- Blends created with the ACS fade commands now degrade to transparent overlays
when the menu is visible, so they can no longer obscure the menu. SVN r87 (trunk)
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6 changed files with 34 additions and 8 deletions
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@ -57,6 +57,7 @@
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#include "cmdlib.h"
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#include "gi.h"
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#include "templates.h"
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#include "sbar.h"
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IMPLEMENT_ABSTRACT_CLASS (DCanvas)
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IMPLEMENT_ABSTRACT_CLASS (DFrameBuffer)
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@ -196,8 +197,9 @@ void DCanvas::Clear (int left, int top, int right, int bottom, int color) const
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}
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}
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void DCanvas::Dim () const
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void DCanvas::Dim (PalEntry color) const
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{
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PalEntry dimmer;
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float amount = dimamount;
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if (gameinfo.gametype == GAME_Hexen && gamestate == GS_DEMOSCREEN)
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@ -205,7 +207,16 @@ void DCanvas::Dim () const
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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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Dim (PalEntry(dimcolor), amount, 0, 0, Width, Height);
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dimmer = PalEntry(dimcolor);
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// Add the cvar's dimming on top of the color passed to the function
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if (color.a != 0)
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{
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float dim[4] = { color.r/255.f, color.g/255.f, color.b/255.f, color.a/255.f };
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FBaseStatusBar::AddBlend (dimmer.r/255.f, dimmer.g/255.f, dimmer.b/255.f, amount, dim);
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dimmer = PalEntry (BYTE(dim[0]*255), BYTE(dim[1]*255), BYTE(dim[2]*255));
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amount = dim[3];
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}
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Dim (dimmer, amount, 0, 0, Width, Height);
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}
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void DCanvas::Dim (PalEntry color, float damount, int x1, int y1, int w, int h) const
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