Bug 5034 - q3_ui: fill whole screen and allow cursor to move to edge in widescreen, patch by Zack Middleton
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3 changed files with 10 additions and 12 deletions
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@ -480,11 +480,15 @@ This will be called twice if rendering in stereo mode
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==================
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*/
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void SCR_DrawScreenField( stereoFrame_t stereoFrame ) {
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qboolean uiFullscreen;
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re.BeginFrame( stereoFrame );
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uiFullscreen = VM_Call( uivm, UI_IS_FULLSCREEN );
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// wide aspect ratio screens need to have the sides cleared
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// unless they are displaying game renderings
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if ( cls.state != CA_ACTIVE && cls.state != CA_CINEMATIC ) {
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if ( uiFullscreen || (cls.state != CA_ACTIVE && cls.state != CA_CINEMATIC) ) {
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if ( cls.glconfig.vidWidth * 480 > cls.glconfig.vidHeight * 640 ) {
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re.SetColor( g_color_table[0] );
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re.DrawStretchPic( 0, 0, cls.glconfig.vidWidth, cls.glconfig.vidHeight, 0, 0, 0, 0, cls.whiteShader );
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@ -494,7 +498,7 @@ void SCR_DrawScreenField( stereoFrame_t stereoFrame ) {
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// if the menu is going to cover the entire screen, we
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// don't need to render anything under it
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if ( uivm && !VM_Call( uivm, UI_IS_FULLSCREEN )) {
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if ( uivm && !uiFullscreen ) {
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switch( cls.state ) {
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default:
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Com_Error( ERR_FATAL, "SCR_DrawScreenField: bad cls.state" );
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