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https://github.com/ZDoom/raze-gles.git
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parent
feffc7c5c2
commit
b120bade95
4 changed files with 14 additions and 6 deletions
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@ -340,6 +340,14 @@ static void CalcFullscreenScale(F2DDrawer* drawer, DrawParms *parms, double srcw
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auto GetWidth = [=]() { return parms->viewport.width; };
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auto GetHeight = [=]() {return parms->viewport.height; };
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if (autoaspect == 4)
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{
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rect.left = rect.top = 0;
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rect.width = GetWidth();
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rect.height = GetHeight();
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return;
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}
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double aspect;
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if (srcheight == 200) aspect = srcwidth / 240.;
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else if (srcheight == 400) aspect = srcwidth / 480;
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@ -763,7 +771,7 @@ bool ParseDrawTextureTags(F2DDrawer *drawer, FGameTexture *img, double x, double
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case DTA_FullscreenScale:
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intval = ListGetInt(tags);
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if (intval >= 0 && intval <= 3)
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if (intval >= 0 && intval <= 4)
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{
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parms->fsscalemode = (uint8_t)intval;
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}
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@ -198,12 +198,12 @@ void displaymasks_d(int snum)
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if (hud_size < 9)
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{
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hud_drawsprite(44, (200 - 8 - tilesiz[SCUBAMASK].y), 65536, 0, SCUBAMASK, 0, p, 2 + 16);
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hud_drawsprite((320 - 43), (200 - 8 - tilesiz[SCUBAMASK].y), 65536, 1024, SCUBAMASK, 0, p, 2 + 4 + 16);
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hud_drawsprite((320 - 43), (200 - 8 - tilesiz[SCUBAMASK].y), 65536, 0, SCUBAMASK, 0, p, 2 + 4 + 16);
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}
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else
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{
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hud_drawsprite(44, (200 - tilesiz[SCUBAMASK].y), 65536, 0, SCUBAMASK, 0, p, 2 + 16);
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hud_drawsprite((320 - 43), (200 - tilesiz[SCUBAMASK].y), 65536, 1024, SCUBAMASK, 0, p, 2 + 4 + 16);
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hud_drawsprite((320 - 43), (200 - tilesiz[SCUBAMASK].y), 65536, 0, SCUBAMASK, 0, p, 2 + 4 + 16);
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}
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}
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}
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@ -79,7 +79,7 @@ void displaymasks_r(int snum)
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if (!(duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING)) pin = RS_STRETCH;
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hud_drawsprite((320 - (tilesiz[SCUBAMASK].x >> 1) - 15), (200 - (tilesiz[SCUBAMASK].y >> 1) + (sintable[(int)totalclock & 2047] >> 10)), 49152, 0, SCUBAMASK, 0, p, 2 + 16 + pin);
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hud_drawsprite((320 - tilesiz[SCUBAMASK + 4].x), (200 - tilesiz[SCUBAMASK + 4].y), 65536, 0, SCUBAMASK + 4, 0, p, 2 + 16 + pin);
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hud_drawsprite(tilesiz[SCUBAMASK + 4].x, (200 - tilesiz[SCUBAMASK + 4].y), 65536, 1024, SCUBAMASK + 4, 0, p, 2 + 4 + 16 + pin);
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hud_drawsprite(tilesiz[SCUBAMASK + 4].x, (200 - tilesiz[SCUBAMASK + 4].y), 65536, 0, SCUBAMASK + 4, 0, p, 2 + 4 + 16 + pin);
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hud_drawsprite(35, (-1), 65536, 0, SCUBAMASK + 3, 0, p, 2 + 16 + pin);
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hud_drawsprite(285, 200, 65536, 1024, SCUBAMASK + 3, 0, p, 2 + 16 + pin);
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}
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@ -544,14 +544,14 @@ void hud_drawsprite(double sx, double sy, int z, int a, int picnum, int dashade,
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DTA_TranslationIndex, TRANSLATION(Translation_Remap + curbasepal, dapalnum),
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DTA_ViewportX, windowxy1.x, DTA_ViewportY, windowxy1.y,
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DTA_ViewportWidth, windowxy2.x - windowxy1.x + 1, DTA_ViewportHeight, windowxy2.y - windowxy1.y + 1,
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DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
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DTA_FullscreenScale, (dastat & RS_STRETCH)? 4: 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
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DTA_CenterOffsetRel, !(dastat & (RS_TOPLEFT | RS_CENTER)),
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DTA_TopLeft, !!(dastat & RS_TOPLEFT),
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DTA_CenterOffset, !!(dastat & RS_CENTER),
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DTA_FlipX, !!(dastat & RS_YFLIP), // the weapon drawer uses y-flip+180° rotation for x-flip but no other transformation.
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DTA_Pin, (dastat & RS_ALIGN_R) ? 1 : (dastat & RS_ALIGN_L) ? -1 : 0,
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DTA_Rotate, a * (-360./2048),
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DTA_FlipOffsets, !(dastat & (RS_TOPLEFT | RS_CENTER)),
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DTA_FlipOffsets, !(dastat & (/*RS_TOPLEFT |*/ RS_CENTER)),
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TAG_DONE);
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}
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