diff --git a/src/wi_stuff.cpp b/src/wi_stuff.cpp index 7c07ae783..422916814 100644 --- a/src/wi_stuff.cpp +++ b/src/wi_stuff.cpp @@ -79,7 +79,7 @@ void WI_unloadData (); // NET GAME STUFF #define NG_STATSY 50 -#define NG_STATSX (32 + star->GetWidth()/2 + 32*!dofrags) +#define NG_STATSX (32 + star->GetScaledWidth()/2 + 32*!dofrags) #define NG_SPACINGX 64 @@ -606,8 +606,8 @@ void WI_drawBackground() // scale all animations below to fit the size of the base pic // The base pic is always scaled to fit the screen so this allows // placing the animations precisely where they belong on the base pic - animwidth = background->GetScaledWidth(); - animheight = background->GetScaledHeight(); + animwidth = background->GetScaledWidthDouble(); + animheight = background->GetScaledHeightDouble(); screen->FillBorder (NULL); screen->DrawTexture(background, 0, 0, DTA_Fullscreen, true, TAG_DONE); } @@ -746,8 +746,8 @@ int WI_drawLF () // draw if (tex) { - screen->DrawTexture(tex, midx - tex->GetWidth()*CleanXfac/2, y, DTA_CleanNoMove, true, TAG_DONE); - y += (tex->GetHeight() + BigFont->GetHeight()/4) * CleanYfac; + screen->DrawTexture(tex, midx - tex->GetScaledWidth()*CleanXfac/2, y, DTA_CleanNoMove, true, TAG_DONE); + y += (tex->GetScaledHeight() + BigFont->GetHeight()/4) * CleanYfac; } else { @@ -761,8 +761,8 @@ int WI_drawLF () // don't draw 'finished' if the level name is too high! if (gameinfo.gametype & GAME_DoomChex) { - screen->DrawTexture(finished, midx - finished->GetWidth()*CleanXfac/2, y, DTA_CleanNoMove, true, TAG_DONE); - return y + finished->GetHeight() * CleanYfac; + screen->DrawTexture(finished, midx - finished->GetScaledWidth()*CleanXfac/2, y, DTA_CleanNoMove, true, TAG_DONE); + return y + finished->GetScaledHeight() * CleanYfac; } else { @@ -793,8 +793,8 @@ void WI_drawEL () // be careful with the added height so that it works for oversized 'entering' patches! if (gameinfo.gametype & GAME_DoomChex) { - screen->DrawTexture(entering, (SCREENWIDTH - entering->GetWidth() * CleanXfac) / 2, y, DTA_CleanNoMove, true, TAG_DONE); - y += (entering->GetHeight() + font->GetHeight()/4) * CleanYfac; + screen->DrawTexture(entering, (SCREENWIDTH - entering->GetScaledWidth() * CleanXfac) / 2, y, DTA_CleanNoMove, true, TAG_DONE); + y += (entering->GetScaledHeight() + font->GetHeight()/4) * CleanYfac; } else { @@ -808,7 +808,7 @@ void WI_drawEL () FTexture *tex = wbs->LName1; if (tex) { - screen->DrawTexture(tex, (SCREENWIDTH - tex->GetWidth() * CleanXfac) / 2, y, DTA_CleanNoMove, true, TAG_DONE); + screen->DrawTexture(tex, (SCREENWIDTH - tex->GetScaledWidth() * CleanXfac) / 2, y, DTA_CleanNoMove, true, TAG_DONE); } else { @@ -853,10 +853,10 @@ void WI_drawOnLnode( int n, FTexture * c[] ,int numc) int bottom; - right = c[i]->GetWidth(); - bottom = c[i]->GetHeight(); - left = lnodes[n].x - c[i]->LeftOffset; - top = lnodes[n].y - c[i]->TopOffset; + right = c[i]->GetScaledWidth(); + bottom = c[i]->GetScaledHeight(); + left = lnodes[n].x - c[i]->GetScaledLeftOffset(); + top = lnodes[n].y - c[i]->GetScaledTopOffset(); right += left; bottom += top; @@ -980,7 +980,7 @@ void WI_drawTime (int x, int y, int t, bool no_sucks=false) { // "sucks" if (sucks != NULL) { - screen->DrawTexture (sucks, x - sucks->GetWidth(), y - IntermissionFont->GetHeight() - 2, + screen->DrawTexture (sucks, x - sucks->GetScaledWidth(), y - IntermissionFont->GetHeight() - 2, DTA_Clean, true, TAG_DONE); } else