Change: Use power-of-2 scaling for some dimensions in GUI.
These are related to drawing sprites that are normally drawn on the landscape, and should therefore still follow power-of-2 scaling to fit correctly.
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@@ -549,12 +549,12 @@ public:
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if (FillDrawPixelInfo(&tmp_dpi, r.left, r.top, r.Width(), r.Height())) {
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DrawPixelInfo *old_dpi = _cur_dpi;
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_cur_dpi = &tmp_dpi;
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int x = (r.Width() - ScaleGUITrad(96)) / 2;
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int y = (r.Height() - ScaleGUITrad(64)) / 2;
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int x1 = ScaleGUITrad(63);
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int x2 = ScaleGUITrad(31);
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DrawShipDepotSprite(x + (axis == AXIS_X ? x1 : x2), y + ScaleGUITrad(17), axis, DEPOT_PART_NORTH);
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DrawShipDepotSprite(x + (axis == AXIS_X ? x2 : x1), y + ScaleGUITrad(33), axis, DEPOT_PART_SOUTH);
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int x = (r.Width() - ScaleSpriteTrad(96)) / 2;
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int y = (r.Height() - ScaleSpriteTrad(64)) / 2;
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int x1 = ScaleSpriteTrad(63);
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int x2 = ScaleSpriteTrad(31);
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DrawShipDepotSprite(x + (axis == AXIS_X ? x1 : x2), y + ScaleSpriteTrad(17), axis, DEPOT_PART_NORTH);
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DrawShipDepotSprite(x + (axis == AXIS_X ? x2 : x1), y + ScaleSpriteTrad(33), axis, DEPOT_PART_SOUTH);
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_cur_dpi = old_dpi;
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}
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break;
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