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https://github.com/halpz/re3.git
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ps2 hud, restore original code
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@ -7,7 +7,7 @@
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#include "FrontEndControls.h"
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#define X SCREEN_SCALE_X
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#define Y(x) SCREEN_SCALE_Y(float(x)*(float(DEFAULT_SCREEN_HEIGHT)/float(DEFAULT_SCREEN_HEIGHT_PAL)))
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#define Y(x) SCREEN_SCALE_Y(float(x)*(float(DEFAULT_SCREEN_HEIGHT)/float(SCREEN_HEIGHT_PAL)))
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void
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CPlaceableShText::Draw(float x, float y)
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@ -43,7 +43,7 @@ void DoRWStuffEndOfFrame(void);
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#define X SCREEN_SCALE_X
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#define Y SCREEN_SCALE_Y
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#define YF(x) Y(float(x)*(float(DEFAULT_SCREEN_HEIGHT)/float(DEFAULT_SCREEN_HEIGHT_PAL)))
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#define YF(x) Y(float(x)*(float(DEFAULT_SCREEN_HEIGHT)/float(SCREEN_HEIGHT_PAL)))
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//#define X(x) ((x)/640.0f*SCRW)
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//#define Y(y) ((y)/448.0f*SCRH)
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@ -86,7 +86,11 @@ VALIDATE_SIZE(sRadarTrace, 0x30);
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// Values for screen space
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#define RADAR_LEFT (40.0f)
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#ifdef PS2_HUD
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#define RADAR_BOTTOM (44.0f)
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#else
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#define RADAR_BOTTOM (47.0f)
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#endif
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#define RADAR_WIDTH (94.0f)
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#define RADAR_HEIGHT (76.0f)
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@ -116,17 +116,33 @@ inline uint32 ldb(uint32 p, uint32 s, uint32 w)
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#include "skeleton.h"
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#include "Draw.h"
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#define DEFAULT_SCREEN_WIDTH (640)
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#define DEFAULT_SCREEN_HEIGHT (448)
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#define DEFAULT_SCREEN_HEIGHT_PAL (512)
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#define DEFAULT_SCREEN_HEIGHT_NTSC (448)
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#ifdef GTA_PS2
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#define DEFAULT_SCREEN_WIDTH (640)
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#define DEFAULT_SCREEN_HEIGHT (480)
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#else
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#define DEFAULT_SCREEN_WIDTH (640)
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//#define DEFAULT_SCREEN_HEIGHT (448)
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#define DEFAULT_SCREEN_HEIGHT (480)
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#endif
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#define DEFAULT_ASPECT_RATIO (4.0f/3.0f)
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#define DEFAULT_VIEWWINDOW (0.7f)
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// game uses maximumWidth/Height, but this probably won't work
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// with RW windowed mode
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#define SCREEN_WIDTH ((float)RsGlobal.width)
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#ifdef GTA_PS2
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#ifdef GTA_PAL
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#define SCREEN_WIDTH ((float)640)
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#define SCREEN_HEIGHT ((float)512)
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#else
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#define SCREEN_WIDTH ((float)640)
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#define SCREEN_HEIGHT ((float)448)
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#endif
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#else
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#define SCREEN_WIDTH ((float)RsGlobal.width)
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#define SCREEN_HEIGHT ((float)RsGlobal.height)
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#endif
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#define SCREEN_HEIGHT_PAL (512)
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#define SCREEN_HEIGHT_NTSC (448)
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#define SCREEN_ASPECT_RATIO (CDraw::GetAspectRatio())
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#define SCREEN_VIEWWINDOW (Tan(DEGTORAD(CDraw::GetScaledFOV() * 0.5f)))
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@ -209,7 +209,7 @@ enum Config {
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#define USE_TXD_CDIMAGE // generate and load textures from txd.img
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#define PS2_ALPHA_TEST // emulate ps2 alpha test
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#define IMPROVED_VIDEOMODE // save and load videomode parameters instead of a magic number
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#define DISABLE_LOADING_SCREEN // disable the loading screen which vastly improves the loading time
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//#define DISABLE_LOADING_SCREEN // disable the loading screen which vastly improves the loading time
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#define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
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//#define USE_TEXTURE_POOL
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#define CUTSCENE_BORDERS_SWITCH
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@ -241,6 +241,7 @@ enum Config {
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//#define BIND_VEHICLE_FIREWEAPON // Adds ability to rebind fire key for 'in vehicle' controls
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// Hud, frontend and radar
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#define PS2_HUD
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#define HUD_ENHANCEMENTS // Adjusts some aspects to make the HUD look/behave a little bit better.
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// #define BETA_SLIDING_TEXT
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#define TRIANGULAR_BLIPS // height indicating triangular radar blips, as in VC
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@ -614,23 +614,39 @@ LoadingIslandScreen(const char *levelName)
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col = CRGBA(255, 255, 255, 255);
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splash->Draw(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT), col, col, col, col);
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CFont::SetBackgroundOff();
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#ifdef FIX_BUGS
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CFont::SetScale(SCREEN_SCALE_X(1.5f), SCREEN_SCALE_Y(1.5f));
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#else
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CFont::SetScale(1.5f, 1.5f);
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#endif
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CFont::SetPropOn();
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CFont::SetRightJustifyOn();
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#ifdef FIX_BUGS
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CFont::SetRightJustifyWrap(SCREEN_SCALE_X(150.0f));
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#else
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CFont::SetRightJustifyWrap(150.0f);
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#endif
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CFont::SetFontStyle(FONT_HEADING);
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sprintf(str, "WELCOME TO");
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AsciiToUnicode(str, wstr);
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CFont::SetDropColor(CRGBA(0, 0, 0, 255));
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CFont::SetDropShadowPosition(3);
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CFont::SetColor(CRGBA(243, 237, 71, 255));
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CFont::SetScale(SCREEN_STRETCH_X(1.2f), SCREEN_STRETCH_Y(1.2f));
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CFont::SetScale(SCREEN_SCALE_X(1.2f), SCREEN_SCALE_Y(1.2f));
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#ifdef FIX_BUGS
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CFont::PrintString(SCREEN_STRETCH_FROM_RIGHT(20.0f), SCREEN_STRETCH_FROM_BOTTOM(110.0f), TheText.Get("WELCOME"));
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#else
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CFont::PrintString(SCREEN_WIDTH - 20, SCREEN_STRETCH_FROM_BOTTOM(110.0f), TheText.Get("WELCOME"));
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#endif
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TextCopy(wstr, name);
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TheText.UpperCase(wstr);
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CFont::SetColor(CRGBA(243, 237, 71, 255));
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CFont::SetScale(SCREEN_STRETCH_X(1.2f), SCREEN_STRETCH_Y(1.2f));
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CFont::SetScale(SCREEN_SCALE_X(1.2f), SCREEN_SCALE_Y(1.2f));
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#ifdef FIX_BUGS
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CFont::PrintString(SCREEN_STRETCH_FROM_RIGHT(20.0f), SCREEN_STRETCH_FROM_BOTTOM(80.0f), wstr);
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#else
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CFont::PrintString(SCREEN_WIDTH-20, SCREEN_STRETCH_FROM_BOTTOM(80.0f), wstr);
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#endif
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CFont::DrawFonts();
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DoRWStuffEndOfFrame();
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}
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@ -782,7 +798,11 @@ DisplayGameDebugText()
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CFont::SetJustifyOff();
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CFont::SetBackGroundOnlyTextOff();
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CFont::SetColor(CRGBA(255, 108, 0, 255));
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#ifdef FIX_BUGS
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CFont::PrintString(SCREEN_SCALE_X(10.0f), SCREEN_SCALE_Y(10.0f), ver);
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#else
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CFont::PrintString(10.0f, 10.0f, ver);
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#endif
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FrameSamples++;
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FramesPerSecondCounter += 1000.0f / (CTimer::GetTimeStepNonClippedInSeconds() * 1000.0f);
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@ -841,14 +861,26 @@ DisplayGameDebugText()
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CFont::SetRightJustifyOff();
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CFont::SetJustifyOff();
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CFont::SetBackGroundOnlyTextOff();
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CFont::SetWrapx(SCREEN_WIDTH);
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#ifdef FIX_BUGS
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CFont::SetWrapx(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH));
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#else
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CFont::SetWrapx(DEFAULT_SCREEN_WIDTH);
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#endif
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CFont::SetFontStyle(FONT_HEADING);
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CFont::SetColor(CRGBA(0, 0, 0, 255));
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CFont::PrintString(42.0f, 42.0f, ustr);
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#ifdef FIX_BUGS
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CFont::PrintString(SCREEN_SCALE_X(40.0f+2.0f), SCREEN_SCALE_Y(40.0f+2.0f), ustr);
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#else
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CFont::PrintString(40.0f+2.0f, 40.0f+2.0f, ustr);
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#endif
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CFont::SetColor(CRGBA(255, 108, 0, 255));
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#ifdef FIX_BUGS
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CFont::PrintString(SCREEN_SCALE_X(40.0f), SCREEN_SCALE_Y(40.0f), ustr);
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#else
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CFont::PrintString(40.0f, 40.0f, ustr);
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#endif
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}
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}
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#endif
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@ -1075,7 +1107,7 @@ Idle(void *arg)
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if((!FrontEndMenuManager.m_bMenuActive || FrontEndMenuManager.m_bRenderGameInMenu) &&
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TheCamera.GetScreenFadeStatus() != FADE_2)
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{
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#ifdef GTA_PC
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#if defined(GTA_PC) && defined(FIX_BUGS)
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if (!FrontEndMenuManager.m_bRenderGameInMenu) {
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// This is from SA, but it's nice for windowed mode
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RwV2d pos;
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@ -1483,7 +1515,11 @@ void TheGame(void)
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}
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else
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{
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CameraSize(Scene.camera, NULL, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
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#ifdef ASPECT_RATIO_SCALE
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CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
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#else
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CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, DEFAULT_ASPECT_RATIO);
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#endif
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CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
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RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
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if (!RsCameraBeginUpdate(Scene.camera))
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