ps2 hud, restore original code
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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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