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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@@ -360,9 +360,9 @@ public:
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if (spec->grf_prop.grffile == nullptr) {
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extern const DrawTileSprites _objects[];
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const DrawTileSprites *dts = &_objects[spec->grf_prop.local_id];
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DrawOrigTileSeqInGUI(r.Width() / 2 - 1, (r.Height() + matrix_height / 2) / 2 - OBJECT_MARGIN - ScaleGUITrad(TILE_PIXELS), dts, PAL_NONE);
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DrawOrigTileSeqInGUI(r.Width() / 2 - 1, (r.Height() + matrix_height / 2) / 2 - OBJECT_MARGIN - ScaleSpriteTrad(TILE_PIXELS), dts, PAL_NONE);
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} else {
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DrawNewObjectTileInGUI(r.Width() / 2 - 1, (r.Height() + matrix_height / 2) / 2 - OBJECT_MARGIN - ScaleGUITrad(TILE_PIXELS), spec, GB(widget, 16, 16));
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DrawNewObjectTileInGUI(r.Width() / 2 - 1, (r.Height() + matrix_height / 2) / 2 - OBJECT_MARGIN - ScaleSpriteTrad(TILE_PIXELS), spec, GB(widget, 16, 16));
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}
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_cur_dpi = old_dpi;
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}
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@@ -387,9 +387,9 @@ public:
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if (spec->grf_prop.grffile == nullptr) {
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extern const DrawTileSprites _objects[];
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const DrawTileSprites *dts = &_objects[spec->grf_prop.local_id];
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DrawOrigTileSeqInGUI(r.Width() / 2 - 1, r.Height() - OBJECT_MARGIN - ScaleGUITrad(TILE_PIXELS), dts, PAL_NONE);
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DrawOrigTileSeqInGUI(r.Width() / 2 - 1, r.Height() - OBJECT_MARGIN - ScaleSpriteTrad(TILE_PIXELS), dts, PAL_NONE);
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} else {
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DrawNewObjectTileInGUI(r.Width() / 2 - 1, r.Height() - OBJECT_MARGIN - ScaleGUITrad(TILE_PIXELS), spec,
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DrawNewObjectTileInGUI(r.Width() / 2 - 1, r.Height() - OBJECT_MARGIN - ScaleSpriteTrad(TILE_PIXELS), spec,
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std::min<int>(_selected_object_view, spec->views - 1));
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}
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_cur_dpi = old_dpi;
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