Force loadscreen 16:9 ratio
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@ -40,6 +40,34 @@ namespace loadscreen
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game::CL_DrawStretchPic(placement, -150, -200, 300, 800, 2, 1, 0.0f, 0.0f, 1.0f, 1.0f, white_color, gradient);
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}
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void draw_image(const float x, const float y, const float w, const float h,
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game::Material* mat)
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{
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game::rectangle rect{};
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rect.p0.x = x;
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rect.p0.y = 0;
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rect.p0.f2 = 0.f;
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rect.p0.f3 = 1.f;
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rect.p1.x = x + w;
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rect.p1.y = 0;
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rect.p1.f2 = 0.f;
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rect.p1.f3 = 1.f;
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rect.p2.x = x + w;
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rect.p2.y = 0 + h;
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rect.p2.f2 = 0.f;
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rect.p2.f3 = 1.f;
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rect.p3.x = x;
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rect.p3.y = 0 + h;
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rect.p3.f2 = 0.f;
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rect.p3.f3 = 1.f;
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game::R_DrawRectangle(&rect, 0.f, 0.f, 1.f, 1.f,
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white_color, mat);
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}
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void draw_loadscreen_image()
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{
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if (*cl_loadscreen_image->current.string == 0)
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@ -48,31 +76,16 @@ namespace loadscreen
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}
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const auto material = game::Material_RegisterHandle(cl_loadscreen_image->current.string);
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const auto black = game::Material_RegisterHandle("black");
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const auto placement = game::ScrPlace_GetViewPlacement();
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game::rectangle rect{};
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rect.p0.x = 0;
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rect.p0.y = 0;
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rect.p0.f2 = 0.f;
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rect.p0.f3 = 1.f;
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const auto h = placement->realViewportSize[1];
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const auto real_w = placement->realViewportSize[0];
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const auto w = h * 16 / 9;
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const auto x = real_w / 2 - w / 2;
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rect.p1.x = 0 + placement->realViewportSize[0];
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rect.p1.y = 0;
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rect.p1.f2 = 0.f;
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rect.p1.f3 = 1.f;
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rect.p2.x = 0 + placement->realViewportSize[0];
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rect.p2.y = 0 + placement->realViewportSize[1];
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rect.p2.f2 = 0.f;
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rect.p2.f3 = 1.f;
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rect.p3.x = 0;
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rect.p3.y = 0 + placement->realViewportSize[1];
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rect.p3.f2 = 0.f;
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rect.p3.f3 = 1.f;
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game::R_DrawRectangle(&rect, 0.f, 0.f, 1.f, 1.f,
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white_color, material);
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draw_image(0, 0, real_w, h, black);
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draw_image(x, 0, w, h, material);
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}
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void draw_loadscreen_progress_bar()
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