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- use 2D size in 2D code, not the engine's screen dimensions.
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parent
2094b6420f
commit
d0cf9d65e7
3 changed files with 8 additions and 6 deletions
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@ -99,7 +99,7 @@ void CGameMenuItemQAV::Draw(void)
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if (bWideScreen)
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{
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int xdim43 = scale(ydim, 4, 3);
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int nCount = (xdim + xdim43 - 1) / xdim43;
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int nCount = (twod->GetWidth() + xdim43 - 1) / xdim43;
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int backX = data->x;
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for (int i = 0; i < nCount; i++)
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{
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@ -58,7 +58,7 @@ static void drawTextScreenBackground(void)
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}
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else
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{
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int width = scale(xdim, 240, ydim);
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int width = scale(twod->GetWidth(), 240, twod->GetHeight());
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int nCount = (width + kLoadScreenWideBackWidth - 1) / kLoadScreenWideBackWidth;
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for (int i = 0; i < nCount; i++)
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{
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@ -631,7 +631,7 @@ private:
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}
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drawInventory(pPlayer, 166, 200 - tileHeight(2200));
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// Depending on the scale we can lower the stats display. This needs some tweaking but this catches the important default case already.
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PrintLevelStats(pPlayer, (hud_statscale <= 0.501f || hud_scalefactor < 0.7) && double(xdim)/ydim > 1.6? 28 : 56);
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PrintLevelStats(pPlayer, (hud_statscale <= 0.501f || hud_scalefactor < 0.7) && double(twod->GetWidth())/twod->GetHeight() > 1.6? 28 : 56);
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}
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@ -842,11 +842,13 @@ IMPLEMENT_CLASS(DBloodStatusBar, false, false)
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static void UpdateFrame(void)
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{
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auto tex = tileGetTexture(kBackTile);
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int width = twod->GetWidth();
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int height = twod->GetHeight();
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twod->AddFlatFill(0, 0, xdim, windowxy1.y - 3, tex);
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twod->AddFlatFill(0, windowxy2.y + 4, xdim, ydim, tex);
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twod->AddFlatFill(0, 0, width, windowxy1.y - 3, tex);
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twod->AddFlatFill(0, windowxy2.y + 4, width, height, tex);
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twod->AddFlatFill(0, windowxy1.y - 3, windowxy1.x - 3, windowxy2.y + 4, tex);
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twod->AddFlatFill(windowxy2.x + 4, windowxy1.y - 3, xdim, windowxy2.y + 4, tex);
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twod->AddFlatFill(windowxy2.x + 4, windowxy1.y - 3, width, windowxy2.y + 4, tex);
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twod->AddFlatFill(windowxy1.x - 3, windowxy1.y - 3, windowxy1.x, windowxy2.y + 1, tex, 0, 1, 0xff545454);
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twod->AddFlatFill(windowxy1.x, windowxy1.y - 3, windowxy2.x + 4, windowxy1.y, tex, 0, 1, 0xff545454);
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