- advanced coordinate control for overlays over DTA_Fullscreen images.

This commit is contained in:
Christoph Oelckers 2020-06-06 12:51:03 +02:00
commit 9f6d244016
8 changed files with 105 additions and 46 deletions

View file

@ -601,7 +601,7 @@ void DInterBackground::drawBackground(int state, bool drawsplat, bool snl_pointe
// placing the animations precisely where they belong on the base pic
animwidth = background->GetDisplayWidth();
animheight = background->GetDisplayHeight();
if (gameinfo.fullscreenautoaspect == 3 && animheight == 200 && animwidth > 320) animwidth = 320; // deal with widescreen replacements that keep the original coordinates.
if (gameinfo.fullscreenautoaspect > 0) animwidth = 320; // deal with widescreen replacements that keep the original coordinates.
DrawTexture(twod, background, 0, 0, DTA_Fullscreen, true, TAG_DONE);
}
else
@ -658,7 +658,7 @@ void DInterBackground::drawBackground(int state, bool drawsplat, bool snl_pointe
}
if (a->ctr >= 0)
DrawTexture(twod, a->frames[a->ctr], a->loc.x, a->loc.y,
DTA_VirtualWidthF, animwidth, DTA_VirtualHeightF, animheight, TAG_DONE);
DTA_VirtualWidthF, animwidth, DTA_VirtualHeightF, animheight, DTA_FullscreenScale, gameinfo.fullscreenautoaspect, TAG_DONE);
}
if (drawsplat)