- Moved high level parts of view border drawing to status bar.
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parent
86acb876f1
commit
848d9c3750
7 changed files with 70 additions and 66 deletions
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@ -1339,19 +1339,8 @@ DEFINE_ACTION_FUNCTION(_Screen, DrawFrame)
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//
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//==========================================================================
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void DFrameBuffer::DrawBorder (int x1, int y1, int x2, int y2)
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void DFrameBuffer::DrawBorder (FTextureID picnum, int x1, int y1, int x2, int y2)
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{
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FTextureID picnum;
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if (level.info != NULL && level.info->BorderTexture.Len() != 0)
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{
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picnum = TexMan.CheckForTexture (level.info->BorderTexture, ETextureType::Flat);
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}
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else
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{
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picnum = TexMan.CheckForTexture (gameinfo.BorderFlat, ETextureType::Flat);
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}
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if (picnum.isValid())
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{
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FlatFill (x1, y1, x2, y2, TexMan.GetTexture(picnum, false));
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@ -1362,46 +1351,7 @@ void DFrameBuffer::DrawBorder (int x1, int y1, int x2, int y2)
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}
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}
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//==========================================================================
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//
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// R_DrawViewBorder
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//
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// Draws the border around the view for different size windows
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//
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//==========================================================================
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void DFrameBuffer::DrawViewBorder (void)
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{
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if (viewwidth == Width)
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{
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return;
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}
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DrawBorder (0, 0, Width, viewwindowy);
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DrawBorder (0, viewwindowy, viewwindowx, viewheight + viewwindowy);
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DrawBorder (viewwindowx + viewwidth, viewwindowy, Width, viewheight + viewwindowy);
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DrawBorder (0, viewwindowy + viewheight, Width, StatusBar->GetTopOfStatusbar());
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DrawFrame (viewwindowx, viewwindowy, viewwidth, viewheight);
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}
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//==========================================================================
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//
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// R_RefreshViewBorder
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//
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// Draws the border around the player view, if needed.
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//
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//==========================================================================
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void DFrameBuffer::RefreshViewBorder ()
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{
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if (setblocks < 10)
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{
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DrawViewBorder();
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}
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}
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//==========================================================================
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///==========================================================================
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//
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// Draws a blend over the entire view
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//
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