- started port of Doom status bar to ZScript.

Fullscreen HUD done with the exception of key and inventory bar. I also used the opportunity to make it a bit more resistant against badly designed inventory icons.
This commit is contained in:
Christoph Oelckers 2017-03-25 21:40:17 +01:00
commit 488fface50
8 changed files with 236 additions and 14 deletions

View file

@ -234,8 +234,6 @@ FString shotfile;
AActor* bodyque[BODYQUESIZE];
int bodyqueslot;
void R_ExecuteSetViewSize (FViewWindow &viewwindow);
FString savename;
FString BackupSaveName;

View file

@ -327,6 +327,9 @@ void DBaseStatusBar::SetSize(int reltop, int hres, int vres)
RelTop = reltop;
HorizontalResolution = hres;
VerticalResolution = vres;
int x, y;
V_CalcCleanFacs(hres, vres, SCREENWIDTH, SCREENHEIGHT, &x, &y);
defaultScale = { (double)x, (double)y };
CallSetScaled(st_scale);
}
@ -1397,11 +1400,8 @@ void DBaseStatusBar::SerializeMessages(FSerializer &arc)
void DBaseStatusBar::ScreenSizeChanged ()
{
st_scale.Callback ();
int x, y;
V_CalcCleanFacs(HorizontalResolution, VerticalResolution, SCREENWIDTH, SCREENHEIGHT, &x, &y);
defaultScale = { (double)x, (double)y };
// We need to recalculate the sizing info
SetSize(RelTop, HorizontalResolution, VerticalResolution);
for (size_t i = 0; i < countof(Messages); ++i)
{

View file

@ -63,7 +63,6 @@ void PolyRenderer::RenderView(player_t *player)
int width = SCREENWIDTH;
int height = SCREENHEIGHT;
int stHeight = gST_Y;
float trueratio;
ActiveRatio(width, height, &trueratio);
//viewport->SetViewport(&Thread, width, height, trueratio);