- it compiles again.
This won't work, though, because no backend for the new 2D code exists yet.
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parent
33289ade49
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18 changed files with 195 additions and 1907 deletions
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@ -74,6 +74,20 @@ CVAR (Float, snd_menuvolume, 0.6f, CVAR_ARCHIVE)
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CVAR(Int, m_use_mouse, 2, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Int, m_show_backbutton, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CUSTOM_CVAR(Float, dimamount, -1.f, CVAR_ARCHIVE)
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{
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if (self < 0.f && self != -1.f)
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{
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self = -1.f;
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}
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else if (self > 1.f)
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{
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self = 1.f;
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}
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}
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CVAR(Color, dimcolor, 0xffd700, CVAR_ARCHIVE)
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DEFINE_ACTION_FUNCTION(DMenu, GetCurrentMenu)
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{
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@ -766,6 +780,41 @@ void M_Ticker (void)
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}
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}
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//==========================================================================
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//
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// M_Dim
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//
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// Applies a colored overlay to the entire screen, with the opacity
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// determined by the dimamount cvar.
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//
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//==========================================================================
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static void M_Dim()
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{
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PalEntry dimmer;
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float amount;
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if (dimamount >= 0)
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{
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dimmer = PalEntry(dimcolor);
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amount = dimamount;
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}
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else
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{
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dimmer = gameinfo.dimcolor;
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amount = gameinfo.dimamount;
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}
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if (gameinfo.gametype == GAME_Hexen && gamestate == GS_DEMOSCREEN)
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{ // On the Hexen title screen, the default dimming is not
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// enough to make the menus readable.
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amount = MIN<float>(1.f, amount*2.f);
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}
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screen->Dim(dimmer, amount, 0, 0, screen->GetWidth(), screen->GetHeight());
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}
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//=============================================================================
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//
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//
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@ -784,7 +833,7 @@ void M_Drawer (void)
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GLRenderer->BlurScene(gameinfo.bluramount);
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if (!CurrentMenu->DontDim)
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{
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screen->Dim(fade);
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M_Dim();
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V_SetBorderNeedRefresh();
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}
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CurrentMenu->CallDrawer();
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