[iortcw] 419/497: SP: Add wide HUD option to cg_fixedAspect cvar / Some cleanup
Simon McVittie
smcv at debian.org
Fri Sep 8 10:37:39 UTC 2017
This is an automated email from the git hooks/post-receive script.
smcv pushed a commit to annotated tag 1.42d
in repository iortcw.
commit eb95dff287435a5710a8107f31b5c0a87214e470
Author: MAN-AT-ARMS <M4N4T4RMS at gmail.com>
Date: Sat Nov 7 05:50:16 2015 -0500
SP: Add wide HUD option to cg_fixedAspect cvar / Some cleanup
---
SP/code/cgame/cg_draw.c | 22 +++++++++++++------
SP/code/cgame/cg_drawtools.c | 2 +-
SP/code/cgame/cg_ents.c | 4 ++++
SP/code/cgame/cg_main.c | 3 ---
SP/code/cgame/cg_newdraw.c | 51 ++++++++++++++++++++++++++++++++++++++++++--
SP/code/cgame/cg_weapons.c | 4 +++-
6 files changed, 72 insertions(+), 14 deletions(-)
diff --git a/SP/code/cgame/cg_draw.c b/SP/code/cgame/cg_draw.c
index a39437e..375b22a 100644
--- a/SP/code/cgame/cg_draw.c
+++ b/SP/code/cgame/cg_draw.c
@@ -1199,6 +1199,12 @@ static void CG_DrawUpperRight(stereoFrame_t stereoFrame) {
y = 0;
+ if ( cg_fixedAspect.integer == 2 ) {
+ CG_SetScreenPlacement(PLACE_RIGHT, PLACE_CENTER);
+ } else if ( cg_fixedAspect.integer == 1 ) {
+ CG_SetScreenPlacement(PLACE_CENTER, PLACE_CENTER);
+ }
+
if ( cgs.gametype >= GT_TEAM ) {
y = CG_DrawTeamOverlay( y );
}
@@ -1563,6 +1569,12 @@ static void CG_DrawPickupItem( void ) {
char pickupText[256];
float color[4];
+ if ( cg_fixedAspect.integer == 2 ) {
+ CG_SetScreenPlacement(PLACE_CENTER, PLACE_CENTER);
+ } else if ( cg_fixedAspect.integer == 1 ) {
+ CG_SetScreenPlacement(PLACE_LEFT, PLACE_BOTTOM);
+ }
+
value = cg.itemPickup;
if ( value ) {
fadeColor = CG_FadeColor( cg.itemPickupTime, 3000 );
@@ -3149,7 +3161,6 @@ static void CG_DrawFlashFade( void ) {
if ( cg_fixedAspect.integer ) {
CG_SetScreenPlacement(PLACE_STRETCH, PLACE_STRETCH);
CG_FillRect( 0, 0, 640, 480, col );
- CG_PopScreenPlacement();
} else {
CG_FillRect( 0, 0, 640, 480, col ); // why do a bunch of these extend outside 640x480?
}
@@ -3209,7 +3220,6 @@ static void CG_DrawFlashZoomTransition( void ) {
if ( cg_fixedAspect.integer ) {
CG_SetScreenPlacement(PLACE_STRETCH, PLACE_STRETCH);
CG_FillRect( -10, -10, 650, 490, color );
- CG_PopScreenPlacement();
} else {
CG_FillRect( -10, -10, 650, 490, color );
}
@@ -3245,7 +3255,6 @@ static void CG_DrawFlashDamage( void ) {
if ( cg_fixedAspect.integer ) {
CG_SetScreenPlacement(PLACE_STRETCH, PLACE_STRETCH);
CG_FillRect( -10, -10, 650, 490, col );
- CG_PopScreenPlacement();
} else {
CG_FillRect( -10, -10, 650, 490, col );
}
@@ -3565,7 +3574,6 @@ static void CG_DrawGameScreenFade( void ) {
if ( cg_fixedAspect.integer ) {
CG_SetScreenPlacement(PLACE_STRETCH, PLACE_STRETCH);
CG_FillRect( 0, 0, 640, 480, col );
- CG_PopScreenPlacement();
} else {
CG_FillRect( 0, 0, 640, 480, col );
}
@@ -3604,7 +3612,6 @@ static void CG_ScreenFade( void ) {
if ( cg_fixedAspect.integer ) {
CG_SetScreenPlacement(PLACE_STRETCH, PLACE_STRETCH);
CG_FillRect( 0, 0, 640, 480, cg.fadeColor1 );
- CG_PopScreenPlacement();
} else {
CG_FillRect( 0, 0, 640, 480, cg.fadeColor1 );
}
@@ -3621,7 +3628,6 @@ static void CG_ScreenFade( void ) {
if ( cg_fixedAspect.integer ) {
CG_SetScreenPlacement(PLACE_STRETCH, PLACE_STRETCH);
CG_FillRect( 0, 0, 640, 480, color );
- CG_PopScreenPlacement();
} else {
CG_FillRect( 0, 0, 640, 480, color );
}
@@ -3677,7 +3683,9 @@ static void CG_Draw2D(stereoFrame_t stereoFrame) {
CG_DrawCrosshair();
if ( cg_drawStatus.integer ) {
- if ( cg_fixedAspect.integer ) {
+ if ( cg_fixedAspect.integer == 2 ) {
+ CG_SetScreenPlacement(PLACE_LEFT, PLACE_BOTTOM);
+ } else if ( cg_fixedAspect.integer == 1 ) {
CG_SetScreenPlacement(PLACE_CENTER, PLACE_BOTTOM);
}
diff --git a/SP/code/cgame/cg_drawtools.c b/SP/code/cgame/cg_drawtools.c
index 7b88f64..e5405af 100644
--- a/SP/code/cgame/cg_drawtools.c
+++ b/SP/code/cgame/cg_drawtools.c
@@ -198,7 +198,7 @@ void CG_FillRectGradient( float x, float y, float width, float height, const flo
==============
CG_HorizontalPercentBar
Generic routine for pretty much all status indicators that show a fractional
- value to the palyer by virtue of how full a drawn box is.
+ value to the player by virtue of how full a drawn box is.
flags:
left - 1
diff --git a/SP/code/cgame/cg_ents.c b/SP/code/cgame/cg_ents.c
index 78e3419..eb9f897 100644
--- a/SP/code/cgame/cg_ents.c
+++ b/SP/code/cgame/cg_ents.c
@@ -615,6 +615,10 @@ void CG_DrawHoldableSelect( void ) {
}
trap_R_SetColor( color );
+ if ( cg_fixedAspect.integer ) {
+ CG_SetScreenPlacement(PLACE_CENTER, PLACE_CENTER);
+ }
+
// showing select clears pickup item display, but not the blend blob
cg.itemPickupTime = 0;
diff --git a/SP/code/cgame/cg_main.c b/SP/code/cgame/cg_main.c
index fa03b62..f7b07d5 100644
--- a/SP/code/cgame/cg_main.c
+++ b/SP/code/cgame/cg_main.c
@@ -1443,9 +1443,6 @@ static void CG_RegisterGraphics( void ) {
}
}
- // can be used by HUD so always load it
- CG_RegisterItemVisuals( 6 /* item_health_large */ );
-
// wall marks
cgs.media.bulletMarkShader = trap_R_RegisterShader( "gfx/damage/bullet_mrk" );
cgs.media.burnMarkShader = trap_R_RegisterShader( "gfx/damage/burn_med_mrk" );
diff --git a/SP/code/cgame/cg_newdraw.c b/SP/code/cgame/cg_newdraw.c
index 191e791..3bbe4e5 100644
--- a/SP/code/cgame/cg_newdraw.c
+++ b/SP/code/cgame/cg_newdraw.c
@@ -200,6 +200,12 @@ static void CG_DrawPlayerArmorValue( rectDef_t *rect, int font, float scale, vec
value = ps->stats[STAT_ARMOR];
+ if ( cg_fixedAspect.integer == 2 ) {
+ CG_SetScreenPlacement(PLACE_LEFT, PLACE_BOTTOM);
+ } else if ( cg_fixedAspect.integer == 1 ) {
+ CG_SetScreenPlacement(PLACE_CENTER, PLACE_CENTER);
+ }
+
if ( shader ) {
trap_R_SetColor( color );
CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader );
@@ -269,6 +275,12 @@ static void CG_DrawPlayerWeaponIcon( rectDef_t *rect, qboolean drawHighlighted,
return;
}
+ if ( cg_fixedAspect.integer == 2 ) {
+ CG_SetScreenPlacement(PLACE_RIGHT, PLACE_BOTTOM);
+ } else if ( cg_fixedAspect.integer == 1 ) {
+ CG_SetScreenPlacement(PLACE_CENTER, PLACE_CENTER);
+ }
+
// DHM - Nerve :: special case for WP_CLASS_SPECIAL
realweap = cg.predictedPlayerState.weapon;
@@ -436,6 +448,10 @@ static void CG_DrawCursorhint( rectDef_t *rect ) {
icon = cgs.media.hintShaders[cg.cursorHintIcon];
+ if ( cg_fixedAspect.integer ) {
+ CG_SetScreenPlacement(PLACE_CENTER, PLACE_CENTER);
+ }
+
switch ( cg.cursorHintIcon ) {
case HINT_NONE:
case HINT_FORCENONE:
@@ -586,6 +602,12 @@ static void CG_DrawPlayerAmmoValue( rectDef_t *rect, int font, float scale, vec4
return;
}
+ if ( cg_fixedAspect.integer == 2 ) {
+ CG_SetScreenPlacement(PLACE_RIGHT, PLACE_BOTTOM);
+ } else if ( cg_fixedAspect.integer == 1 ) {
+ CG_SetScreenPlacement(PLACE_CENTER, PLACE_CENTER);
+ }
+
switch ( weap ) { // some weapons don't draw ammo count text
case WP_KNIFE:
case WP_CLASS_SPECIAL: // DHM - Nerve
@@ -631,7 +653,12 @@ static void CG_DrawPlayerAmmoValue( rectDef_t *rect, int font, float scale, vec4
} else {
Com_sprintf( num, sizeof( num ), "%i", value );
value = CG_Text_Width( num, font, scale, 0 );
- CG_Text_Paint( rect->x + ( rect->w - value ) / 2, rect->y + rect->h, font, scale, color, num, 0, 0, textStyle );
+ if ( type == 0 ) {
+ // Moved this up a little so it's not on top of the weapon heat bar
+ CG_Text_Paint( rect->x + ( rect->w - value ) / 2, -15 + rect->y + rect->h, font, scale, color, num, 0, 0, textStyle );
+ } else {
+ CG_Text_Paint( rect->x + ( rect->w - value ) / 2, rect->y + rect->h, font, scale, color, num, 0, 0, textStyle );
+ }
// if(special) { // draw '0' for akimbo guns
if ( value2 || ( special && type == 1 ) ) {
@@ -875,8 +902,10 @@ static void CG_DrawHoldableItem( rectDef_t *rect, int font, float scale, qboolea
return;
}
- if ( cg_fixedAspect.integer ) {
+ if ( cg_fixedAspect.integer == 2 ) {
CG_SetScreenPlacement(PLACE_RIGHT, PLACE_CENTER);
+ } else if ( cg_fixedAspect.integer == 1 ) {
+ CG_SetScreenPlacement(PLACE_CENTER, PLACE_CENTER);
}
value = cg.predictedPlayerState.holdable[cg.holdableSelect];
@@ -1050,6 +1079,12 @@ static void CG_DrawPlayerHealth( rectDef_t *rect, int font, float scale, vec4_t
value = ps->stats[STAT_HEALTH];
+ if ( cg_fixedAspect.integer == 2 ) {
+ CG_SetScreenPlacement(PLACE_LEFT, PLACE_BOTTOM);
+ } else if ( cg_fixedAspect.integer == 1 ) {
+ CG_SetScreenPlacement(PLACE_CENTER, PLACE_CENTER);
+ }
+
if ( shader ) {
trap_R_SetColor( color );
CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader );
@@ -2142,6 +2177,12 @@ void CG_DrawWeapHeat( rectDef_t *rect, int align ) {
return;
}
+ if ( cg_fixedAspect.integer == 2 ) {
+ CG_SetScreenPlacement(PLACE_RIGHT, PLACE_BOTTOM);
+ } else if ( cg_fixedAspect.integer == 1 ) {
+ CG_SetScreenPlacement(PLACE_CENTER, PLACE_CENTER);
+ }
+
if ( align != HUD_HORIZONTAL ) {
flags |= 4; // BAR_VERT
@@ -2168,6 +2209,12 @@ static void CG_DrawFatigue( rectDef_t *rect, vec4_t color, int align ) {
int flags = 0;
float chargeTime; // DHM - Nerve
+ if ( cg_fixedAspect.integer == 2 ) {
+ CG_SetScreenPlacement(PLACE_LEFT, PLACE_BOTTOM);
+ } else if ( cg_fixedAspect.integer == 1 ) {
+ CG_SetScreenPlacement(PLACE_CENTER, PLACE_CENTER);
+ }
+
if ( align != HUD_HORIZONTAL ) {
flags |= 4; // BAR_VERT
flags |= 1; // BAR_LEFT (left, when vertical means grow 'up')
diff --git a/SP/code/cgame/cg_weapons.c b/SP/code/cgame/cg_weapons.c
index 91d3662..29fff31 100644
--- a/SP/code/cgame/cg_weapons.c
+++ b/SP/code/cgame/cg_weapons.c
@@ -3112,7 +3112,9 @@ void CG_DrawWeaponSelect( void ) {
int bits[MAX_WEAPONS / ( sizeof( int ) * 8 )];
float *color;
- if ( cg_fixedAspect.integer ) {
+ if ( cg_fixedAspect.integer == 2 ) {
+ CG_SetScreenPlacement(PLACE_RIGHT, PLACE_BOTTOM);
+ } else if ( cg_fixedAspect.integer == 1 ) {
CG_SetScreenPlacement(PLACE_CENTER, PLACE_BOTTOM);
}
--
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