[iortcw] 422/497: MP: Add fixed aspect HUD / SP: Some cleanup
Simon McVittie
smcv at debian.org
Fri Sep 8 10:37:40 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 4c2a29ab6dc133c91d94a0af67a360886fb42374
Author: MAN-AT-ARMS <M4N4T4RMS at gmail.com>
Date: Mon Nov 9 16:05:12 2015 -0500
MP: Add fixed aspect HUD / SP: Some cleanup
---
MP/code/cgame/cg_draw.c | 237 ++++++++++++++++++++++++++++++++++++------
MP/code/cgame/cg_drawtools.c | 147 ++++++++++++++++++++++----
MP/code/cgame/cg_info.c | 6 +-
MP/code/cgame/cg_local.h | 25 ++++-
MP/code/cgame/cg_main.c | 28 ++++-
MP/code/cgame/cg_newdraw.c | 34 ++++++
MP/code/cgame/cg_scoreboard.c | 24 ++++-
MP/code/cgame/cg_view.c | 47 +++++----
MP/code/cgame/cg_weapons.c | 34 ++++--
SP/code/cgame/cg_drawtools.c | 30 ------
SP/code/cgame/cg_view.c | 2 +
11 files changed, 498 insertions(+), 116 deletions(-)
diff --git a/MP/code/cgame/cg_draw.c b/MP/code/cgame/cg_draw.c
index 215feec..c5d1d4f 100644
--- a/MP/code/cgame/cg_draw.c
+++ b/MP/code/cgame/cg_draw.c
@@ -511,9 +511,18 @@ void CG_DrawTeamBackground( int x, int y, int w, int h, float alpha, int team )
} else {
return;
}
- trap_R_SetColor( hcolor );
- CG_DrawPic( x, y, w, h, cgs.media.teamStatusBar );
- trap_R_SetColor( NULL );
+
+ if ( cg_fixedAspect.integer ) {
+ trap_R_SetColor( hcolor );
+ CG_SetScreenPlacement(PLACE_STRETCH, CG_GetScreenVerticalPlacement());
+ CG_DrawPic( x, y, w, h, cgs.media.teamStatusBar );
+ CG_PopScreenPlacement();
+ trap_R_SetColor( NULL );
+ } else {
+ trap_R_SetColor( hcolor );
+ CG_DrawPic( x, y, w, h, cgs.media.teamStatusBar );
+ trap_R_SetColor( NULL );
+ }
}
/*
@@ -863,6 +872,12 @@ static void CG_DrawUpperRight(stereoFrame_t stereoFrame) {
y = 0; // JPW NERVE move team overlay below obits, even with timer on left
+ if ( cg_fixedAspect.integer == 2 ) {
+ CG_SetScreenPlacement(PLACE_RIGHT, PLACE_TOP);
+ } else if ( cg_fixedAspect.integer == 1 ) {
+ CG_SetScreenPlacement(PLACE_CENTER, PLACE_CENTER);
+ }
+
if ( cgs.gametype >= GT_TEAM ) {
y = CG_DrawTeamOverlay( y );
}
@@ -911,8 +926,14 @@ static void CG_DrawTeamInfo( void ) {
}
if ( chatHeight <= 0 ) {
return; // disabled
-
}
+
+ if ( cg_fixedAspect.integer == 2 ) {
+ CG_SetScreenPlacement( PLACE_LEFT, PLACE_BOTTOM );
+ } else if ( cg_fixedAspect.integer == 1 ) {
+ CG_SetScreenPlacement( PLACE_CENTER, PLACE_BOTTOM );
+ }
+
if ( cgs.teamLastChatPos != cgs.teamChatPos ) {
if ( cg.time - cgs.teamChatMsgTimes[cgs.teamLastChatPos % chatHeight] > cg_teamChatTime.integer ) {
cgs.teamLastChatPos++;
@@ -972,6 +993,12 @@ static void CG_DrawPickupItem( void ) {
float color[4];
const char *s;
+ if ( cg_fixedAspect.integer == 2 ) {
+ CG_SetScreenPlacement(PLACE_LEFT, PLACE_BOTTOM);
+ } else if ( cg_fixedAspect.integer == 1 ) {
+ CG_SetScreenPlacement(PLACE_CENTER, PLACE_CENTER);
+ }
+
value = cg.itemPickup;
if ( value ) {
fadeColor = CG_FadeColor( cg.itemPickupTime, 3000 );
@@ -1022,6 +1049,12 @@ static void CG_DrawNotify( void ) {
char var[MAX_TOKEN_CHARS];
float notifytime = 1.0f;
+ if ( cg_fixedAspect.integer == 2 ) {
+ CG_SetScreenPlacement(PLACE_LEFT, PLACE_TOP);
+ } else if ( cg_fixedAspect.integer == 1 ) {
+ CG_SetScreenPlacement(PLACE_CENTER, PLACE_TOP);
+ }
+
trap_Cvar_VariableStringBuffer( "con_notifytime", var, sizeof( var ) );
notifytime = atof( var ) * 1000;
@@ -1146,6 +1179,10 @@ static void CG_DrawDisconnect( void ) {
return;
}
+ if ( cg_fixedAspect.integer ) {
+ CG_SetScreenPlacement(PLACE_CENTER, PLACE_CENTER);
+ }
+
// also add text in center of screen
s = CG_TranslateString( "Connection Interrupted" );
w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH;
@@ -1156,6 +1193,10 @@ static void CG_DrawDisconnect( void ) {
return;
}
+ if ( cg_fixedAspect.integer ) {
+ CG_SetScreenPlacement(PLACE_RIGHT, PLACE_BOTTOM);
+ }
+
x = 640 - 72;
y = 480 - 52;
@@ -1184,6 +1225,10 @@ static void CG_DrawLagometer( void ) {
return;
}
+ if ( cg_fixedAspect.integer ) {
+ CG_SetScreenPlacement(PLACE_RIGHT, PLACE_BOTTOM);
+ }
+
//
// draw the graph
//
@@ -1413,6 +1458,10 @@ static void CG_DrawCenterString( void ) {
return;
}
+ if ( cg_fixedAspect.integer ) {
+ CG_SetScreenPlacement(PLACE_CENTER, PLACE_CENTER);
+ }
+
trap_R_SetColor( color );
start = cg.centerPrint;
@@ -1469,6 +1518,7 @@ CG_DrawWeapReticle
static void CG_DrawWeapReticle( void ) {
qboolean snooper, sniper;
vec4_t color = {0, 0, 0, 1};
+ float width = 80.0;
// DHM - Nerve :: So that we will draw reticle
if ( cgs.gametype >= GT_WOLF && ( ( cg.snap->ps.pm_flags & PMF_FOLLOW ) || cg.demoPlayback ) ) {
@@ -1483,10 +1533,25 @@ static void CG_DrawWeapReticle( void ) {
if ( cg_reticles.integer ) {
// sides
- CG_FillRect( 0, 0, 80, 480, color );
- CG_FillRect( 560, 0, 80, 480, color );
+ if ( cg_fixedAspect.integer ) {
+ if ( cgs.glconfig.vidWidth * 480 > cgs.glconfig.vidHeight * 640 ) {
+ width = 0.5 * ( ( cgs.glconfig.vidWidth - ( min( cgs.screenXScale, cgs.screenYScale ) * 480 ) ) / min( cgs.screenXScale, cgs.screenYScale ) );
+ }
+
+ CG_SetScreenPlacement(PLACE_LEFT, PLACE_BOTTOM);
+ CG_FillRect( 0, 0, width, 480, color );
+ CG_SetScreenPlacement(PLACE_RIGHT, PLACE_BOTTOM);
+ CG_FillRect( 640-width, 0, width, 480, color );
+ } else {
+ CG_FillRect( 0, 0, 80, 480, color );
+ CG_FillRect( 560, 0, 80, 480, color );
+ }
// center
+ if ( cg_fixedAspect.integer ) {
+ CG_SetScreenPlacement(PLACE_CENTER, PLACE_CENTER);
+ }
+
if ( cgs.media.reticleShaderSimple ) {
CG_DrawPic( 80, 0, 480, 480, cgs.media.reticleShaderSimple );
}
@@ -1501,10 +1566,24 @@ static void CG_DrawWeapReticle( void ) {
if ( cg_reticles.integer ) {
// sides
- CG_FillRect( 0, 0, 80, 480, color );
- CG_FillRect( 560, 0, 80, 480, color );
+ if ( cg_fixedAspect.integer ) {
+ if ( cgs.glconfig.vidWidth * 480 > cgs.glconfig.vidHeight * 640 ) {
+ width = 0.5 * ( ( cgs.glconfig.vidWidth - ( min( cgs.screenXScale, cgs.screenYScale ) * 480 ) ) / min( cgs.screenXScale, cgs.screenYScale ) );
+ }
+
+ CG_SetScreenPlacement(PLACE_LEFT, PLACE_BOTTOM);
+ CG_FillRect( 0, 0, width, 480, color );
+ CG_SetScreenPlacement(PLACE_RIGHT, PLACE_BOTTOM);
+ CG_FillRect( 640-width, 0, width, 480, color );
+ } else {
+ CG_FillRect( 0, 0, 80, 480, color );
+ CG_FillRect( 560, 0, 80, 480, color );
+ }
// center
+ if ( cg_fixedAspect.integer ) {
+ CG_SetScreenPlacement(PLACE_CENTER, PLACE_CENTER);
+ }
//----(SA) added
// DM didn't like how bright it gets
@@ -1554,6 +1633,10 @@ CG_DrawBinocReticle
==============
*/
static void CG_DrawBinocReticle( void ) {
+ if ( cg_fixedAspect.integer ) {
+ CG_SetScreenPlacement(PLACE_STRETCH, PLACE_STRETCH);
+ }
+
if ( cg_reticles.integer ) {
if ( cg_reticleType.integer == 0 ) {
if ( cgs.media.binocShader ) {
@@ -1660,6 +1743,10 @@ static void CG_DrawCrosshair( void ) {
return;
}
+ if ( cg_fixedAspect.integer ) {
+ CG_SetScreenPlacement(PLACE_CENTER, PLACE_CENTER);
+ }
+
// set color based on health
if ( cg_crosshairHealth.integer ) {
vec4_t hcolor;
@@ -1679,33 +1766,53 @@ static void CG_DrawCrosshair( void ) {
x = cg_crosshairX.integer;
y = cg_crosshairY.integer;
- CG_AdjustFrom640( &x, &y, &w, &h );
+ if ( !cg_fixedAspect.integer ) {
+ CG_AdjustFrom640( &x, &y, &w, &h );
+ }
hShader = cgs.media.crosshairShader[ cg_drawCrosshair.integer % NUM_CROSSHAIRS ];
// NERVE - SMF - modified, fixes crosshair offset in shifted/scaled 3d views
if ( cg.limboMenu ) { // JPW NERVE
- trap_R_DrawStretchPic( x /*+ cg.refdef.x*/ + 0.5 * ( cg.refdef.width - w ),
- y /*+ cg.refdef.y*/ + 0.5 * ( cg.refdef.height - h ),
- w, h, 0, 0, 1, 1, hShader );
+ if ( cg_fixedAspect.integer ) {
+ CG_DrawPic( ( ( SCREEN_WIDTH - w ) * 0.5f ) + x, ( ( SCREEN_HEIGHT - h ) * 0.5f ) + y, w, h, hShader );
+ } else {
+ trap_R_DrawStretchPic( x /*+ cg.refdef.x*/ + 0.5 * ( cg.refdef.width - w ),
+ y /*+ cg.refdef.y*/ + 0.5 * ( cg.refdef.height - h ),
+ w, h, 0, 0, 1, 1, hShader );
+ }
} else {
- trap_R_DrawStretchPic( x + 0.5 * ( cgs.glconfig.vidWidth - w ), // JPW NERVE for scaled-down main windows
- y + 0.5 * ( cgs.glconfig.vidHeight - h ),
- w, h, 0, 0, 1, 1, hShader );
+ if ( cg_fixedAspect.integer ) {
+ CG_DrawPic( ( ( SCREEN_WIDTH - w ) * 0.5f ) + x, ( ( SCREEN_HEIGHT - h ) * 0.5f ) + y, w, h, hShader );
+ } else {
+ trap_R_DrawStretchPic( x + 0.5 * ( cgs.glconfig.vidWidth - w ), // JPW NERVE for scaled-down main windows
+ y + 0.5 * ( cgs.glconfig.vidHeight - h ),
+ w, h, 0, 0, 1, 1, hShader );
+ }
}
// NERVE - SMF
if ( cg.crosshairShaderAlt[ cg_drawCrosshair.integer % NUM_CROSSHAIRS ] ) {
w = h = cg_crosshairSize.value;
x = cg_crosshairX.integer;
y = cg_crosshairY.integer;
- CG_AdjustFrom640( &x, &y, &w, &h );
+ if ( !cg_fixedAspect.integer ) {
+ CG_AdjustFrom640( &x, &y, &w, &h );
+ }
if ( cg.limboMenu ) { // JPW NERVE
- trap_R_DrawStretchPic( x + 0.5 * ( cg.refdef.width - w ), y + 0.5 * ( cg.refdef.height - h ),
+ if ( cg_fixedAspect.integer ) {
+ CG_DrawPic( ( ( SCREEN_WIDTH - w ) * 0.5f ) + x, ( ( SCREEN_HEIGHT - h ) * 0.5f ) + y, w, h, cg.crosshairShaderAlt[ cg_drawCrosshair.integer % NUM_CROSSHAIRS ] );
+ } else {
+ trap_R_DrawStretchPic( x + 0.5 * ( cg.refdef.width - w ), y + 0.5 * ( cg.refdef.height - h ),
w, h, 0, 0, 1, 1, cg.crosshairShaderAlt[ cg_drawCrosshair.integer % NUM_CROSSHAIRS ] );
+ }
} else {
- trap_R_DrawStretchPic( x + 0.5 * ( cgs.glconfig.vidWidth - w ), y + 0.5 * ( cgs.glconfig.vidHeight - h ), // JPW NERVE fix for small main windows (dunno why people still do this, but it's supported)
+ if ( cg_fixedAspect.integer ) {
+ CG_DrawPic( ( ( SCREEN_WIDTH - w ) * 0.5f ) + x, ( ( SCREEN_HEIGHT - h ) * 0.5f ) + y, w, h, cg.crosshairShaderAlt[ cg_drawCrosshair.integer % NUM_CROSSHAIRS ] );
+ } else {
+ trap_R_DrawStretchPic( x + 0.5 * ( cgs.glconfig.vidWidth - w ), y + 0.5 * ( cgs.glconfig.vidHeight - h ), // JPW NERVE fix for small main windows (dunno why people still do this, but it's supported)
w, h, 0, 0, 1, 1, cg.crosshairShaderAlt[ cg_drawCrosshair.integer % NUM_CROSSHAIRS ] );
+ }
}
}
// -NERVE - SMF
@@ -2097,6 +2204,10 @@ static void CG_DrawCrosshairNames( void ) {
}
// done.
+ if ( cg_fixedAspect.integer ) {
+ CG_SetScreenPlacement(PLACE_CENTER, PLACE_CENTER);
+ }
+
// scan the known entities to see if the crosshair is sighted on one
CG_ScanForCrosshairEntity();
@@ -2177,6 +2288,9 @@ CG_DrawSpectator
=================
*/
static void CG_DrawSpectator( void ) {
+ if ( cg_fixedAspect.integer ) {
+ CG_SetScreenPlacement(PLACE_CENTER, PLACE_BOTTOM);
+ }
CG_DrawBigString( 320 - 9 * 8, 440, CG_TranslateString( "SPECTATOR" ), 1.0F );
if ( cgs.gametype == GT_TOURNAMENT ) {
CG_DrawBigString( 320 - 15 * 8, 460, "waiting to play", 1.0F );
@@ -2250,6 +2364,10 @@ static void CG_DrawVote( void ) {
Q_strncpyz( str2, "vote no", 32 );
}
+ if ( cg_fixedAspect.integer ) {
+ CG_SetScreenPlacement(PLACE_LEFT, PLACE_TOP);
+ }
+
// play a talk beep whenever it is modified
if ( cgs.voteModified ) {
cgs.voteModified = qfalse;
@@ -2471,6 +2589,13 @@ static qboolean CG_DrawFollow( void ) {
if ( !( cg.snap->ps.pm_flags & PMF_FOLLOW ) ) {
return qfalse;
}
+
+ if ( cg_fixedAspect.integer == 2 ) {
+ CG_SetScreenPlacement(PLACE_LEFT, PLACE_TOP);
+ } else if ( cg_fixedAspect.integer == 1 ) {
+ CG_SetScreenPlacement(PLACE_CENTER, PLACE_TOP);
+ }
+
color[0] = 1;
color[1] = 1;
color[2] = 1;
@@ -2524,6 +2649,10 @@ static void CG_DrawWarmup( void ) {
return; // (SA) don't bother with this stuff in sp
}
+ if ( cg_fixedAspect.integer ) {
+ CG_SetScreenPlacement(PLACE_CENTER, PLACE_TOP);
+ }
+
sec = cg.warmup;
if ( !sec ) {
if ( cgs.gamestate == GS_WAITING_FOR_PLAYERS ) {
@@ -2672,7 +2801,12 @@ static void CG_DrawFlashFade( void ) {
if ( cgs.fadeAlphaCurrent > 0.0 ) {
VectorClear( col );
col[3] = cgs.fadeAlphaCurrent;
- CG_FillRect( -10, -10, 650, 490, col );
+ if ( cg_fixedAspect.integer ) {
+ CG_SetScreenPlacement(PLACE_STRETCH, PLACE_STRETCH);
+ CG_FillRect( -10, -10, 650, 490, col );
+ } else {
+ CG_FillRect( -10, -10, 650, 490, col );
+ }
}
}
@@ -2726,7 +2860,12 @@ static void CG_DrawFlashZoomTransition( void ) {
Vector4Set( color, 0, 0, 0, 1.0f - frac );
}
- CG_FillRect( -10, -10, 650, 490, color );
+ if ( cg_fixedAspect.integer ) {
+ CG_SetScreenPlacement(PLACE_STRETCH, PLACE_STRETCH);
+ CG_FillRect( -10, -10, 650, 490, color );
+ } else {
+ CG_FillRect( -10, -10, 650, 490, color );
+ }
}
}
@@ -2756,7 +2895,12 @@ static void CG_DrawFlashDamage( void ) {
VectorSet( col, 0.2, 0, 0 );
col[3] = 0.7 * ( redFlash / 5.0 );
- CG_FillRect( -10, -10, 650, 490, col );
+ if ( cg_fixedAspect.integer ) {
+ CG_SetScreenPlacement(PLACE_STRETCH, PLACE_STRETCH);
+ CG_FillRect( -10, -10, 650, 490, col );
+ } else {
+ CG_FillRect( -10, -10, 650, 490, col );
+ }
}
}
@@ -2804,7 +2948,11 @@ static void CG_DrawFlashFire( void ) {
col[2] = alpha;
col[3] = alpha;
trap_R_SetColor( col );
- CG_DrawPic( -10, -10, 650, 490, cgs.media.viewFlashFire[( cg.time / 50 ) % 16] );
+ if ( cg_fixedAspect.integer ) {
+ trap_R_DrawStretchPic( -10, -10, 650, 490, 0, 0, 1, 1, cgs.media.viewFlashFire[( cg.time / 50 ) % 16] );
+ } else {
+ CG_DrawPic( -10, -10, 650, 490, cgs.media.viewFlashFire[( cg.time / 50 ) % 16] );
+ }
trap_R_SetColor( NULL );
CG_S_AddLoopingSound( cg.snap->ps.clientNum, cg.snap->ps.origin, vec3_origin, cgs.media.flameSound, (int)( 255.0 * alpha ) );
@@ -2843,7 +2991,11 @@ static void CG_DrawFlashLightning( void ) {
shader = cgs.media.viewTeslaDamageEffectShader;
}
- CG_DrawPic( -10, -10, 650, 490, shader );
+ if ( cg_fixedAspect.integer ) {
+ trap_R_DrawStretchPic( -10, -10, 650, 490, 0, 0, 1, 1, shader );
+ } else {
+ CG_DrawPic( -10, -10, 650, 490, shader );
+ }
}
@@ -3055,6 +3207,12 @@ void CG_DrawObjectiveIcons( void ) {
vec4_t hcolor = { 0.2f, 0.2f, 0.2f, 1.f };
int msec, mins, seconds, tens; // JPW NERVE
+ if ( cg_fixedAspect.integer == 2 ) {
+ CG_SetScreenPlacement(PLACE_LEFT, PLACE_TOP);
+ } else if ( cg_fixedAspect.integer == 1 ) {
+ CG_SetScreenPlacement(PLACE_CENTER, PLACE_CENTER);
+ }
+
// JPW NERVE added round timer
y = 48;
x = 5;
@@ -3299,7 +3457,11 @@ void CG_Draw2D2( void ) {
hcolor[3] = cg_hudAlpha.value;
trap_R_SetColor( hcolor );
- CG_DrawPic( 0,480, 640, -70, cgs.media.hud1Shader );
+ if ( cg_fixedAspect.integer ) {
+ trap_R_DrawStretchPic( 0, 480, 640, -70, 0, 0, 1, 1, cgs.media.hud1Shader );
+ } else {
+ CG_DrawPic( 0, 480, 640, -70, cgs.media.hud1Shader );
+ }
if ( !( cg.snap->ps.eFlags & EF_MG42_ACTIVE ) ) {
switch ( cg.snap->ps.weapon ) {
@@ -3386,6 +3548,10 @@ static void CG_DrawCompass( void ) {
return;
}
+ if ( cg_fixedAspect.integer ) {
+ CG_SetScreenPlacement(PLACE_CENTER, PLACE_BOTTOM);
+ }
+
angle = ( cg.snap->ps.viewangles[YAW] + 180.f ) / 360.f - ( 0.25 / 2.f );
VectorSet( hcolor, 1.f,1.f,1.f );
@@ -3537,6 +3703,12 @@ static void CG_Draw2D(stereoFrame_t stereoFrame) {
CG_DrawTeamInfo();
}
if ( cg_drawStatus.integer ) {
+ if ( cg_fixedAspect.integer == 2 ) {
+ CG_SetScreenPlacement(PLACE_LEFT, PLACE_BOTTOM);
+ } else if ( cg_fixedAspect.integer == 1 ) {
+ CG_SetScreenPlacement(PLACE_CENTER, PLACE_BOTTOM);
+ }
+
Menu_PaintAll();
CG_DrawTimedMenus();
}
@@ -3660,12 +3832,19 @@ void CG_DrawActive( stereoFrame_t stereoView ) {
h = LIMBO_3D_H;
cg.refdef.width = 0;
- CG_AdjustFrom640( &x, &y, &w, &h );
+ if ( cg_fixedAspect.integer ) {
+ cg.refdef.x = LIMBO_3D_X * cgs.screenXScaleStretch;
+ cg.refdef.y = LIMBO_3D_Y * cgs.screenYScaleStretch;
+ cg.refdef.width = LIMBO_3D_W * cgs.screenXScaleStretch;
+ cg.refdef.height = LIMBO_3D_H * cgs.screenYScaleStretch;
+ } else {
+ CG_AdjustFrom640( &x, &y, &w, &h );
- cg.refdef.x = x;
- cg.refdef.y = y;
- cg.refdef.width = w;
- cg.refdef.height = h;
+ cg.refdef.x = x;
+ cg.refdef.y = y;
+ cg.refdef.width = w;
+ cg.refdef.height = h;
+ }
}
// -NERVE - SMF
diff --git a/MP/code/cgame/cg_drawtools.c b/MP/code/cgame/cg_drawtools.c
index b1c2d98..21c9b79 100644
--- a/MP/code/cgame/cg_drawtools.c
+++ b/MP/code/cgame/cg_drawtools.c
@@ -29,6 +29,56 @@ If you have questions concerning this license or the applicable additional terms
// cg_drawtools.c -- helper functions called by cg_draw, cg_scoreboard, cg_info, etc
#include "cg_local.h"
+static screenPlacement_e cg_horizontalPlacement = PLACE_CENTER;
+static screenPlacement_e cg_verticalPlacement = PLACE_CENTER;
+static screenPlacement_e cg_lastHorizontalPlacement = PLACE_CENTER;
+static screenPlacement_e cg_lastVerticalPlacement = PLACE_CENTER;
+
+/*
+================
+CG_SetScreenPlacement
+================
+*/
+void CG_SetScreenPlacement(screenPlacement_e hpos, screenPlacement_e vpos)
+{
+ cg_lastHorizontalPlacement = cg_horizontalPlacement;
+ cg_lastVerticalPlacement = cg_verticalPlacement;
+
+ cg_horizontalPlacement = hpos;
+ cg_verticalPlacement = vpos;
+}
+
+/*
+================
+CG_PopScreenPlacement
+================
+*/
+void CG_PopScreenPlacement(void)
+{
+ cg_horizontalPlacement = cg_lastHorizontalPlacement;
+ cg_verticalPlacement = cg_lastVerticalPlacement;
+}
+
+/*
+================
+CG_GetScreenHorizontalPlacement
+================
+*/
+screenPlacement_e CG_GetScreenHorizontalPlacement(void)
+{
+ return cg_horizontalPlacement;
+}
+
+/*
+================
+CG_GetScreenVerticalPlacement
+================
+*/
+screenPlacement_e CG_GetScreenVerticalPlacement(void)
+{
+ return cg_verticalPlacement;
+}
+
/*
================
CG_AdjustFrom640
@@ -44,23 +94,76 @@ void CG_AdjustFrom640( float *x, float *y, float *w, float *h ) {
}
#endif
- // NERVE - SMF - hack to make images display properly in small view / limbo mode
- if ( cg.limboMenu && cg.refdef.width ) {
- float xscale = ( ( cg.refdef.width / cgs.screenXScale ) / 640.f );
- float yscale = ( ( cg.refdef.height / cgs.screenYScale ) / 480.f );
+ if ( cg_fixedAspect.integer ) {
+ if (cg_horizontalPlacement == PLACE_STRETCH) {
+ // scale for screen sizes (not aspect correct in wide screen)
+ *w *= cgs.screenXScaleStretch;
+ *x *= cgs.screenXScaleStretch;
+ } else if ( cg.limboMenu && cg.refdef.width ) {
+ // NERVE - SMF - hack to make images display properly in small view / limbo mode
+ float xscale = ( ( cg.refdef.width / cgs.screenXScale ) / 640.f );
+
+ ( *x ) = ( *x ) * xscale + ( cg.refdef.x / cgs.screenXScale );
+ ( *w ) *= xscale;
+ // -NERVE - SMF
+
+ // scale for screen sizes
+ *w *= cgs.screenXScale;
+ *x *= cgs.screenXScale;
+ } else {
+ // scale for screen sizes
+ *w *= cgs.screenXScale;
+ *x *= cgs.screenXScale;
+
+ if (cg_horizontalPlacement == PLACE_CENTER) {
+ *x += cgs.screenXBias;
+ } else if (cg_horizontalPlacement == PLACE_RIGHT) {
+ *x += cgs.screenXBias*2;
+ }
+ }
- ( *x ) = ( *x ) * xscale + ( cg.refdef.x / cgs.screenXScale );
- ( *y ) = ( *y ) * yscale + ( cg.refdef.y / cgs.screenYScale );
- ( *w ) *= xscale;
- ( *h ) *= yscale;
- }
- // -NERVE - SMF
+ if (cg_verticalPlacement == PLACE_STRETCH) {
+ *h *= cgs.screenYScaleStretch;
+ *y *= cgs.screenYScaleStretch;
+ } else if ( cg.limboMenu && cg.refdef.width ) {
+ // NERVE - SMF - hack to make images display properly in small view / limbo mode
+ float yscale = ( ( cg.refdef.height / cgs.screenYScale ) / 480.f );
- // scale for screen sizes
- *x *= cgs.screenXScale;
- *y *= cgs.screenYScale;
- *w *= cgs.screenXScale;
- *h *= cgs.screenYScale;
+ ( *y ) = ( *y ) * yscale + ( cg.refdef.y / cgs.screenYScale );
+ ( *h ) *= yscale;
+ // -NERVE - SMF
+
+ *h *= cgs.screenYScale;
+ *y *= cgs.screenYScale;
+ } else {
+ *h *= cgs.screenYScale;
+ *y *= cgs.screenYScale;
+
+ if (cg_verticalPlacement == PLACE_CENTER) {
+ *y += cgs.screenYBias;
+ } else if (cg_verticalPlacement == PLACE_BOTTOM) {
+ *y += cgs.screenYBias*2;
+ }
+ }
+ } else {
+ // NERVE - SMF - hack to make images display properly in small view / limbo mode
+ if ( cg.limboMenu && cg.refdef.width ) {
+ float xscale = ( ( cg.refdef.width / cgs.screenXScale ) / 640.f );
+ float yscale = ( ( cg.refdef.height / cgs.screenYScale ) / 480.f );
+
+ ( *x ) = ( *x ) * xscale + ( cg.refdef.x / cgs.screenXScale );
+ ( *y ) = ( *y ) * yscale + ( cg.refdef.y / cgs.screenYScale );
+ ( *w ) *= xscale;
+ ( *h ) *= yscale;
+ }
+ // -NERVE - SMF
+
+ // scale for screen sizes
+ *x *= cgs.screenXScale;
+ *y *= cgs.screenYScale;
+ *w *= cgs.screenXScale;
+ *h *= cgs.screenYScale;
+ }
}
/*
@@ -98,7 +201,7 @@ 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
@@ -1091,7 +1194,11 @@ static void UI_DrawBannerString2( int x, int y, const char* str, vec4_t color )
trap_R_SetColor( color );
ax = x * cgs.screenXScale + cgs.screenXBias;
- ay = y * cgs.screenYScale;
+ if ( cg_fixedAspect.integer ) {
+ ay = y * cgs.screenYScale + cgs.screenYBias;
+ } else {
+ ay = y * cgs.screenYScale;
+ }
s = str;
while ( *s )
@@ -1198,7 +1305,11 @@ static void UI_DrawProportionalString2( int x, int y, const char* str, vec4_t co
trap_R_SetColor( color );
ax = x * cgs.screenXScale + cgs.screenXBias;
- ay = y * cgs.screenYScale;
+ if ( cg_fixedAspect.integer ) {
+ ay = y * cgs.screenYScale + cgs.screenYBias;
+ } else {
+ ay = y * cgs.screenYScale;
+ }
s = str;
while ( *s )
diff --git a/MP/code/cgame/cg_info.c b/MP/code/cgame/cg_info.c
index e92ba51..b552182 100644
--- a/MP/code/cgame/cg_info.c
+++ b/MP/code/cgame/cg_info.c
@@ -260,7 +260,11 @@ void CG_DrawInformation( void ) {
levelshot = trap_R_RegisterShaderNoMip( "levelshots/unknownmap.jpg" );
}
trap_R_SetColor( NULL );
- CG_DrawPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, levelshot );
+ if ( cg_fixedAspect.integer ) {
+ trap_R_DrawStretchPic( 0, 0, cgs.glconfig.vidWidth, cgs.glconfig.vidHeight, 0, 0, 1, 1, levelshot );
+ } else {
+ CG_DrawPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, levelshot );
+ }
// show the server motd
CG_DrawMotd();
diff --git a/MP/code/cgame/cg_local.h b/MP/code/cgame/cg_local.h
index 61c74aa..5176640 100644
--- a/MP/code/cgame/cg_local.h
+++ b/MP/code/cgame/cg_local.h
@@ -784,7 +784,8 @@ typedef struct {
// view rendering
refdef_t refdef;
- vec3_t refdefViewAngles; // will be converted to refdef.viewaxis
+ vec3_t refdefViewAngles; // will be converted to refdef.viewaxis
+ float fov; // either range checked cg_fov or forced value
// zoom key
qboolean zoomed;
@@ -1491,6 +1492,9 @@ typedef struct {
float screenXScale; // derived from glconfig
float screenYScale;
float screenXBias;
+ float screenYBias;
+ float screenXScaleStretch;
+ float screenYScaleStretch;
int serverCommandSequence; // reliable command stream counter
int processedSnapshotNum; // the number of snapshots cgame has requested
@@ -1815,9 +1819,28 @@ void CG_ZoomUp_f( void );
void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback );
void CG_Concussive( centity_t *cent );
+
//
// cg_drawtools.c
//
+typedef enum {
+ PLACE_STRETCH,
+ PLACE_CENTER,
+
+ // horizontal only
+ PLACE_LEFT,
+ PLACE_RIGHT,
+
+ // vertical only
+ PLACE_TOP,
+ PLACE_BOTTOM
+} screenPlacement_e;
+
+void CG_SetScreenPlacement(screenPlacement_e hpos, screenPlacement_e vpos);
+void CG_PopScreenPlacement(void);
+screenPlacement_e CG_GetScreenHorizontalPlacement(void);
+screenPlacement_e CG_GetScreenVerticalPlacement(void);
+
void CG_AdjustFrom640( float *x, float *y, float *w, float *h );
void CG_FillRect( float x, float y, float width, float height, const float *color );
void CG_HorizontalPercentBar( float x, float y, float width, float height, float percent );
diff --git a/MP/code/cgame/cg_main.c b/MP/code/cgame/cg_main.c
index 6287dac..3eda330 100644
--- a/MP/code/cgame/cg_main.c
+++ b/MP/code/cgame/cg_main.c
@@ -305,7 +305,7 @@ cvarTable_t cvarTable[] = {
{ &cg_zoomStepSnooper, "cg_zoomStepSnooper", "5", CVAR_ARCHIVE },
{ &cg_zoomStepFG, "cg_zoomStepFG", "10", CVAR_ARCHIVE }, //----(SA) added
{ &cg_fov, "cg_fov", "90", CVAR_ARCHIVE },
- { &cg_fixedAspect, "cg_fixedAspect", "0", CVAR_ARCHIVE }, // Essentially the same as setting DF_FIXED_FOV for widescreen aspects
+ { &cg_fixedAspect, "cg_fixedAspect", "0", CVAR_ARCHIVE | CVAR_LATCH }, // Essentially the same as setting DF_FIXED_FOV for widescreen aspects
{ &cg_viewsize, "cg_viewsize", "100", CVAR_ARCHIVE },
{ &cg_letterbox, "cg_letterbox", "0", CVAR_TEMP }, //----(SA) added
{ &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE },
@@ -2304,8 +2304,30 @@ void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ) {
// get the rendering configuration from the client system
trap_GetGlconfig( &cgs.glconfig );
- cgs.screenXScale = cgs.glconfig.vidWidth / 640.0;
- cgs.screenYScale = cgs.glconfig.vidHeight / 480.0;
+ if ( cg_fixedAspect.integer ) {
+ cgs.screenXScaleStretch = cgs.glconfig.vidWidth * (1.0/640.0);
+ cgs.screenYScaleStretch = cgs.glconfig.vidHeight * (1.0/480.0);
+ if ( cgs.glconfig.vidWidth * 480 > cgs.glconfig.vidHeight * 640 ) {
+ cgs.screenXScale = cgs.glconfig.vidWidth * (1.0/640.0);
+ cgs.screenYScale = cgs.glconfig.vidHeight * (1.0/480.0);
+ // wide screen
+ cgs.screenXBias = 0.5 * ( cgs.glconfig.vidWidth - ( cgs.glconfig.vidHeight * (640.0/480.0) ) );
+ cgs.screenXScale = cgs.screenYScale;
+ // no narrow screen
+ cgs.screenYBias = 0;
+ } else {
+ cgs.screenXScale = cgs.glconfig.vidWidth * (1.0/640.0);
+ cgs.screenYScale = cgs.glconfig.vidHeight * (1.0/480.0);
+ // narrow screen
+ cgs.screenYBias = 0.5 * ( cgs.glconfig.vidHeight - ( cgs.glconfig.vidWidth * (480.0/640.0) ) );
+ cgs.screenYScale = cgs.screenXScale;
+ // no wide screen
+ cgs.screenXBias = 0;
+ }
+ } else {
+ cgs.screenXScale = cgs.glconfig.vidWidth / 640.0;
+ cgs.screenYScale = cgs.glconfig.vidHeight / 480.0;
+ }
// get the gamestate from the client system
trap_GetGameState( &cgs.gameState );
diff --git a/MP/code/cgame/cg_newdraw.c b/MP/code/cgame/cg_newdraw.c
index 21b0148..600d465 100644
--- a/MP/code/cgame/cg_newdraw.c
+++ b/MP/code/cgame/cg_newdraw.c
@@ -288,6 +288,12 @@ 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);
+ }
+
realweap = cg.predictedPlayerState.weapon;
size = weapIconDrawSize( realweap );
@@ -434,6 +440,10 @@ static void CG_DrawCursorhint( rectDef_t *rect ) {
CG_CheckForCursorHints();
+ if ( cg_fixedAspect.integer ) {
+ CG_SetScreenPlacement(PLACE_CENTER, PLACE_CENTER);
+ }
+
switch ( cg.cursorHintIcon ) {
case HINT_NONE:
@@ -647,6 +657,12 @@ static void CG_DrawPlayerAmmoValue( rectDef_t *rect, float scale, vec4_t color,
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_KNIFE2:
@@ -1091,6 +1107,12 @@ static void CG_DrawPlayerHealth( rectDef_t *rect, float scale, vec4_t color, qha
value = 0;
}
+ 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 );
@@ -2199,6 +2221,12 @@ 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
@@ -2222,6 +2250,12 @@ static void CG_DrawFatigue( rectDef_t *rect, vec4_t color, int align ) {
vec4_t colorBonus = {1, 1, 0, 0.45f}; // yellow (a little more solid for the 'bonus' stamina)
int flags = 0;
+ 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/MP/code/cgame/cg_scoreboard.c b/MP/code/cgame/cg_scoreboard.c
index edf7d83..fd737f3 100644
--- a/MP/code/cgame/cg_scoreboard.c
+++ b/MP/code/cgame/cg_scoreboard.c
@@ -650,7 +650,11 @@ qboolean CG_DrawScoreboard( void ) {
float *fadeColor;
char *s;
- // don't draw amuthing if the menu or console is up
+ if ( cg_fixedAspect.integer ) {
+ CG_SetScreenPlacement(PLACE_CENTER, PLACE_CENTER);
+ }
+
+ // don't draw anything if the menu or console is up
if ( cg_paused.integer ) {
cg.deferredPlayerLoading = 0;
return qfalse;
@@ -844,6 +848,10 @@ void CG_DrawTourneyScoreboard( void ) {
vec4_t color;
int x,y;
+ if ( cg_fixedAspect.integer ) {
+ CG_SetScreenPlacement(PLACE_CENTER, PLACE_CENTER);
+ }
+
// request more scores regularly
if ( cg.scoresRequestTime + 2000 < cg.time ) {
cg.scoresRequestTime = cg.time;
@@ -851,9 +859,17 @@ void CG_DrawTourneyScoreboard( void ) {
}
// draw the dialog background
- color[0] = color[1] = color[2] = 0;
- color[3] = 1;
- CG_FillRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, color );
+ if ( cg_fixedAspect.integer ) {
+ color[0] = color[1] = color[2] = 0;
+ color[3] = 1;
+ CG_SetScreenPlacement(PLACE_STRETCH, PLACE_STRETCH);
+ CG_FillRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, color );
+ CG_PopScreenPlacement();
+ } else {
+ color[0] = color[1] = color[2] = 0;
+ color[3] = 1;
+ CG_FillRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, color );
+ }
color[0] = 1;
color[1] = 1;
diff --git a/MP/code/cgame/cg_view.c b/MP/code/cgame/cg_view.c
index 29a8c3c..c9ff2a1 100644
--- a/MP/code/cgame/cg_view.c
+++ b/MP/code/cgame/cg_view.c
@@ -805,7 +805,6 @@ Fixed fov at intermissions, otherwise account for fov variable and zooms.
*/
#define WAVE_AMPLITUDE 1
#define WAVE_FREQUENCY 0.4
-#define STANDARD_ASPECT_RATIO ( (float)640 / (float)480 )
static int CG_CalcFov( void ) {
static float lastfov = 90; // for transitions back from zoomed in modes
@@ -828,10 +827,10 @@ static int CG_CalcFov( void ) {
if ( cg.predictedPlayerState.pm_type == PM_INTERMISSION ) {
// if in intermission, use a fixed value
- fov_x = 90;
+ cg.fov = fov_x = 90;
} else {
// user selectable
- if ( ( cgs.dmflags & DF_FIXED_FOV ) || cg_fixedAspect.value ) {
+ if ( ( cgs.dmflags & DF_FIXED_FOV ) || cg_fixedAspect.integer ) {
// dmflag to prevent wide fov for all clients
fov_x = 90;
} else {
@@ -851,6 +850,8 @@ static int CG_CalcFov( void ) {
}
}
+ cg.fov = fov_x;
+
// account for zooms
if ( cg.zoomval ) {
zoomFov = cg.zoomval; // (SA) use user scrolled amount
@@ -894,12 +895,14 @@ static int CG_CalcFov( void ) {
fov_x = 55;
}
- if ( cg_fixedAspect.value ) {
- float aspectRatio = (float)cg.refdef.width / (float)cg.refdef.height;
+ if ( cg_fixedAspect.integer ) {
+ // Based on LordHavoc's code for Darkplaces
+ // http://www.quakeworld.nu/forum/topic/53/what-does-your-qw-look-like/page/30
+ const float baseAspect = 0.75f; // 3/4
+ const float aspect = (float)cg.refdef.width/(float)cg.refdef.height;
+ const float desiredFov = fov_x;
- if ( aspectRatio > STANDARD_ASPECT_RATIO )
- fov_x = RAD2DEG( 2 * atan2( ( aspectRatio / STANDARD_ASPECT_RATIO ) * tan( DEG2RAD( fov_x ) * 0.5 ), 1 ) );
- fov_x = min( fov_x, 160 );
+ fov_x = atan2( tan( desiredFov*M_PI / 360.0f ) * baseAspect*aspect, 1 )*360.0f / M_PI;
}
x = cg.refdef.width / tan( fov_x / 360 * M_PI );
@@ -1133,12 +1136,14 @@ static int CG_CalcViewValues( void ) {
VectorCopy( angles, cg.refdefViewAngles );
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
- if ( cg_fixedAspect.value ) {
- float aspectRatio = (float)cg.refdef.width / (float)cg.refdef.height;
-
- if ( aspectRatio > STANDARD_ASPECT_RATIO )
- fov = RAD2DEG( 2 * atan2( ( aspectRatio / STANDARD_ASPECT_RATIO ) * tan( DEG2RAD( fov ) * 0.5 ), 1 ) );
- fov = min( fov, 160 );
+ if ( cg_fixedAspect.integer ) {
+ // Based on LordHavoc's code for Darkplaces
+ // http://www.quakeworld.nu/forum/topic/53/what-does-your-qw-look-like/page/30
+ const float baseAspect = 0.75f; // 3/4
+ const float aspect = (float)cg.refdef.width/(float)cg.refdef.height;
+ const float desiredFov = fov;
+
+ fov = atan2( tan( desiredFov*M_PI / 360.0f ) * baseAspect*aspect, 1 )*360.0f / M_PI;
}
x = cg.refdef.width / tan( fov / 360 * M_PI );
@@ -1420,7 +1425,7 @@ void CG_DrawSkyBoxPortal( void ) {
fov_x = 90;
} else {
// user selectable
- if ( ( cgs.dmflags & DF_FIXED_FOV ) || cg_fixedAspect.value ) {
+ if ( ( cgs.dmflags & DF_FIXED_FOV ) || cg_fixedAspect.integer ) {
// dmflag to prevent wide fov for all clients
fov_x = 90;
} else {
@@ -1475,12 +1480,14 @@ void CG_DrawSkyBoxPortal( void ) {
fov_x = 55;
}
- if ( cg_fixedAspect.value ) {
- float aspectRatio = (float)cg.refdef.width / (float)cg.refdef.height;
+ if ( cg_fixedAspect.integer ) {
+ // Based on LordHavoc's code for Darkplaces
+ // http://www.quakeworld.nu/forum/topic/53/what-does-your-qw-look-like/page/30
+ const float baseAspect = 0.75f; // 3/4
+ const float aspect = (float)cg.refdef.width/(float)cg.refdef.height;
+ const float desiredFov = fov_x;
- if ( aspectRatio > STANDARD_ASPECT_RATIO )
- fov_x = RAD2DEG( 2 * atan2( ( aspectRatio / STANDARD_ASPECT_RATIO ) * tan( DEG2RAD( fov_x ) * 0.5 ), 1 ) );
- fov_x = min( fov_x, 160 );
+ fov_x = atan2( tan( desiredFov*M_PI / 360.0f ) * baseAspect*aspect, 1 )*360.0f / M_PI;
}
cg.refdef.time = cg.time;
diff --git a/MP/code/cgame/cg_weapons.c b/MP/code/cgame/cg_weapons.c
index 7901e68..30680b7 100644
--- a/MP/code/cgame/cg_weapons.c
+++ b/MP/code/cgame/cg_weapons.c
@@ -2771,7 +2771,7 @@ Add the weapon, and flash for the player's view
*/
void CG_AddViewWeapon( playerState_t *ps ) {
refEntity_t hand;
- float fovOffset;
+ vec3_t fovOffset;
vec3_t angles;
vec3_t gunoff;
weaponInfo_t *weapon;
@@ -2816,12 +2816,20 @@ void CG_AddViewWeapon( playerState_t *ps ) {
return;
}
- // drop gun lower at higher fov
- if ( cg_fov.integer > 90 && !cg_fixedAspect.value ) {
- fovOffset = -0.2 * ( cg_fov.integer - 90 );
- } else {
- fovOffset = 0;
- }
+ VectorClear(fovOffset);
+
+ if ( cg_fixedAspect.integer ) {
+ fovOffset[2] = 0;
+ } else if ( cg.fov > 90 ) {
+ // drop gun lower at higher fov
+ fovOffset[2] = -0.2 * ( cg.fov - 90 ) * cg.refdef.fov_x / cg.fov;
+ } else if ( cg.fov < 90 ) {
+ // move gun forward at lower fov
+ fovOffset[0] = -0.2 * ( cg.fov - 90 ) * cg.refdef.fov_x / cg.fov;
+ } else if ( cg_fov.integer > 90 ) {
+ // old auto adjust
+ fovOffset[2] = -0.2 * ( cg_fov.integer - 90 );
+ }
if ( ps->weapon > WP_NONE ) {
CG_RegisterWeapon( ps->weapon );
@@ -2838,9 +2846,9 @@ void CG_AddViewWeapon( playerState_t *ps ) {
//----(SA) removed
- VectorMA( hand.origin, gunoff[0], cg.refdef.viewaxis[0], hand.origin );
- VectorMA( hand.origin, gunoff[1], cg.refdef.viewaxis[1], hand.origin );
- VectorMA( hand.origin, ( gunoff[2] + fovOffset ), cg.refdef.viewaxis[2], hand.origin );
+ VectorMA( hand.origin, ( gunoff[0] + fovOffset[0] ), cg.refdef.viewaxis[0], hand.origin );
+ VectorMA( hand.origin, ( gunoff[1] + fovOffset[1] ), cg.refdef.viewaxis[1], hand.origin );
+ VectorMA( hand.origin, ( gunoff[2] + fovOffset[2] ), cg.refdef.viewaxis[2], hand.origin );
AnglesToAxis( angles, hand.axis );
@@ -2917,6 +2925,12 @@ void CG_DrawWeaponSelect( void ) {
}
trap_R_SetColor( color );
+ if ( cg_fixedAspect.integer == 2 ) {
+ CG_SetScreenPlacement(PLACE_RIGHT, PLACE_BOTTOM);
+ } else if ( cg_fixedAspect.integer == 1 ) {
+ CG_SetScreenPlacement(PLACE_CENTER, PLACE_BOTTOM);
+ }
+
//----(SA) neither of these overlap the weapon selection area anymore, so let them stay
// showing weapon select clears pickup item display, but not the blend blob
diff --git a/SP/code/cgame/cg_drawtools.c b/SP/code/cgame/cg_drawtools.c
index e5405af..c1cbd13 100644
--- a/SP/code/cgame/cg_drawtools.c
+++ b/SP/code/cgame/cg_drawtools.c
@@ -100,15 +100,6 @@ void CG_AdjustFrom640( float *x, float *y, float *w, float *h ) {
*w *= cgs.screenXScaleStretch;
*x *= cgs.screenXScaleStretch;
} else {
- // NERVE - SMF - hack to make images display properly in small view / limbo mode
- if ( cg.limboMenu && cg.refdef.width ) {
- float xscale = ( ( cg.refdef.width / cgs.screenXScale ) / 640.f );
-
- ( *x ) = ( *x ) * xscale + ( cg.refdef.x / cgs.screenXScale );
- ( *w ) *= xscale;
- }
- // -NERVE - SMF
-
// scale for screen sizes
*w *= cgs.screenXScale;
*x *= cgs.screenXScale;
@@ -124,15 +115,6 @@ void CG_AdjustFrom640( float *x, float *y, float *w, float *h ) {
*h *= cgs.screenYScaleStretch;
*y *= cgs.screenYScaleStretch;
} else {
- // NERVE - SMF - hack to make images display properly in small view / limbo mode
- if ( cg.limboMenu && cg.refdef.width ) {
- float yscale = ( ( cg.refdef.height / cgs.screenYScale ) / 480.f );
-
- ( *y ) = ( *y ) * yscale + ( cg.refdef.y / cgs.screenYScale );
- ( *h ) *= yscale;
- }
- // -NERVE - SMF
-
*h *= cgs.screenYScale;
*y *= cgs.screenYScale;
@@ -143,18 +125,6 @@ void CG_AdjustFrom640( float *x, float *y, float *w, float *h ) {
}
}
} else {
- // NERVE - SMF - hack to make images display properly in small view / limbo mode
- if ( cg.limboMenu && cg.refdef.width ) {
- float xscale = ( ( cg.refdef.width / cgs.screenXScale ) / 640.f );
- float yscale = ( ( cg.refdef.height / cgs.screenYScale ) / 480.f );
-
- ( *x ) = ( *x ) * xscale + ( cg.refdef.x / cgs.screenXScale );
- ( *y ) = ( *y ) * yscale + ( cg.refdef.y / cgs.screenYScale );
- ( *w ) *= xscale;
- ( *h ) *= yscale;
- }
- // -NERVE - SMF
-
// scale for screen sizes
*x *= cgs.screenXScale;
*y *= cgs.screenYScale;
diff --git a/SP/code/cgame/cg_view.c b/SP/code/cgame/cg_view.c
index 213eb69..521154d 100644
--- a/SP/code/cgame/cg_view.c
+++ b/SP/code/cgame/cg_view.c
@@ -195,6 +195,7 @@ static void CG_CalcVrect( void ) {
int xsize, ysize;
float lbheight;
+/*
// NERVE - SMF
if ( cg.limboMenu ) {
float x, y, w, h;
@@ -213,6 +214,7 @@ static void CG_CalcVrect( void ) {
return;
}
// -NERVE - SMF
+*/
// the intermission should allways be full screen
if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
--
Alioth's /usr/local/bin/git-commit-notice on /srv/git.debian.org/git/pkg-games/iortcw.git
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