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https://github.com/ZDoom/raze-gles.git
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- fixed some menu alignment issues
* the left selector in Duke was misplaced to the right. * some issues with incomplete handling of RR's downscaled fonts. * give SW's caption bar a little more space on the edges.
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parent
ef15ac8b6e
commit
127440f03c
2 changed files with 6 additions and 6 deletions
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@ -9,13 +9,13 @@ class DukeMenuDelegate : RazeMenuDelegate
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let fonth = font.GetGlyphHeight("A");
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if (drawit)
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{
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int width = font.StringWidth(title);
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double scalex = (gameinfo.gameType & GAMEFLAG_RRALL)? 0.4 : 1.;
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double width = font.StringWidth(title);
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double scaley = scalex;
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if (texid.isValid())
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{
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screen.DrawTexture(texid, false, 160, 19, DTA_FullscreenScale, FSMode_Fit320x200Top, DTA_CenterOffsetRel, true, DTA_Color, 0xff808080);
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if (texsize.X - 30 < width) scalex = (texsize.X - 30) / width; // Squash the text if it doesn't fit.
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if (texsize.X - 30 < width * scalex) scalex = (texsize.X - 30) / (width); // Squash the text if it doesn't fit.
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}
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screen.DrawText(font, Font.CR_UNTRANSLATED, 160 - width / 2 * scalex, 19 - fonth / 2 * scaley, title, DTA_ScaleX, scalex, DTA_ScaleY, scaley, DTA_FullscreenScale, FSMode_Fit320x200Top);
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}
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@ -49,7 +49,7 @@ class DukeMenuDelegate : RazeMenuDelegate
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double cursorScale = (gameinfo.gametype & GAMEFLAG_RRALL) ? 0.2 : 1.0;
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double ymid = desc.mItems[desc.mSelectedItem].GetY() + 7; // half height must be hardcoded or layouts will break.
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DrawCursor(160 + cursorOffset, ymid, cursorScale, false);
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DrawCursor(169 - cursorOffset, ymid, cursorScale, true);
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DrawCursor(160 - cursorOffset, ymid, cursorScale, true);
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return true;
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}
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@ -143,7 +143,7 @@ class ListMenuItemDukeTextItem : ListMenuItemTextItem
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int trans = mColorSelected? Translation.MakeID(Translation_Remap, 1) : 0;
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Color pe;
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double scale = (gameinfo.gametype & GAMEFLAG_RRALL) ? 0.4 : 1.;
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let xpos = mXpos - BigFont.StringWidth(mText) * scale * 0.5;
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let xpos = 160 - BigFont.StringWidth(mText) * scale * 0.5;
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if (selected)
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{
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@ -17,13 +17,13 @@ class SWMenuDelegate : RazeMenuDelegate
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if (texsize.X - 60 < width)
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{
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// First start squashing the font down to 0.7x the original width.
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fontscale = (texsize.X - 60) / width;
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fontscale = (texsize.X - 66) / width;
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if (fontscale < 0.7)
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{
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// If that is not enough, extend the box.
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fontscale = 0.7;
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width *= 0.7;
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scalex = width / (texsize.X - 60);
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scalex = width / (texsize.X - 66);
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}
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else width *= fontscale;
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}
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