Merge pull request #909 from Fire-Head/master

Sprite Scaling Option
This commit is contained in:
Fire_Head
2021-01-08 19:43:31 +03:00
committed by GitHub
10 changed files with 199 additions and 427 deletions

View File

@ -1459,18 +1459,34 @@ CMenuManager::Draw()
#else
switch (m_PrefsUseWideScreen) {
case AR_AUTO:
sprintf(asciiTemp, "AUTO");
rightText = TheText.Get("FEM_AUT");
break;
case AR_4_3:
sprintf(asciiTemp, "4:3");
AsciiToUnicode(asciiTemp, unicodeTemp);
rightText = unicodeTemp;
break;
case AR_5_4:
sprintf(asciiTemp, "5:4");
AsciiToUnicode(asciiTemp, unicodeTemp);
rightText = unicodeTemp;
break;
case AR_16_10:
sprintf(asciiTemp, "16:10");
AsciiToUnicode(asciiTemp, unicodeTemp);
rightText = unicodeTemp;
break;
case AR_16_9:
sprintf(asciiTemp, "16:9");
AsciiToUnicode(asciiTemp, unicodeTemp);
rightText = unicodeTemp;
break;
case AR_21_9:
sprintf(asciiTemp, "21:9");
AsciiToUnicode(asciiTemp, unicodeTemp);
rightText = unicodeTemp;
break;
}
AsciiToUnicode(asciiTemp, unicodeTemp);
rightText = unicodeTemp;
#endif
break;
case MENUACTION_RADIO:
@ -5252,12 +5268,12 @@ CMenuManager::ProcessButtonPresses(void)
case MENUACTION_WIDESCREEN:
if (changeValueBy > 0) {
m_PrefsUseWideScreen++;
if (m_PrefsUseWideScreen > 2)
if (m_PrefsUseWideScreen > AR_MAX-1)
m_PrefsUseWideScreen = 0;
} else {
m_PrefsUseWideScreen--;
if (m_PrefsUseWideScreen < 0)
m_PrefsUseWideScreen = 2;
m_PrefsUseWideScreen = AR_MAX-1;
}
DMAudio.PlayFrontEndSound(SOUND_FRONTEND_MENU_SETTING_CHANGE, 0);
SaveSettings();

View File

@ -91,8 +91,26 @@ VALIDATE_SIZE(sRadarTrace, 0x30);
#else
#define RADAR_BOTTOM (47.0f)
#endif
#ifdef FIX_RADAR
/*
The values are from an early screenshot taken before R* broke radar
*/
#define RADAR_WIDTH (82.0f)
#define RADAR_HEIGHT (82.0f)
#else
/*
broken since forever, someone tried to fix size for 640x512(PAL)
http://aap.rockstarvision.com/pics/gta3/ps2screens/gta3_interface.jpg
but failed:
http://aap.rockstarvision.com/pics/gta3/artwork/gta3_artwork_16.jpg
most likely the guy used something like this:
int y = 82 * (640.0/512.0)/(640.0/480.0);
int x = y * (640.0/512.0);
*/
#define RADAR_WIDTH (94.0f)
#define RADAR_HEIGHT (76.0f)
#endif
class CRadar
{

View File

@ -121,7 +121,7 @@ inline uint32 ldb(uint32 p, uint32 s, uint32 w)
#include "skeleton.h"
#include "Draw.h"
#if defined(USE_PROPER_SCALING)
#if defined(PROPER_SCALING) || defined(PS2_HUD)
#ifdef FORCE_PC_SCALING
#define DEFAULT_SCREEN_WIDTH (640)
#define DEFAULT_SCREEN_HEIGHT (448)
@ -155,8 +155,8 @@ inline uint32 ldb(uint32 p, uint32 s, uint32 w)
#define SCREEN_HEIGHT ((float)RsGlobal.height)
#endif
#define SCREEN_HEIGHT_PAL (512)
#define SCREEN_HEIGHT_NTSC (448)
#define SCREEN_HEIGHT_PAL ((float)512)
#define SCREEN_HEIGHT_NTSC ((float)448)
#define SCREEN_ASPECT_RATIO (CDraw::GetAspectRatio())
#define SCREEN_VIEWWINDOW (Tan(DEGTORAD(CDraw::GetScaledFOV() * 0.5f)))
@ -175,8 +175,7 @@ inline uint32 ldb(uint32 p, uint32 s, uint32 w)
#ifdef ASPECT_RATIO_SCALE
#define SCREEN_SCALE_AR(a) ((a) * DEFAULT_ASPECT_RATIO / SCREEN_ASPECT_RATIO)
extern float ScaleAndCenterX(float x);
#define SCALE_AND_CENTER_X(x) ScaleAndCenterX(x)
#define SCALE_AND_CENTER_X(x) ((SCREEN_WIDTH == DEFAULT_SCREEN_WIDTH) ? (x) : (SCREEN_WIDTH - SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH)) / 2 + SCREEN_SCALE_X((x)))
#else
#define SCREEN_SCALE_AR(a) (a)
#define SCALE_AND_CENTER_X(x) SCREEN_STRETCH_X(x)

View File

@ -241,6 +241,7 @@ enum Config {
//# define HARDCODED_MODEL_FLAGS // sets the flags enabled above from hardcoded model names.
// NB: keep this enabled unless your map IDEs have these flags baked in
#define ASPECT_RATIO_SCALE // Not just makes everything scale with aspect ratio, also adds support for all aspect ratios
#define PROPER_SCALING // use original DEFAULT_SCREEN_WIDTH/DEFAULT_SCREEN_HEIGHT from PS2 instead of PC(R* changed HEIGHT here to make radar look better, but broke other hud elements aspect ratio).
#define DEFAULT_NATIVE_RESOLUTION // Set default video mode to your native resolution (fixes Windows 10 launch)
#define USE_TXD_CDIMAGE // generate and load textures from txd.img
#define PS2_ALPHA_TEST // emulate ps2 alpha test
@ -255,6 +256,8 @@ enum Config {
#define NEW_RENDERER // leeds-like world rendering, needs librw
#endif
#define FIX_SPRITES // fix sprites aspect ratio(moon, coronas, particle etc)
#ifndef EXTENDED_COLOURFILTER
#undef SCREEN_DROPLETS // we need the backbuffer for this effect
#endif
@ -283,6 +286,7 @@ enum Config {
#define HUD_ENHANCEMENTS // Adjusts some aspects to make the HUD look/behave a little bit better.
// #define BETA_SLIDING_TEXT
#define TRIANGULAR_BLIPS // height indicating triangular radar blips, as in VC
#define FIX_RADAR // use radar size from early version before R* broke it
// #define XBOX_SUBTITLES // the infamous outlines
#define RADIO_OFF_TEXT
#define PC_MENU