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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@@ -27,7 +27,7 @@
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*/
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void DrawRoadVehDetails(const Vehicle *v, const Rect &r)
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{
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int y = r.top + (v->HasArticulatedPart() ? ScaleGUITrad(15) : 0); // Draw the first line below the sprite of an articulated RV instead of after it.
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int y = r.top + (v->HasArticulatedPart() ? ScaleSpriteTrad(15) : 0); // Draw the first line below the sprite of an articulated RV instead of after it.
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StringID str;
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Money feeder_share = 0;
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@@ -135,7 +135,7 @@ void DrawRoadVehImage(const Vehicle *v, int left, int right, int y, VehicleID se
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DrawPixelInfo tmp_dpi, *old_dpi;
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int max_width = right - left + 1;
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if (!FillDrawPixelInfo(&tmp_dpi, left, y, max_width, ScaleGUITrad(14))) return;
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if (!FillDrawPixelInfo(&tmp_dpi, left, y, max_width, ScaleSpriteTrad(14))) return;
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old_dpi = _cur_dpi;
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_cur_dpi = &tmp_dpi;
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@@ -149,14 +149,14 @@ void DrawRoadVehImage(const Vehicle *v, int left, int right, int y, VehicleID se
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PaletteID pal = (u->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(u);
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VehicleSpriteSeq seq;
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u->GetImage(dir, image_type, &seq);
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seq.Draw(px + (rtl ? -offset.x : offset.x), ScaleGUITrad(6) + offset.y, pal, (u->vehstatus & VS_CRASHED) != 0);
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seq.Draw(px + (rtl ? -offset.x : offset.x), ScaleSpriteTrad(6) + offset.y, pal, (u->vehstatus & VS_CRASHED) != 0);
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}
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px += rtl ? -width : width;
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}
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if (v->index == selection) {
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DrawFrameRect((rtl ? px : 0), 0, (rtl ? max_width : px) - 1, ScaleGUITrad(13) - 1, COLOUR_WHITE, FR_BORDERONLY);
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DrawFrameRect((rtl ? px : 0), 0, (rtl ? max_width : px) - 1, ScaleSpriteTrad(13) - 1, COLOUR_WHITE, FR_BORDERONLY);
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}
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_cur_dpi = old_dpi;
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