raze/polymer/eduke32/source
hendricks266 c5044b3ecd Add orientation bit 2048, enumerated as ROTATESPRITE_FULL16, which is a courtesy provided by the engine for the purpose of the game to internally force use of full 32-bit coordinates. With this bit set, all CON screen drawing commands can use rotatesprite16-like coordinates.
While the functionality was already internally in place for gametext as one of two hacks using ROTATESPRITE_MAX (the other still used by minitext_() to align with the statusbar) we must codify a bit in the engine for safe external use. (Otherwise, ROTATESPRITE_MAX could/would theoretically increase and leave modders high and dry.)

(Dev note: In G_DrawTXDigiNumZ(), ROTATESPRITE_MAX was used to bitshift the value used to calculate digit spacing for no reason I can ascertain other than to introduce rounding errors into the zoom/textscale calculations. It was never used anywhere, so I removed it.)

Bonus: The scaling code for digitalnumberz and gametextz has been modified so that the spacing is no longer affected by rounding errors. Try animating the zoom value and compare how the text used to jump but now does not.

git-svn-id: https://svn.eduke32.com/eduke32@3608 1a8010ca-5511-0410-912e-c29ae57300e0
2013-03-25 04:31:58 +00:00
..
enet Wii: Fix most warnings. Three remain: two are labeled with FIXMEs; the third consists of signed/unsigned comparisons involving LSWAPIB() in kplib.c. 2013-02-18 08:50:08 +00:00
eobj Directory cleanup. Move the "Apple", "Windows", and "Wii" directories to a new "platform" dir, move the contents of "psd" to "rsrc/source", move eobj* and obj* directories so that they're under the "source" dir. 2013-03-04 04:14:19 +00:00
eobj_win Directory cleanup. Move the "Apple", "Windows", and "Wii" directories to a new "platform" dir, move the contents of "psd" to "rsrc/source", move eobj* and obj* directories so that they're under the "source" dir. 2013-03-04 04:14:19 +00:00
jaudiolib Wii: Take advantage of libogc features: PNG screenshots (libpng/zlib), Ogg Vorbis audio (libtremor), and high-resolution profiling timers. 2013-02-18 08:50:42 +00:00
jmact scriplib: attach const qualifiers to appropriate function input arguments. 2013-02-28 17:30:08 +00:00
lunatic Add orientation bit 2048, enumerated as ROTATESPRITE_FULL16, which is a courtesy provided by the engine for the purpose of the game to internally force use of full 32-bit coordinates. With this bit set, all CON screen drawing commands can use rotatesprite16-like coordinates. 2013-03-25 04:31:58 +00:00
misc Win64 support! (Meaning it works, not that we recommend it for everyday use.) 2012-12-13 02:37:20 +00:00
obj Directory cleanup. Move the "Apple", "Windows", and "Wii" directories to a new "platform" dir, move the contents of "psd" to "rsrc/source", move eobj* and obj* directories so that they're under the "source" dir. 2013-03-04 04:14:19 +00:00
obj_win Directory cleanup. Move the "Apple", "Windows", and "Wii" directories to a new "platform" dir, move the contents of "psd" to "rsrc/source", move eobj* and obj* directories so that they're under the "source" dir. 2013-03-04 04:14:19 +00:00
util Tools updates: 2012-11-15 06:42:37 +00:00
_functio.h Lunatic translator: update default defines. 2012-11-25 13:18:41 +00:00
_midi.h Fix JonoF's email address. 2012-03-12 04:47:04 +00:00
_rts.h Updated synthesis script, moved some non-essential files around, updated license headers on all non-BUILDLIC files, added memory cache on top of texcache to improve load times, moved some duplicated keyboard handling stuff from winlayer/sdlayer to baselayer, fixed keypad / in Mapster32 tile selector, fixed bug where p->rotscrnang and p->look_ang never reset to 0, added support for reloading maphack based polymer lights after mode changes/savegame loads, other minor changes 2010-05-25 10:56:00 +00:00
actors.c Lunatic: actor usertypes from CON, set SFLAGs as 2nd gameactor() arg in Lua. 2013-03-24 18:53:28 +00:00
actors.h Refactor C code related to gettimedate and sect*interpolation CON commands. 2013-02-16 18:53:00 +00:00
actors_inline.c Work-in-progress adjustment to the C code to compile under C++. It builds for me without errors using Win32 MinGW-GCC, but it still generates warning soup. No guarantees about MSVC or anything using SDL. Enable C++ by building with CPLUSPLUS=1. C remains the default and should compile with no change in setup. 2012-11-05 02:49:08 +00:00
actors_inline.h Work-in-progress adjustment to the C code to compile under C++. It builds for me without errors using Win32 MinGW-GCC, but it still generates warning soup. No guarantees about MSVC or anything using SDL. Enable C++ by building with CPLUSPLUS=1. C remains the default and should compile with no change in setup. 2012-11-05 02:49:08 +00:00
anim.c Add predefined REND_CLASSIC, REND_POLYMOST and REND_POLYMER constants and use them everywhere getrendermode() is called. 2012-12-30 20:34:34 +00:00
anim.h Possibility of specifying sounds for a VPX anim-replacement via DEF. 2012-01-10 23:43:54 +00:00
animvpx.c Fix LTO=1 RELEASE=1 Lunatic build. 2012-12-29 15:21:16 +00:00
animvpx.h Make ivfrate build standalone, Makefile tweaks. 2012-11-08 21:54:17 +00:00
astub.c Mapster32: don't wrongly report PANIC corruption with MAXSPRITES sprites present. 2013-03-24 18:53:56 +00:00
common.c Wii: Fix Mapster32. It runs now. 2013-03-21 09:49:12 +00:00
common_game.h Wii: Fix Mapster32. It runs now. 2013-03-21 09:49:12 +00:00
config.c Simplify HUD scale and viewport size logic and clean up related code. 2013-01-17 21:59:11 +00:00
config.h Fix warning from r3128 2012-11-08 22:09:00 +00:00
demo.c Lunatic: cmdline switch to run test script, compile out more code, 2 more GVs. 2013-01-20 21:17:06 +00:00
demo.h In -d command line arg, allow specifying demo number in addition to file name. 2012-10-01 17:52:40 +00:00
duke3d.h Make g_earthquakeTime into a uint16_t, remove DukePlayer_t's name[] member. 2013-02-11 17:16:50 +00:00
function.h Work-in-progress adjustment to the C code to compile under C++. It builds for me without errors using Win32 MinGW-GCC, but it still generates warning soup. No guarantees about MSVC or anything using SDL. Enable C++ by building with CPLUSPLUS=1. C remains the default and should compile with no change in setup. 2012-11-05 02:49:08 +00:00
game.c Add orientation bit 2048, enumerated as ROTATESPRITE_FULL16, which is a courtesy provided by the engine for the purpose of the game to internally force use of full 32-bit coordinates. With this bit set, all CON screen drawing commands can use rotatesprite16-like coordinates. 2013-03-25 04:31:58 +00:00
game.h Add new LOGO_FLAGS bit 2048, preventing cutscene at E4 beginning if set. 2013-03-15 16:56:29 +00:00
game_inline.c Simplify HUD scale and viewport size logic and clean up related code. 2013-01-17 21:59:11 +00:00
game_inline.h Work-in-progress adjustment to the C code to compile under C++. It builds for me without errors using Win32 MinGW-GCC, but it still generates warning soup. No guarantees about MSVC or anything using SDL. Enable C++ by building with CPLUSPLUS=1. C remains the default and should compile with no change in setup. 2012-11-05 02:49:08 +00:00
gamedef.c Relax CAPITALIZATION restrictions. 2013-03-25 04:31:09 +00:00
gamedef.h Lunatic: projectiles... 2013-02-07 21:01:03 +00:00
gamedefs.h Remove some duplicate or unused control layer defines. 2013-02-25 15:31:22 +00:00
gameexec.c Add orientation bit 2048, enumerated as ROTATESPRITE_FULL16, which is a courtesy provided by the engine for the purpose of the game to internally force use of full 32-bit coordinates. With this bit set, all CON screen drawing commands can use rotatesprite16-like coordinates. 2013-03-25 04:31:58 +00:00
gameexec.h gameexec.c: factor out 2x used code into VM_KillIt. 2013-02-21 18:54:07 +00:00
GameListSource.game.h Clean up some file and directory structure. 2012-12-29 10:54:35 +00:00
GameListSource.game.m Clean up some file and directory structure. 2012-12-29 10:54:35 +00:00
gamestructures.c CON parser: don't accept read-only gamevars for 1st arg of *sprite{sect,stat}. 2013-01-24 20:02:52 +00:00
gamevars.c CON: Fix accessing gamearrays on 64-bit archs. 2013-03-03 16:06:18 +00:00
gamevars.h Lunatic translator: handle LOGO_FLAGS. 2013-03-13 10:48:14 +00:00
global.c Replace initialize_globals() with global initialization. 2012-12-29 10:58:38 +00:00
global.h Make g_earthquakeTime into a uint16_t, remove DukePlayer_t's name[] member. 2013-02-11 17:16:50 +00:00
GNU.TXT Importing source for great justice 2006-04-13 20:47:06 +00:00
GrpFile.game.h Clean up some file and directory structure. 2012-12-29 10:54:35 +00:00
GrpFile.game.m Clean up some file and directory structure. 2012-12-29 10:54:35 +00:00
grpscan.c Split r3159..r3161, part 12: Add explicit casts, non-pointer types. 2012-11-15 14:28:41 +00:00
grpscan.h Work-in-progress adjustment to the C code to compile under C++. It builds for me without errors using Win32 MinGW-GCC, but it still generates warning soup. No guarantees about MSVC or anything using SDL. Enable C++ by building with CPLUSPLUS=1. C remains the default and should compile with no change in setup. 2012-11-05 02:49:08 +00:00
input.c Relax CAPITALIZATION restrictions. 2013-03-25 04:31:09 +00:00
input.h Massive menu input control revamp/cleanup/factor. (added: input.[ch]) 2012-06-03 16:11:22 +00:00
keys.h Updated synthesis script, moved some non-essential files around, updated license headers on all non-BUILDLIC files, added memory cache on top of texcache to improve load times, moved some duplicated keyboard handling stuff from winlayer/sdlayer to baselayer, fixed keypad / in Mapster32 tile selector, fixed bug where p->rotscrnang and p->look_ang never reset to 0, added support for reloading maphack based polymer lights after mode changes/savegame loads, other minor changes 2010-05-25 10:56:00 +00:00
m32def.c CON/m32script: remove GAMEVAR_DEFAULT uses, since they had no effect. 2013-01-20 21:17:15 +00:00
m32def.h New M32Script command "getspritelinktype" <spritenum> <<linktypevar>>. 2012-04-05 19:49:12 +00:00
m32exec.c Replace dragpoint()'s "dragpoint_noreset" global with a "flags" argument. 2013-01-16 20:38:41 +00:00
m32structures.c m32script: remove unused tsprite access via spriteext[].tspr. 2013-02-01 13:05:10 +00:00
m32vars.c Mapster32: add "movement by one" debugging functionality via a.m32. 2013-02-19 20:35:14 +00:00
macros.h Guard macros.h by #ifndef/#define, remove two decls of nonexistent functions. 2012-11-25 13:18:36 +00:00
mapster32.h Split r3159..r3161, part 14: The rest. 2012-11-15 14:28:47 +00:00
mdump.cpp Superficial text changes: 2012-03-26 05:05:57 +00:00
mdump.h 1. Removed unneeded the svn:executable proprties. These files aren't actually executable. 2008-07-12 14:09:52 +00:00
menus.c Add new LOGO_FLAGS bit 2048, preventing cutscene at E4 beginning if set. 2013-03-15 16:56:29 +00:00
menus.h Minor menu cleanups, only half-finished (if that). 2012-10-14 22:16:07 +00:00
midi.c Split r3159..r3161, part 10: add explicit casts to *alloc return values. 2012-11-15 14:28:29 +00:00
midi.h Fix JonoF's email address. 2012-03-12 04:47:04 +00:00
mpu401.c Win64 support! (Meaning it works, not that we recommend it for everyday use.) 2012-12-13 02:37:20 +00:00
mpu401.h Fix JonoF's email address. 2012-03-12 04:47:04 +00:00
music.c This should fix the "assignment discards 'const' qualifier" warning in music.c. 2012-07-09 19:00:23 +00:00
names.h add two tile labels which Todd forgot to move from GAME.CON to DEFS.CON and therefore did not make it to names.h 2011-08-20 23:27:46 +00:00
namesdyn.c Lunatic translator: dynamic tile remapping. 2013-03-17 18:11:38 +00:00
namesdyn.h Lunatic translator: dynamic tile remapping. 2013-03-17 18:11:38 +00:00
net.c Relax CAPITALIZATION restrictions. 2013-03-25 04:31:09 +00:00
net.h Fix NETCODE=0 build. 2013-01-06 18:56:38 +00:00
old.diff Tweakery in various places. 2011-03-17 23:37:38 +00:00
osdcmds.c Factor out setting baslayer timer from game into G_InitTimer(). 2013-02-16 18:52:56 +00:00
osdcmds.h Fix bound keys' commands being truncated in settings.cfg, control* cleanup. 2012-11-18 15:44:18 +00:00
osdfuncs.c Cleanup of console/on-screen-display (OSD) functionality. 2012-12-25 16:13:50 +00:00
osdfuncs.h Cleanup of console/on-screen-display (OSD) functionality. 2012-12-25 16:13:50 +00:00
player.c Prevent the middle chaingun muzzleflash from animating its position when the player is frozen. 2013-03-19 06:22:52 +00:00
player.h Lunatic: fixups and debugging helpers. 2013-02-28 17:30:04 +00:00
premap.c Relax CAPITALIZATION restrictions. 2013-03-25 04:31:09 +00:00
premap.h Reimplement pixel doubling by drawing scene at 1/(2*2) resolution and expanding. 2013-01-20 21:17:31 +00:00
quotes.h Addition of 3 events: 2012-05-14 18:12:27 +00:00
rev.h Work-in-progress adjustment to the C code to compile under C++. It builds for me without errors using Win32 MinGW-GCC, but it still generates warning soup. No guarantees about MSVC or anything using SDL. Enable C++ by building with CPLUSPLUS=1. C remains the default and should compile with no change in setup. 2012-11-05 02:49:08 +00:00
rts.c Split r3159..r3161, part 10: add explicit casts to *alloc return values. 2012-11-15 14:28:29 +00:00
rts.h Possibly fix another weird crash 2010-08-07 23:14:23 +00:00
savegame.c Save the configuration files whenever a savegame is made. 2013-03-19 06:23:12 +00:00
savegame.h Rewrite old-version-savegame signaling in a cleaner fashion. 2012-11-13 10:50:06 +00:00
sdlmusic.c For novelty, add support for RENDERTYPE=SDL under Windows. 2012-11-24 09:13:29 +00:00
sector.c player.c: factor out repeated code into P_SetWeaponGamevars(). 2013-01-20 21:16:54 +00:00
sector.h Make g_earthquakeTime into a uint16_t, remove DukePlayer_t's name[] member. 2013-02-11 17:16:50 +00:00
sector_inline.c Work-in-progress adjustment to the C code to compile under C++. It builds for me without errors using Win32 MinGW-GCC, but it still generates warning soup. No guarantees about MSVC or anything using SDL. Enable C++ by building with CPLUSPLUS=1. C remains the default and should compile with no change in setup. 2012-11-05 02:49:08 +00:00
sector_inline.h Work-in-progress adjustment to the C code to compile under C++. It builds for me without errors using Win32 MinGW-GCC, but it still generates warning soup. No guarantees about MSVC or anything using SDL. Enable C++ by building with CPLUSPLUS=1. C remains the default and should compile with no change in setup. 2012-11-05 02:49:08 +00:00
soundefs.h update soundefs.h to match the final v1.5 DEFS.CON 2011-08-20 23:27:58 +00:00
sounds.c Wrap some ud.camera* and g_camera{Distance,Clock} into CAMERA* macros. 2013-01-19 18:28:32 +00:00
sounds.h gameexec.c: factor code for "ifnosounds" into sounds.c: A_CheckAnySoundPlaying. 2013-01-02 22:33:32 +00:00
sounds_mapster32.c Guard macros.h by #ifndef/#define, remove two decls of nonexistent functions. 2012-11-25 13:18:36 +00:00
sounds_mapster32.h Rename SOUNDOWNER's (used in sound_t) member .i to .ow for easier grepping. 2012-03-10 21:22:44 +00:00
standard.h Fix JonoF's email address. 2012-03-12 04:47:04 +00:00
startgtk.game.c Split r3159..r3161, part 3: MSVC, nedmalloc, *layer, startup windows. 2012-11-15 14:27:57 +00:00
startosx.game.m Clean up some file and directory structure. 2012-12-29 10:54:35 +00:00
startwin.game.c Win64 support! (Meaning it works, not that we recommend it for everyday use.) 2012-12-13 02:37:20 +00:00
startwin.game.h Updated synthesis script, moved some non-essential files around, updated license headers on all non-BUILDLIC files, added memory cache on top of texcache to improve load times, moved some duplicated keyboard handling stuff from winlayer/sdlayer to baselayer, fixed keypad / in Mapster32 tile selector, fixed bug where p->rotscrnang and p->look_ang never reset to 0, added support for reloading maphack based polymer lights after mode changes/savegame loads, other minor changes 2010-05-25 10:56:00 +00:00
winbits.c Windows: Fix potential crash in version checker. 2012-11-29 12:49:41 +00:00