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New def token for "cutscene": "aspect"
Overrides the aspect ratio for IVF files. cutscene <path> { aspect <numerator> <denominator> } Note: For ANMs, you can use rotatesprite and setaspect to draw TILE_ANIM (currently defined as 30716) in EVENT_CUTSCENE with a custom aspect. Patch from Fox. git-svn-id: https://svn.eduke32.com/eduke32@6551 1a8010ca-5511-0410-912e-c29ae57300e0
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parent
415c5e219e
commit
45a8742e42
5 changed files with 30 additions and 3 deletions
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@ -85,7 +85,7 @@ int32_t animvpx_nextpic(animvpx_codec_ctx *codec, uint8_t **pic);
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void animvpx_setup_glstate(void);
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void animvpx_restore_glstate(void);
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int32_t animvpx_render_frame(animvpx_codec_ctx *codec);
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int32_t animvpx_render_frame(animvpx_codec_ctx *codec, double animvpx_aspect);
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void animvpx_print_stats(const animvpx_codec_ctx *codec);
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#endif
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@ -491,7 +491,7 @@ void animvpx_restore_glstate(void)
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texuploaded = 0;
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}
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int32_t animvpx_render_frame(animvpx_codec_ctx *codec)
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int32_t animvpx_render_frame(animvpx_codec_ctx *codec, double animvpx_aspect)
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{
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int32_t t = getticks();
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@ -518,6 +518,8 @@ int32_t animvpx_render_frame(animvpx_codec_ctx *codec)
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}
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float vid_wbyh = ((float)codec->width)/codec->height;
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if (animvpx_aspect > 0)
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vid_wbyh = animvpx_aspect;
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float scr_wbyh = ((float)xdim)/ydim;
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float x=1.0, y=1.0;
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@ -329,7 +329,20 @@ int32_t Anim_Play(const char *fn)
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ototalclock = totalclock + 1; // pause game like ANMs
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animvpx_render_frame(&codec);
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if (anim)
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{
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if (anim->frameaspect1 == 0 || anim->frameaspect2 == 0)
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animvpx_render_frame(&codec, 0);
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else
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animvpx_render_frame(&codec, anim->frameaspect1 / anim->frameaspect2);
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}
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else
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{
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if (origanim->frameaspect1 == 0 || origanim->frameaspect2 == 0)
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animvpx_render_frame(&codec, 0);
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else
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animvpx_render_frame(&codec, origanim->frameaspect1 / origanim->frameaspect2);
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}
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VM_OnEventWithReturn(EVENT_CUTSCENE, g_player[screenpeek].ps->i, screenpeek, framenum);
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@ -30,6 +30,7 @@ typedef struct {
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typedef struct
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{
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double frameaspect1, frameaspect2;
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uint8_t* animbuf;
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animsound_t *sounds;
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uint16_t numsounds;
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@ -172,6 +172,7 @@ enum gametokens
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T_DELAY,
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T_RENAMEFILE,
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T_GLOBALGAMEFLAGS,
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T_ASPECT,
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};
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void G_HandleSpecialKeys(void)
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@ -5191,6 +5192,7 @@ static int parsedefinitions_game(scriptfile *pScript, int firstPass)
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static const tokenlist animTokens [] =
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{
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{ "delay", T_DELAY },
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{ "aspect", T_ASPECT },
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{ "sounds", T_SOUND },
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};
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@ -5318,6 +5320,15 @@ static int parsedefinitions_game(scriptfile *pScript, int firstPass)
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scriptfile_getnumber(pScript, &temp);
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animPtr->framedelay = temp;
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break;
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case T_ASPECT:
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{
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double dtemp, dtemp2;
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scriptfile_getdouble(pScript, &dtemp);
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scriptfile_getdouble(pScript, &dtemp2);
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animPtr->frameaspect1 = dtemp;
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animPtr->frameaspect2 = dtemp2;
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break;
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}
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case T_SOUND:
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{
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char *animSoundsEnd = NULL;
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