- advanced coordinate control for overlays over DTA_Fullscreen images.
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8 changed files with 105 additions and 46 deletions
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@ -40,6 +40,7 @@
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#include "texturemanager.h"
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#include "r_videoscale.h"
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#include "c_cvars.h"
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#include "intrect.h"
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EXTERN_CVAR(Int, vid_aspect)
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EXTERN_CVAR(Int, uiscale)
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@ -329,6 +330,50 @@ DEFINE_ACTION_FUNCTION(_Screen, GetClipRect)
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return MIN(numret, 4);
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}
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static void CalcFullscreenScale(F2DDrawer* drawer, double srcwidth, double srcheight, int autoaspect, DoubleRect &rect)
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{
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auto GetWidth = [=]() { return drawer->GetWidth(); };
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auto GetHeight = [=]() {return drawer->GetHeight(); };
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double aspect;
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if (srcheight == 200) aspect = srcwidth / 240.;
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else if (srcheight == 400) aspect = srcwidth / 480;
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else aspect = srcwidth / srcheight;
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rect.left = rect.top = 0;
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auto screenratio = ActiveRatio(GetWidth(), GetHeight());
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if (autoaspect == 3)
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{
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if (screenratio >= aspect || aspect < 1.4) autoaspect = 1; // screen is wider than the image -> pillarbox it. 4:3 images must also be pillarboxed if the screen is taller than the image
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else if (screenratio > 1.32) autoaspect = 2; // on anything 4:3 and wider crop the sides of the image.
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else
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{
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// special case: Crop image to 4:3 and then letterbox this. This avoids too much cropping on narrow windows.
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double width4_3 = srcheight * (4. / 3.);
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rect.width = (double)GetWidth() * srcwidth / width4_3;
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rect.height = GetHeight() * screenratio * (3. / 4.); // use 4:3 for the image
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rect.top = (GetHeight() - rect.height) / 2;
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rect.left = -(srcwidth - width4_3) / 2;
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return;
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}
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}
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if ((screenratio > aspect) ^ (autoaspect == 2))
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{
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// pillarboxed or vertically cropped (i.e. scale to height)
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rect.height = GetHeight();
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rect.width = GetWidth() * aspect / screenratio;
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rect.left = (GetWidth() - rect.width) / 2;
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}
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else
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{
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// letterboxed or horizontally cropped (i.e. scale to width)
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rect.width = GetWidth();
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rect.height = GetHeight() * screenratio / aspect;
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rect.top = (GetHeight() - rect.height) / 2;
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}
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}
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//==========================================================================
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//
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// Draw parameter parsing
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@ -384,49 +429,30 @@ bool SetTextureParms(F2DDrawer * drawer, DrawParms *parms, FGameTexture *img, do
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parms->destheight = parms->texheight * CleanYfac_1;
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break;
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case DTA_Base:
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if (parms->fsscalemode != -1)
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{
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// First calculate the destination rect for an image of the given size and then reposition this object in it.
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DoubleRect rect;
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CalcFullscreenScale(drawer, parms->virtWidth, parms->virtHeight, parms->fsscalemode, rect);
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parms->x = rect.left + parms->x * rect.width / parms->virtWidth;
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parms->y = rect.top + parms->y * rect.height / parms->virtHeight;
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parms->destwidth = parms->destwidth * rect.width / parms->virtWidth;
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parms->destheight = parms->destheight * rect.height / parms->virtHeight;
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return false;
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}
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break;
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case DTA_Fullscreen:
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case DTA_FullscreenEx:
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{
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double aspect;
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double srcwidth = img->GetDisplayWidth();
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double srcheight = img->GetDisplayHeight();
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int autoaspect = parms->fsscalemode;
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if (srcheight == 200) aspect = srcwidth / 240.;
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else if (srcheight == 400) aspect = srcwidth / 480;
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else aspect = srcwidth / srcheight;
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parms->x = parms->y = 0;
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DoubleRect rect;
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CalcFullscreenScale(drawer, img->GetDisplayWidth(), img->GetDisplayHeight(), parms->fsscalemode, rect);
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parms->keepratio = true;
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auto screenratio = ActiveRatio(GetWidth(), GetHeight());
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if (autoaspect == 3)
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{
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if (screenratio >= aspect || aspect < 1.4) autoaspect = 1; // screen is wider than the image -> pillarbox it. 4:3 images must also be pillarboxed if the screen is taller than the image
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else if (screenratio > 1.32) autoaspect = 2; // on anything 4:3 and wider crop the sides of the image.
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else
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{
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// special case: Crop image to 4:3 and then letterbox this. This avoids too much cropping on narrow windows.
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double width4_3 = srcheight * (4. / 3.);
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parms->destwidth = (double)GetWidth() * srcwidth / width4_3;
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parms->destheight = GetHeight() * screenratio * (3. / 4.); // use 4:3 for the image
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parms->y = (GetHeight() - parms->destheight) / 2;
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parms->x = -(srcwidth - width4_3) / 2;
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return false; // Do not call VirtualToRealCoords for this!
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}
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}
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if ((screenratio > aspect) ^ (autoaspect == 2))
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{
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// pillarboxed or vertically cropped (i.e. scale to height)
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parms->destheight = GetHeight();
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parms->destwidth =GetWidth() * aspect / screenratio;
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parms->x = (GetWidth() - parms->destwidth) / 2;
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}
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else
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{
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// letterboxed or horizontally cropped (i.e. scale to width)
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parms->destwidth = GetWidth();
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parms->destheight = GetHeight() * screenratio / aspect;
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parms->y = (GetHeight() - parms->destheight) / 2;
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}
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parms->x = rect.left;
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parms->y = rect.top;
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parms->destwidth = rect.width;
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parms->destheight = rect.height;
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return false; // Do not call VirtualToRealCoords for this!
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}
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@ -598,6 +624,7 @@ bool ParseDrawTextureTags(F2DDrawer *drawer, FGameTexture *img, double x, double
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parms->burn = false;
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parms->monospace = EMonospacing::Off;
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parms->spacing = 0;
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parms->fsscalemode = -1;
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// Parse the tag list for attributes. (For floating point attributes,
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// consider that the C ABI dictates that all floats be promoted to
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@ -717,6 +744,14 @@ bool ParseDrawTextureTags(F2DDrawer *drawer, FGameTexture *img, double x, double
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parms->cleanmode = DTA_Base;
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parms->virtHeight = ListGetDouble(tags);
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break;
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case DTA_FullscreenScale:
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intval = ListGetInt(tags);
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if (intval >= 0 && intval <= 3)
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{
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parms->fsscalemode = (uint8_t)intval;
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}
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break;
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case DTA_Fullscreen:
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