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- layout adjustments for localized texts.
In particular SW's main menu was far too tightly spaced, allowing no room for accents.
This commit is contained in:
parent
af781e0422
commit
90bcba302e
6 changed files with 19 additions and 8 deletions
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@ -983,11 +983,13 @@ int RunGame()
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GameTicRate = 30;
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CheckUserMap();
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GPalette.Init(MAXPALOOKUPS + 2); // one slot for each translation, plus a separate one for the base palettes and the internal one
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gi->loadPalette();
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StartScreen->Progress();
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TexMan.Init([]() {}, [](BuildInfo &) {});
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StartScreen->Progress();
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TileFiles.Init();
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TileFiles.LoadArtSet("tiles%03d.art"); // it's the same for all games.
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InitFont();
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StartScreen->Progress();
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I_InitSound();
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@ -1008,8 +1010,6 @@ int RunGame()
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gameinfo.mBackButton = "engine/graphics/m_back.png";
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StartScreen->Progress();
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GPalette.Init(MAXPALOOKUPS + 1); // one slot for each translation, plus a separate one for the base palettes.
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gi->loadPalette();
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voxInit();
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engineInit();
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gi->app_init();
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@ -1023,10 +1023,11 @@ int RunGame()
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if (!(paletteloaded & PALETTE_MAIN))
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I_FatalError("No palette found.");
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V_LoadTranslations(); // loading the translations must be delayed until the palettes have been fully set up.
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lookups.postLoadTables();
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PostLoadSetup();
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lookups.postLoadLookups();
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V_LoadTranslations(); // loading the translations must be delayed until the palettes have been fully set up.
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FMaterial::SetLayerCallback(setpalettelayer);
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if (GameStartupInfo.Name.IsNotEmpty()) I_SetWindowTitle(GameStartupInfo.Name);
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DeleteStartupScreen();
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@ -303,6 +303,7 @@ void LookupTableInfo::postLoadLookups()
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}
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colorswap(&GPalette.GlobalBrightmap);
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std::swap(GPalette.BaseColors[0], GPalette.BaseColors[255]);
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GPalette.Remap[0] = 255;
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}
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//==========================================================================
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@ -44,7 +44,7 @@ LISTMENU "MainMenu"
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ifgame(ShadowWarrior)
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{
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Position 55, 32
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Linespacing 17
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Linespacing 21
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SWLogo
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SWTextItem "$MNU_NEWGAME", "n", "EpisodeMenu"
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SWTextItem "$MNU_LOADGAME", "l", "LoadGameMenu"
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@ -138,7 +138,7 @@ class BloodStatusBar : RazeStatusBar
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StatsPrintInfo stats;
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stats.fontscale = 1.;
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stats.spacing = SmallFont.GetHeight() + 1;
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stats.spacing = SmallFont.GetHeight() + 2;
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stats.screenbottomspace = bottomy;
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stats.statfont = SmallFont;
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stats.letterColor = TEXTCOLOR_DARKRED;
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@ -187,7 +187,12 @@ class DukeCommonStatusBar : RazeStatusBar
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stats.statfont = SmallFont2;
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stats.spacing = 6;
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}
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else stats.spacing = stats.statfont.GetHeight() + 1;
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else
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{
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if (Raze.isNamWW2GI()) stats.spacing = 12;
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else if (!Raze.isRR()) stats.spacing = 11;
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else stats.spacing = 14;
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}
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stats.standardColor = (Raze.isNamWW2GI() && am_textfont)? Font.TEXTCOLOR_ORANGE : Font.TEXTCOLOR_UNTRANSLATED;
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stats.letterColor = Font.TEXTCOLOR_GOLD;
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PrintAutomapInfo(stats, textfont);
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@ -77,6 +77,8 @@ class RazeStatusBar : StatusBarCore
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y3 = y;
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String text;
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Console.Printf("Stat: scale = %f, spacing = %f", scale, spacing);
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text = String.Format("%sT: %s%d:%02d", info.letterColor, info.standardColor, stats.time / 60000, (stats.time % 60000) / 1000);
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drawStatText(info.statFont, 2 * hud_statscale, y3, text, scale);
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@ -129,17 +131,19 @@ class RazeStatusBar : StatusBarCore
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}
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else if (info.screenbottomspace < 0)
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{
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y = 200 - RelTop - spacing;
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y = (200 - RelTop) * hud_scalefactor - spacing;
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}
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else
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{
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y = 200 - info.screenbottomspace - spacing;
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y = 200 - info.screenbottomspace * hud_scalefactor - spacing;
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}
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let cluster = lev.GetCluster();
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String volname;
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if (cluster) volname = cluster.name;
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if (volname.length() == 0 && am_nameontop) y = 1;
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Console.Printf("AM: scale = %f, spacing = %f", scale, spacing);
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Screen.DrawText(info.statfont, Font.CR_UNTRANSLATED, 2 * hud_statscale, y, mapname, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
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DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_KeepRatio, true);
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y -= spacing;
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