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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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67 lines
1.6 KiB
C++
67 lines
1.6 KiB
C++
#pragma once
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enum eAspectRatio
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{
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// Make sure these work the same as FrontEndMenuManager.m_PrefsUseWideScreen
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// without widescreen support
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AR_4_3,
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AR_16_9,
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AR_AUTO,
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};
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class CDraw
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{
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private:
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static float ms_fNearClipZ;
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static float ms_fFarClipZ;
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static float ms_fFOV;
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// we use this variable to scale a lot of 2D elements
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// so better cache it
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static float ms_fAspectRatio;
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#ifdef ASPECT_RATIO_SCALE
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// similar thing for 3D rendering
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static float ms_fScaledFOV;
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#endif
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public:
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static float ms_fLODDistance; // set but unused?
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static uint8 FadeValue;
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static uint8 FadeRed;
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static uint8 FadeGreen;
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static uint8 FadeBlue;
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#ifdef PROPER_SCALING
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static bool ms_bProperScaling;
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#endif
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#ifdef FIX_RADAR
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static bool ms_bFixRadar;
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#endif
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#ifdef FIX_SPRITES
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static bool ms_bFixSprites;
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#endif
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static void SetNearClipZ(float nearclip) { ms_fNearClipZ = nearclip; }
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static float GetNearClipZ(void) { return ms_fNearClipZ; }
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static void SetFarClipZ(float farclip) { ms_fFarClipZ = farclip; }
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static float GetFarClipZ(void) { return ms_fFarClipZ; }
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static void SetFOV(float fov);
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static float GetFOV(void) { return ms_fFOV; }
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#ifdef ASPECT_RATIO_SCALE
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static float GetScaledFOV(void) { return ms_fScaledFOV; }
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#else
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static float GetScaledFOV(void) { return ms_fFOV; }
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#endif
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static float CalculateAspectRatio(void);
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#ifdef ASPECT_RATIO_SCALE
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static float ConvertFOV(float fov);
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#endif
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static float GetAspectRatio(void) { return ms_fAspectRatio; }
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static void SetAspectRatio(float ratio) { ms_fAspectRatio = ratio; }
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#ifdef PROPER_SCALING
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static float ScaleY(float y);
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#endif
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};
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