- switched the entire status bar code to use FGameTexture.

- scale the automap parchment to clean 320x200 dimensions.
This commit is contained in:
Christoph Oelckers 2020-04-14 00:55:16 +02:00
commit c7db5b932e
16 changed files with 129 additions and 105 deletions

View file

@ -1239,8 +1239,8 @@ void DAutomap::ScrollParchment (double dmapx, double dmapy)
if (backtex != nullptr)
{
int pwidth = backtex->GetDisplayWidth();
int pheight = backtex->GetDisplayHeight();
int pwidth = int(backtex->GetDisplayWidth() * CleanXfac);
int pheight = int(backtex->GetDisplayHeight() * CleanYfac);
while(mapxstart > 0)
mapxstart -= pwidth;
@ -1591,8 +1591,8 @@ void DAutomap::clearFB (const AMColor &color)
auto backtex = TexMan.GetGameTexture(mapback);
if (backtex != nullptr)
{
int pwidth = backtex->GetDisplayWidth();
int pheight = backtex->GetDisplayHeight();
int pwidth = int(backtex->GetDisplayWidth() * CleanXfac);
int pheight = int(backtex->GetDisplayHeight() * CleanYfac);
int x, y;
//blit the automap background to the screen.
@ -1600,7 +1600,7 @@ void DAutomap::clearFB (const AMColor &color)
{
for (x = int(mapxstart); x < f_w; x += pwidth)
{
DrawTexture(twod, backtex, x, y, DTA_ClipBottom, f_h, DTA_TopOffset, 0, DTA_LeftOffset, 0, TAG_DONE);
DrawTexture(twod, backtex, x, y, DTA_ClipBottom, f_h, DTA_TopOffset, 0, DTA_LeftOffset, 0, DTA_DestWidth, pwidth, DTA_DestHeight, pheight, TAG_DONE);
}
}
}