- changed menu scale to better fit the screen size and added some coordinate tweaking for the episode menu to shift long names to the left.

This commit is contained in:
Christoph Oelckers 2019-04-06 14:36:57 +02:00
parent 8dc7190fb3
commit f2d1126ff0
2 changed files with 29 additions and 6 deletions

View file

@ -47,6 +47,7 @@
#include "i_soundfont.h"
#include "i_system.h"
#include "v_video.h"
#include "gstrings.h"
void ClearSaveGames();
@ -1105,6 +1106,7 @@ void M_StartupEpisodeMenu(FGameStartup *gs)
}
int posx = (int)ld->mXpos;
int posy = (int)ld->mYpos;
int topy = posy;
@ -1132,6 +1134,23 @@ void M_StartupEpisodeMenu(FGameStartup *gs)
}
if (!isOld) ld->mSelectedItem = ld->mItems.Size();
for (unsigned i = 0; i < AllEpisodes.Size(); i++)
{
DMenuItemBase *it = nullptr;
if (AllEpisodes[i].mPicName.IsNotEmpty())
{
FTextureID tex = GetMenuTexture(AllEpisodes[i].mPicName);
if (AllEpisodes[i].mEpisodeName.IsEmpty() || TexMan.OkForLocalization(tex, AllEpisodes[i].mEpisodeName))
continue; // We do not measure patch based entries. They are assumed to fit
}
const char *c = AllEpisodes[i].mEpisodeName;
if (*c == '$') c = GStrings(c + 1);
int textwidth = ld->mFont->StringWidth(c);
int textright = posx + textwidth;
if (posx + textright > 320) posx = std::max(0, 320 - textright);
}
for(unsigned i = 0; i < AllEpisodes.Size(); i++)
{
DMenuItemBase *it = nullptr;
@ -1139,11 +1158,11 @@ void M_StartupEpisodeMenu(FGameStartup *gs)
{
FTextureID tex = GetMenuTexture(AllEpisodes[i].mPicName);
if (AllEpisodes[i].mEpisodeName.IsEmpty() || TexMan.OkForLocalization(tex, AllEpisodes[i].mEpisodeName))
it = CreateListMenuItemPatch(ld->mXpos, posy, ld->mLinespacing, AllEpisodes[i].mShortcut, tex, NAME_Skillmenu, i);
it = CreateListMenuItemPatch(posx, posy, ld->mLinespacing, AllEpisodes[i].mShortcut, tex, NAME_Skillmenu, i);
}
if (it == nullptr)
{
it = CreateListMenuItemText(ld->mXpos, posy, ld->mLinespacing, AllEpisodes[i].mShortcut,
it = CreateListMenuItemText(posx, posy, ld->mLinespacing, AllEpisodes[i].mShortcut,
AllEpisodes[i].mEpisodeName, ld->mFont, ld->mFontColor, ld->mFontColor2, NAME_Skillmenu, i);
}
ld->mItems.Push(it);

View file

@ -544,6 +544,14 @@ void V_UpdateModeSize (int width, int height)
// The optimal scale will always be to fit a virtual 640 pixel wide display onto the screen.
// Exceptions are made for a few ranges where the available virtual width is > 480.
// This reference size is being used so that on 800x450 (small 16:9) a scale of 2 gets used.
CleanXfac = std::min(screen->GetWidth() / 400, screen->GetHeight() / 240);
if (CleanXfac >= 4) CleanXfac--; // Otherwise we do not have enough space for the episode/skill menus in some languages.
CleanYfac = CleanXfac;
CleanWidth = screen->GetWidth() / CleanXfac;
CleanHeight = screen->GetHeight() / CleanYfac;
int w = screen->GetWidth();
int factor;
if (w < 640) factor = 1;
@ -551,10 +559,6 @@ void V_UpdateModeSize (int width, int height)
else if (w >= 1600 && w < 1920) factor = 3;
else factor = w / 640;
CleanXfac = CleanYfac = factor;
CleanWidth = width / CleanXfac;
CleanHeight = height / CleanYfac;
CleanYfac_1 = CleanXfac_1 = MAX(1, int (CleanXfac * 0.7));
CleanWidth_1 = width / CleanXfac_1;
CleanHeight_1 = height / CleanYfac_1;