Changed: Use user requested resolution for both char select and ingame

--HG--
branch : experimental-ui-scaling
This commit is contained in:
Nimetu 2018-03-17 13:59:42 +02:00
parent 0af4ea6687
commit d7ee450215

View file

@ -256,41 +256,13 @@ REGISTER_ACTION_HANDLER (CAHOnReloadTestPage, "on_reload_test_page");
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
void setOutGameFullScreen() void setOutGameFullScreen()
{ {
// Setup full screen (special 1024x768 for outgame) if we have to.
// NB: don't setup fullscreen if player wants to play in window
if (!ClientCfg.Local && ClientCfg.SelectCharacter == -1) if (!ClientCfg.Local && ClientCfg.SelectCharacter == -1)
{ {
if (StereoDisplayAttached) if (StereoDisplayAttached)
StereoDisplay->detachFromDisplay(); StereoDisplay->detachFromDisplay();
StereoDisplayAttached = false; StereoDisplayAttached = false;
UDriver::CMode currMode;
Driver->getCurrentScreenMode(currMode);
UDriver::CMode wantedMode;
wantedMode.Windowed = true;
wantedMode.Width = 1024;
wantedMode.Height = 768;
wantedMode.Depth = uint8(ClientCfg.Depth);
wantedMode.Frequency = ClientCfg.Frequency;
// change mode only if necessary
if ((wantedMode.Windowed != currMode.Windowed) ||
(wantedMode.Width != currMode.Width) ||
(wantedMode.Height != currMode.Height))
{
setVideoMode(wantedMode);
}
InitMouseWithCursor(ClientCfg.HardwareCursor && !StereoDisplayAttached); InitMouseWithCursor(ClientCfg.HardwareCursor && !StereoDisplayAttached);
/*
InitMouseWithCursor (true);
Driver->showCursor(false);
Driver->showCursor(true);
Driver->clearBuffers(CRGBA::Black);
Driver->swapBuffers();
Driver->showCursor(false);
Driver->showCursor(true);
*/
} }
// Enable auto scaling in login window // Enable auto scaling in login window
@ -312,8 +284,8 @@ bool connection (const string &cookie, const string &fsaddr)
game_exit = false; game_exit = false;
// Setup full screen (special 1024x768 for outgame) if we have to. // set resolution from cfg after login
setOutGameFullScreen(); connectionRestoreVideoMode ();
// Preload continents // Preload continents
{ {
@ -347,13 +319,14 @@ bool connection (const string &cookie, const string &fsaddr)
// init the string manager cache. // init the string manager cache.
STRING_MANAGER::CStringManagerClient::instance()->initCache("", ClientCfg.LanguageCode); // VOIR BORIS STRING_MANAGER::CStringManagerClient::instance()->initCache("", ClientCfg.LanguageCode); // VOIR BORIS
#endif #endif
connectionRestoreVideoMode ();
return true; return true;
} }
ProgressBar.setFontFactor(1.0f); ProgressBar.setFontFactor(1.0f);
// Init out game // Init out game
setOutGameFullScreen();
ucstring nmsg("Initializing outgame..."); ucstring nmsg("Initializing outgame...");
ProgressBar.newMessage (ClientCfg.buildLoadingString(nmsg) ); ProgressBar.newMessage (ClientCfg.buildLoadingString(nmsg) );
pIM->initOutGame(); pIM->initOutGame();
@ -492,7 +465,6 @@ bool reconnection()
game_exit = false; game_exit = false;
// Setup full screen (special 1024x768 for outgame) if we have to.
setOutGameFullScreen(); setOutGameFullScreen();
// Preload continents // Preload continents