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RBDOOM3-BFG GUI system

Started by Manson, August 07, 2015, 05:26:10 AM

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bitterman

#75
Sorry, guys.

I still don't understand - what is problem with fullscreen gui?

I see a "_fullscreen" sprite into shell.bswf and this code into SWF_Render.cpp:

if ( display.spriteInstance->name.Icmp( "_fullScreen" ) == 0 ) {
renderState2.matrix.tx = display.matrix.tx * renderState.matrix.xx;
renderState2.matrix.ty = display.matrix.ty * renderState.matrix.yy;

float xScale = sysWidth / (float)frameWidth;
float yScale = sysHeight / (float)frameHeight;

renderState2.matrix.xx = xScale;
renderState2.matrix.yy = yScale;
}


It's make sense if we have a deal with menu gui/ingame gui/weapon gui?

E.g. main menu - fullscreen, ingame gui (control panel, display) - simple path mesh etc.?

bitterman

#76
Are level guis (displays, scanners, cranes, etc.) in D3BFG made in old-style .gui?

They can be create via editGUIs from D3?

motorsep

Quote from: bitterman on February 04, 2016, 03:53:04 AM
Are level guis (displays, scanners, cranes, etc.) in D3BFG made in old-style .gui?

They can be create via editGUIs from D3?

Yep.