- implemented status bar scale control for Blood.

This commit is contained in:
Christoph Oelckers 2020-08-02 08:48:23 +02:00
parent cc8798f6e2
commit b259b94300
2 changed files with 21 additions and 4 deletions

View File

@ -134,8 +134,15 @@ void ctrlGetInput(void)
if (gViewMode == 3)
{
buttonMap.ClearButton(gamefunc_Shrink_Screen);
if (!SHIFTS_IS_PRESSED)
{
G_ChangeHudLayout(-1);
}
else
{
hud_scale = hud_scale - 4;
}
}
if (gViewMode == 2 || gViewMode == 4)
{
gZoom = ClipLow(gZoom - (gZoom >> 4), 64);
@ -148,8 +155,15 @@ void ctrlGetInput(void)
if (gViewMode == 3)
{
buttonMap.ClearButton(gamefunc_Enlarge_Screen);
if (!SHIFTS_IS_PRESSED)
{
G_ChangeHudLayout(1);
}
else
{
hud_scale = hud_scale + 4;
}
}
if (gViewMode == 2 || gViewMode == 4)
{
gZoom = ClipHigh(gZoom + (gZoom >> 4), 4096);

View File

@ -1190,7 +1190,10 @@ void viewResizeView(int size)
gViewX0 = 0;
gViewY0 = 0;
gViewX1 = xdim-1;
gViewY1 = ydim-1-(25*ydim)/200;
int gy1 = (25 * ydim) / 200;
if (gViewSize == 3) // full status bar must scale the bottom to the actual display height.
gy1 = Scale(gy1, hud_scale, 100);
gViewY1 = ydim-1- gy1;
if (gGameOptions.nGameType > 0 && gGameOptions.nGameType <= 3)
{
gViewY0 = (tilesiz[2229].y*ydim*((gNetPlayers+3)/4))/200;