- made menu dimming a mapping option but kept the CVARS as user override.
SVN r1790 (trunk)
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f55d1718f2
commit
44974ff28f
11 changed files with 43 additions and 11 deletions
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@ -168,11 +168,11 @@ CUSTOM_CVAR (Int, vid_refreshrate, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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}
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}
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CUSTOM_CVAR (Float, dimamount, 0.2f, CVAR_ARCHIVE)
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CUSTOM_CVAR (Float, dimamount, -1.f, CVAR_ARCHIVE)
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{
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if (self < 0.f)
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if (self < 0.f && self != -1.f)
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{
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self = 0.f;
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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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@ -296,14 +296,24 @@ void DCanvas::FlatFill (int left, int top, int right, int bottom, FTexture *src,
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void DCanvas::Dim (PalEntry color)
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{
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PalEntry dimmer;
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float amount = dimamount;
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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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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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