- implemented better aspect ratio control for fullscreen images.

Due to backwards compatibility needs and for flexibility this needs to be controlled by a gameinfo setting (fullscreenautoaspect):

0: Treat all images as having an aspect ratio of 4:3, this is the default for compatibility reasons
1: Scale all images to fit the screen, i.e. either pillarbox or letterbox them.
2: Scale all images to fill the screen.
3: Scale all images so that the center 4:3 area is always fully visible. This is the recommended mode for 16:9 images designed to be shown with the sides being cropped on narrower displays.

A new DTA_ tag - DTA_FullscreenEx also exists which allows specifying the scale mode directly
This commit is contained in:
Christoph Oelckers 2020-03-15 09:27:02 +01:00
commit db5efddf12
5 changed files with 64 additions and 76 deletions

View file

@ -375,8 +375,48 @@ bool DFrameBuffer::SetTextureParms(DrawParms *parms, FTexture *img, double xx, d
break;
case DTA_Fullscreen:
case DTA_FullscreenEx:
{
double aspect;
double srcwidth = img->GetDisplayWidthDouble();
double srcheight = img->GetDisplayHeightDouble();
int autoaspect = parms->fsscalemode;
aspect = autoaspect == 0 || (srcwidth == 320 && srcheight == 200) || (srcwidth == 640 && srcheight == 200)? 1.333 : srcwidth / srcheight;
parms->x = parms->y = 0;
break;
parms->keepratio = true;
auto screenratio = ActiveRatio(GetWidth(), GetHeight());
if (autoaspect == 3)
{
if (screenratio >= aspect || aspect < 1.4) autoaspect = 1; // screen is wider than the image -> pillarbox it. 4:3 images must also be pillarboxes if the screen is taller than the image
else if (screenratio > 1.32) autoaspect = 2; // on anything 4:3 and wider crop the sides of the image.
else
{
// special case: Crop image to 4:3 and then letterbox this. This avoids too much cropping on narrow windows.
double width4_3 = srcheight * (4. / 3.);
parms->destwidth = (double)GetWidth() * srcwidth / width4_3;
parms->destheight = GetHeight() * screenratio * (3. / 4.); // use 4:3 for the image
parms->y = (GetHeight() - parms->destheight) / 2;
parms->x = -(srcwidth - width4_3) / 2;
return false; // Do not call VirtualToRealCoords for this!
}
}
if ((screenratio > aspect) ^ (autoaspect == 2))
{
// pillarboxed or vertically cropped (i.e. scale to height)
parms->destheight = GetHeight();
parms->destwidth =GetWidth() * aspect / screenratio;
parms->x = (GetWidth() - parms->destwidth) / 2;
}
else
{
// letterboxed or horizontally cropped (i.e. scale to width)
parms->destwidth = GetWidth();
parms->destheight = GetHeight() * screenratio / aspect;
parms->y = (GetHeight() - parms->destheight) / 2;
}
return false; // Do not call VirtualToRealCoords for this!
}
case DTA_HUDRules:
case DTA_HUDRulesC:
@ -667,12 +707,28 @@ bool DFrameBuffer::ParseDrawTextureTags(FTexture *img, double x, double y, uint3
break;
case DTA_Fullscreen:
boolval = ListGetInt(tags);
if (boolval)
{
assert(fortext == false);
if (img == NULL) return false;
parms->cleanmode = DTA_Fullscreen;
parms->fsscalemode = (uint8_t)gameinfo.fullscreenautoaspect;
parms->virtWidth = img->GetDisplayWidthDouble();
parms->virtHeight = img->GetDisplayHeightDouble();
}
break;
case DTA_FullscreenEx:
intval = ListGetInt(tags);
if (intval >= 0 && intval <= 3)
{
assert(fortext == false);
if (img == NULL) return false;
parms->cleanmode = DTA_Fullscreen;
parms->fsscalemode = (uint8_t)intval;
parms->virtWidth = img->GetDisplayWidthDouble();
parms->virtHeight = img->GetDisplayHeightDouble();
}