diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index 7a70840b33b47db24b85276e7d1d63f77f1f26e1..41099da27c9b46b9d15508da7328bf67a10d23db 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
procedure g_Game_ClearLoading();
procedure g_Game_SetDebugMode();
procedure DrawLoadingStat();
+procedure DrawMenuBackground(tex: AnsiString; ID: DWord);
{ procedure SetWinPause(Enable: Boolean); }
gTotalMonsters: Integer = 0;
gPauseMain: Boolean = false;
gPauseHolmes: Boolean = false;
- gShowTime: Boolean = True;
+ gShowTime: Boolean = False;
gShowFPS: Boolean = False;
gShowGoals: Boolean = True;
gShowStat: Boolean = True;
sfsGCDisable(); // temporary disable removing of temporary volumes
try
+ TEXTUREFILTER := GL_LINEAR;
g_Texture_CreateWADEx('MENU_BACKGROUND', GameWAD+':TEXTURES\TITLE');
g_Texture_CreateWADEx('INTER', GameWAD+':TEXTURES\INTER');
g_Texture_CreateWADEx('ENDGAME_EN', GameWAD+':TEXTURES\ENDGAME_EN');
g_Texture_CreateWADEx('ENDGAME_RU', GameWAD+':TEXTURES\ENDGAME_RU');
+ TEXTUREFILTER := GL_NEAREST;
LoadStdFont('STDTXT', 'STDFONT', gStdFont);
LoadFont('MENUTXT', 'MENUFONT', gMenuFont);
end;
end;
+procedure DrawMenuBackground(tex: AnsiString; ID: DWord);
+var
+ w, h: Word;
+
+begin
+ if g_Texture_Get(tex, ID) then
+ begin
+ e_Clear(GL_COLOR_BUFFER_BIT, 0, 0, 0);
+ e_GetTextureSize(ID, @w, @h);
+ if w = h then
+ w := round(w * 1.333 * (gScreenHeight / h))
+ else
+ w := trunc(w * (gScreenHeight / h));
+ e_DrawSize(ID, (gScreenWidth - w) div 2, 0, 0, False, False, w, gScreenHeight);
+ end
+ else e_Clear(GL_COLOR_BUFFER_BIT, 0, 0, 0);
+end;
+
procedure DrawMinimap(p: TPlayer; RenderRect: e_graphics.TRect);
var
a, aX, aY, aX2, aY2, Scale, ScaleSz: Integer;
begin
if (gState = STATE_MENU) then
begin
- if (g_ActiveWindow = nil) or (g_ActiveWindow.BackTexture = '') then
- begin
- if g_Texture_Get('MENU_BACKGROUND', ID) then e_DrawSize(ID, 0, 0, 0, False, False, gScreenWidth, gScreenHeight)
- else e_Clear(GL_COLOR_BUFFER_BIT, 0, 0, 0);
- end;
+ if (g_ActiveWindow = nil) or (g_ActiveWindow.BackTexture = '') then DrawMenuBackground('MENU_BACKGROUND', ID);
// F3 at menu will show game loading dialog
if e_KeyPressed(IK_F3) then g_Menu_Show_LoadMenu(true);
if (g_ActiveWindow <> nil) then
else
back := 'INTER';
- if g_Texture_Get(back, ID) then
- e_DrawSize(ID, 0, 0, 0, False, False, gScreenWidth, gScreenHeight)
- else
- e_Clear(GL_COLOR_BUFFER_BIT, 0, 0, 0);
+ DrawMenuBackground(back, ID);
DrawCustomStat();
begin
back := 'INTER';
- if g_Texture_Get(back, ID) then
- e_DrawSize(ID, 0, 0, 0, False, False, gScreenWidth, gScreenHeight)
- else
- e_Clear(GL_COLOR_BUFFER_BIT, 0, 0, 0);
+ DrawMenuBackground(back, ID);
DrawSingleStat();
if gState = STATE_SLIST then
begin
- if g_Texture_Get('MENU_BACKGROUND', ID) then
- begin
- e_DrawSize(ID, 0, 0, 0, False, False, gScreenWidth, gScreenHeight);
- //e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
- e_DarkenQuadWH(0, 0, gScreenWidth, gScreenHeight, 150);
- end;
+// if g_Texture_Get('MENU_BACKGROUND', ID) then
+// begin
+// e_DrawSize(ID, 0, 0, 0, False, False, gScreenWidth, gScreenHeight);
+// //e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
+// end;
+ DrawMenuBackground('MENU_BACKGROUND', ID);
+ e_DarkenQuadWH(0, 0, gScreenWidth, gScreenHeight, 150);
g_Serverlist_Draw(slCurrent, slTable);
end;
end;
e_TextureFontPrint(0, 16, Format('UPS: %d', [UPS]), gStdFont);
end;
- if gGameOn and gShowTime and (gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT]) then
+ if gGameOn and gShowTime then
drawTime(gScreenWidth-72, gScreenHeight-16);
if gGameOn then drawProfilers();
end
else if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
begin
- if cmd = 'r_showtime' then
- begin
- if (Length(P) > 1) and
- ((P[1] = '1') or (P[1] = '0')) then
- gShowTime := (P[1][1] = '1');
-
- if gShowTime then
- g_Console_Add(_lc[I_MSG_TIME_ON])
- else
- g_Console_Add(_lc[I_MSG_TIME_OFF]);
- end
- else if cmd = 'r_showscore' then
+ if cmd = 'r_showscore' then
begin
if (Length(P) > 1) and
((P[1] = '1') or (P[1] = '0')) then
conRegVar('r_smallmap_align_v', @r_smallmap_v, 'valign: 0: top; 1: center; 2: bottom', 'vertial aligning of small maps');
conRegVar('r_showfps', @gShowFPS, 'draw fps counter', 'draw fps counter');
+ conRegVar('r_showtime', @gShowTime, 'show game time', 'show game time');
end.