Bug 5034 - q3_ui: fill whole screen and allow cursor to move to edge in widescreen, patch by Zack Middleton

This commit is contained in:
Thilo Schulz 2011-06-11 20:18:16 +00:00
parent 45f576bd99
commit fa3b3978f6
3 changed files with 10 additions and 12 deletions

View file

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