetScaledWidth()/2 + 32*!dofrags)
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#define NG_SPACINGX 64
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@ -606,8 +606,8 @@ 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->GetScaledWidth();
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animheight = background->GetScaledHeight();
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animwidth = background->GetScaledWidthDouble();
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animheight = background->GetScaledHeightDouble();
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screen->FillBorder (NULL);
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screen->DrawTexture(background, 0, 0, DTA_Fullscreen, true, TAG_DONE);
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}
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@ -746,8 +746,8 @@ int WI_drawLF ()
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// draw <LevelName>
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if (tex)
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{
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screen->DrawTexture(tex, midx - tex->GetWidth()*CleanXfac/2, y, DTA_CleanNoMove, true, TAG_DONE);
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y += (tex->GetHeight() + BigFont->GetHeight()/4) * CleanYfac;
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screen->DrawTexture(tex, midx - tex->GetScaledWidth()*CleanXfac/2, y, DTA_CleanNoMove, true, TAG_DONE);
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y += (tex->GetScaledHeight() + BigFont->GetHeight()/4) * CleanYfac;
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}
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else
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{
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@ -761,8 +761,8 @@ int WI_drawLF ()
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// don't draw 'finished' if the level name is too high!
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if (gameinfo.gametype & GAME_DoomChex)
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{
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screen->DrawTexture(finished, midx - finished->GetWidth()*CleanXfac/2, y, DTA_CleanNoMove, true, TAG_DONE);
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return y + finished->GetHeight() * CleanYfac;
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screen->DrawTexture(finished, midx - finished->GetScaledWidth()*CleanXfac/2, y, DTA_CleanNoMove, true, TAG_DONE);
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return y + finished->GetScaledHeight() * CleanYfac;
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}
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else
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{
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@ -793,8 +793,8 @@ void WI_drawEL ()
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// be careful with the added height so that it works for oversized 'entering' patches!
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if (gameinfo.gametype & GAME_DoomChex)
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{
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screen->DrawTexture(entering, (SCREENWIDTH - entering->GetWidth() * CleanXfac) / 2, y, DTA_CleanNoMove, true, TAG_DONE);
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y += (entering->GetHeight() + font->GetHeight()/4) * CleanYfac;
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screen->DrawTexture(entering, (SCREENWIDTH - entering->GetScaledWidth() * CleanXfac) / 2, y, DTA_CleanNoMove, true, TAG_DONE);
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y += (entering->GetScaledHeight() + font->GetHeight()/4) * CleanYfac;
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}
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else
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{
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@ -808,7 +808,7 @@ void WI_drawEL ()
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FTexture *tex = wbs->LName1;
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if (tex)
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{
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screen->DrawTexture(tex, (SCREENWIDTH - tex->GetWidth() * CleanXfac) / 2, y, DTA_CleanNoMove, true, TAG_DONE);
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screen->DrawTexture(tex, (SCREENWIDTH - tex->GetScaledWidth() * CleanXfac) / 2, y, DTA_CleanNoMove, true, TAG_DONE);
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}
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else
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{
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@ -853,10 +853,10 @@ void WI_drawOnLnode( int n, FTexture * c[] ,int numc)
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int bottom;
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right = c[i]->GetWidth();
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bottom = c[i]->GetHeight();
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left = lnodes[n].x - c[i]->LeftOffset;
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top = lnodes[n].y - c[i]->TopOffset;
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right = c[i]->GetScaledWidth();
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bottom = c[i]->GetScaledHeight();
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left = lnodes[n].x - c[i]->GetScaledLeftOffset();
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top = lnodes[n].y - c[i]->GetScaledTopOffset();
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right += left;
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bottom += top;
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@ -980,7 +980,7 @@ void WI_drawTime (int x, int y, int t, bool no_sucks=false)
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{ // "sucks"
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if (sucks != NULL)
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{
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screen->DrawTexture (sucks, x - sucks->GetWidth(), y - IntermissionFont->GetHeight() - 2,
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screen->DrawTexture (sucks, x - sucks->GetScaledWidth(), y - IntermissionFont->GetHeight() - 2,
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DTA_Clean, true, TAG_DONE);
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}
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else
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