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author | aap <aap@papnet.eu> | 2019-07-03 13:13:55 +0200 |
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committer | aap <aap@papnet.eu> | 2019-07-03 13:13:55 +0200 |
commit | 25865e68c4c87cfe3cf63c8721f3d0ec8dfca35c (patch) | |
tree | 32f12eb5067af7c6ec08d16b2675a426096a9ad9 /src/common.h | |
parent | Merge pull request #90 from GTAmodding/revert-88-master (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/common.h | 40 |
1 files changed, 25 insertions, 15 deletions
diff --git a/src/common.h b/src/common.h index f959de42..7f304e90 100644 --- a/src/common.h +++ b/src/common.h @@ -67,27 +67,37 @@ extern void **rwengine; In theory should look good on any screen. */ +#define DEFAULT_SCREEN_WIDTH (640) +#define DEFAULT_SCREEN_HEIGHT (448) +#define DEFAULT_ASPECT_RATIO (4.0f/3.0f) + +// game uses maximumWidth/Height, but this probably won't work +// with RW windowed mode +// TODO: get rid of one of the two +#define SCREENW (RsGlobal.width) +#define SCREENH (RsGlobal.height) +#define SCREEN_WIDTH ((float)RsGlobal.width) +#define SCREEN_HEIGHT ((float)RsGlobal.height) #define SCREEN_ASPECT_RATIO (CDraw::GetAspectRatio()) -#define SCREENW (RsGlobal.maximumWidth) -#define SCREENH (RsGlobal.maximumHeight) +// This scales from PS2 pixel coordinates to the real resolution +#define SCREEN_STRETCH_X(a) ((a) * (float) SCREEN_WIDTH / DEFAULT_SCREEN_WIDTH) +#define SCREEN_STRETCH_Y(a) ((a) * (float) SCREEN_HEIGHT / DEFAULT_SCREEN_HEIGHT) +#define SCREEN_STRETCH_FROM_RIGHT(a) (SCREEN_WIDTH - SCREEN_STRETCH_X(a)) +#define SCREEN_STRETCH_FROM_BOTTOM(a) (SCREEN_HEIGHT - SCREEN_STRETCH_Y(a)) -#define DEFAULT_SCREEN_WIDTH (640) -#define DEFAULT_SCREEN_HEIGHT (448) -#define SCREEN_WIDTH float(RsGlobal.width) -#define SCREEN_HEIGHT float(RsGlobal.height) -#define SCREEN_STRETCH_X(a) float((a) * (SCREEN_WIDTH / float(DEFAULT_SCREEN_WIDTH))) -#define SCREEN_STRETCH_Y(a) float((a) * (SCREEN_HEIGHT / float(DEFAULT_SCREEN_HEIGHT))) -#define SCREEN_STRETCH_FROM_RIGHT(a) float(SCREEN_WIDTH - SCREEN_STRETCH_X(a)) -#define SCREEN_STRETCH_FROM_BOTTOM(a) float(SCREEN_HEIGHT - SCREEN_STRETCH_Y(a)) - -#define SCREEN_MULTIPLIER (CDraw::GetScreenMult()) -#define SCREEN_SCALE(a) float((a) * (4.0f / 3.0f) / SCREEN_ASPECT_RATIO) -#define SCREEN_SCALE_X(a) SCREEN_SCALE(SCREEN_STRETCH_X(a) * SCREEN_MULTIPLIER) -#define SCREEN_SCALE_Y(a) (SCREEN_STRETCH_Y(a) * SCREEN_MULTIPLIER) +// This scales from PS2 pixel coordinates while optionally maintaining the aspect ratio +#define SCREEN_SCALE_X(a) SCREEN_SCALE_AR(SCREEN_STRETCH_X(a)) +#define SCREEN_SCALE_Y(a) SCREEN_STRETCH_Y(a) #define SCREEN_SCALE_FROM_RIGHT(a) (SCREEN_WIDTH - SCREEN_SCALE_X(a)) #define SCREEN_SCALE_FROM_BOTTOM(a) (SCREEN_HEIGHT - SCREEN_SCALE_Y(a)) +#ifdef ASPECT_RATIO_SCALE +#define SCREEN_SCALE_AR(a) ((a) * (4.0f / 3.0f) / SCREEN_ASPECT_RATIO) +#else +#define SCREEN_SCALE_AR(a) (a) +#endif + #include "math/Vector.h" #include "math/Vector2D.h" #include "math/Matrix.h" |