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Add cl_zoom_background_layers (set to 0 to keep background nice when zoomed out)
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@ -273,6 +273,7 @@ MACRO_CONFIG_INT(ClShowOthers, cl_show_others, 0, 0, 1, CFGFLAG_CLIENT|CFGFLAG_S
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MACRO_CONFIG_INT(ClShowOthersAlpha, cl_show_others_alpha, 40, 0, 100, CFGFLAG_CLIENT|CFGFLAG_SAVE, "Show players in other teams (alpha value, 0 invisible, 100 fully visible)")
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MACRO_CONFIG_INT(ClShowOthersAlpha, cl_show_others_alpha, 40, 0, 100, CFGFLAG_CLIENT|CFGFLAG_SAVE, "Show players in other teams (alpha value, 0 invisible, 100 fully visible)")
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MACRO_CONFIG_INT(ClOverlayEntities, cl_overlay_entities, 0, 0, 100, CFGFLAG_CLIENT, "Overlay game tiles with a percentage of opacity")
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MACRO_CONFIG_INT(ClOverlayEntities, cl_overlay_entities, 0, 0, 100, CFGFLAG_CLIENT, "Overlay game tiles with a percentage of opacity")
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MACRO_CONFIG_INT(ClShowQuads, cl_show_quads, 1, 0, 1, CFGFLAG_CLIENT|CFGFLAG_SAVE, "Show quads")
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MACRO_CONFIG_INT(ClShowQuads, cl_show_quads, 1, 0, 1, CFGFLAG_CLIENT|CFGFLAG_SAVE, "Show quads")
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MACRO_CONFIG_INT(ClZoomBackgroundLayers, cl_zoom_background_layers, 0, 0, 1, CFGFLAG_CLIENT|CFGFLAG_SAVE, "Zoom background layers")
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MACRO_CONFIG_INT(ClBackgroundHue, cl_background_hue, 0, 0, 255, CFGFLAG_CLIENT|CFGFLAG_SAVE, "Background color hue")
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MACRO_CONFIG_INT(ClBackgroundHue, cl_background_hue, 0, 0, 255, CFGFLAG_CLIENT|CFGFLAG_SAVE, "Background color hue")
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MACRO_CONFIG_INT(ClBackgroundSat, cl_background_sat, 0, 0, 255, CFGFLAG_CLIENT|CFGFLAG_SAVE, "Background color saturation")
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MACRO_CONFIG_INT(ClBackgroundSat, cl_background_sat, 0, 0, 255, CFGFLAG_CLIENT|CFGFLAG_SAVE, "Background color saturation")
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MACRO_CONFIG_INT(ClBackgroundLht, cl_background_lht, 128, 0, 255, CFGFLAG_CLIENT|CFGFLAG_SAVE, "Background color lightness")
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MACRO_CONFIG_INT(ClBackgroundLht, cl_background_lht, 128, 0, 255, CFGFLAG_CLIENT|CFGFLAG_SAVE, "Background color lightness")
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@ -157,7 +157,10 @@ void CMapLayers::OnRender()
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(int)((x1-x0)*Graphics()->ScreenWidth()), (int)((y1-y0)*Graphics()->ScreenHeight()));
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(int)((x1-x0)*Graphics()->ScreenWidth()), (int)((y1-y0)*Graphics()->ScreenHeight()));
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}
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}
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MapScreenToGroup(Center.x, Center.y, pGroup, m_pClient->m_pCamera->m_Zoom);
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if(!g_Config.m_ClZoomBackgroundLayers && !pGroup->m_ParallaxX && !pGroup->m_ParallaxY)
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MapScreenToGroup(Center.x, Center.y, pGroup, 1.0);
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else
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MapScreenToGroup(Center.x, Center.y, pGroup, m_pClient->m_pCamera->m_Zoom);
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for(int l = 0; l < pGroup->m_NumLayers; l++)
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for(int l = 0; l < pGroup->m_NumLayers; l++)
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{
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{
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@ -1724,7 +1724,7 @@ void CMenus::RenderSettingsDDRace(CUIRect MainView)
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g_Config.m_ClRaceSaveGhost ^= 1;
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g_Config.m_ClRaceSaveGhost ^= 1;
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}
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}
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MainView.HSplitTop(230.0f, &Gameplay , &MainView);
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MainView.HSplitTop(250.0f, &Gameplay , &MainView);
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Gameplay.HSplitTop(30.0f, &Label, &Gameplay);
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Gameplay.HSplitTop(30.0f, &Label, &Gameplay);
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UI()->DoLabelScaled(&Label, Localize("Gameplay"), 20.0f, -1);
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UI()->DoLabelScaled(&Label, Localize("Gameplay"), 20.0f, -1);
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@ -1794,6 +1794,12 @@ void CMenus::RenderSettingsDDRace(CUIRect MainView)
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g_Config.m_ClOldGunPosition ^= 1;
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g_Config.m_ClOldGunPosition ^= 1;
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}
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}
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Left.HSplitTop(20.0f, &Button, &Left);
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if(DoButton_CheckBox(&g_Config.m_ClZoomBackgroundLayers, Localize("Zoom background layers"), g_Config.m_ClZoomBackgroundLayers, &Button))
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{
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g_Config.m_ClZoomBackgroundLayers ^= 1;
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}
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Left.HSplitTop(20.0f, &Button, &Left);
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Left.HSplitTop(20.0f, &Button, &Left);
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if(DoButton_CheckBox(&g_Config.m_ClShowOtherHookColl, Localize("Show other players' hook collision lines"), g_Config.m_ClShowOtherHookColl, &Button))
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if(DoButton_CheckBox(&g_Config.m_ClShowOtherHookColl, Localize("Show other players' hook collision lines"), g_Config.m_ClShowOtherHookColl, &Button))
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{
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{
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