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#pragma once
enum eAspectRatio
{
// Make sure these work the same as FrontEndMenuManager.m_PrefsUseWideScreen
// without widescreen support
AR_AUTO,
AR_4_3,
AR_5_4,
AR_16_10,
AR_16_9,
AR_21_9,
AR_MAX,
};
enum eSpriteScalingMode
{
SCL_PC,
SCL_PS2,
};
class CDraw
{
private:
static float ms_fNearClipZ;
static float ms_fFarClipZ;
static float ms_fFOV;
#ifdef ASPECT_RATIO_SCALE
// we use this variable to scale a lot of 2D elements
// so better cache it
static float ms_fAspectRatio;
// similar thing for 3D rendering
static float ms_fScaledFOV;
#endif
public:
static float ms_fLODDistance; // set but unused?
static uint8 FadeValue;
static uint8 FadeRed;
static uint8 FadeGreen;
static uint8 FadeBlue;
#ifdef ASPECT_RATIO_SCALE
static int32 ms_nScalingMode;
static int32 ms_bFixRadar;
static int32 ms_bFixSprites;
#endif
static void SetNearClipZ(float nearclip) { ms_fNearClipZ = nearclip; }
static float GetNearClipZ(void) { return ms_fNearClipZ; }
static void SetFarClipZ(float farclip) { ms_fFarClipZ = farclip; }
static float GetFarClipZ(void) { return ms_fFarClipZ; }
static void SetFOV(float fov);
static float GetFOV(void) { return ms_fFOV; }
#ifdef ASPECT_RATIO_SCALE
static float GetScaledFOV(void) { return ms_fScaledFOV; }
#else
static float GetScaledFOV(void) { return ms_fFOV; }
#endif
static float FindAspectRatio(void);
#ifdef ASPECT_RATIO_SCALE
static float ConvertFOV(float fov);
static float GetAspectRatio(void) { return ms_fAspectRatio; }
static void SetAspectRatio(float ratio) { ms_fAspectRatio = ratio; }
#else
static float GetAspectRatio(void) { return FindAspectRatio(); }
#endif
#ifdef ASPECT_RATIO_SCALE
static float ScaleY(float y);
#endif
};
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