Files
vbagx/source/ngc/video.cpp
dborth 2d9b7ef1f9 [1.0.8 - April 4, 2009]
* "Match Wii Game" controls option! Games that have a Wii equivalent can be
  played using the controls for that Wii game. For example all Zelda games
  can be played with Twilight Princess controls. See the Instructions section
  below for important details.
* Rotation/Tilt sensor games all work
* Solar sensors (Boktai 1/2/3)
* Rumble (except for games that rely on Gameboy Player)
* Keyboard
* PAL support, finally!
* New scaling options, choose how much stretching you want
* Colourised games now partially work but still have distortion
* "Corvette" no longer has a screwed up palette (but still crashes)
* Triggers net reconnection on SMB failure
* Source code refactored, and project file added
* Instructions section added to this readme file
2009-04-10 03:16:28 +00:00

720 lines
20 KiB
C++

/****************************************************************************
* Visual Boy Advance GX
*
* Tantric September 2008
* softdev 2007
*
* video.cpp
*
* Generic GX Support for Emulators
* NGC GX Video Functions
* These are pretty standard functions to setup and use GX scaling.
***************************************************************************/
#include <gccore.h>
#include <unistd.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <malloc.h>
#include <wiiuse/wpad.h>
#include "images/bg.h"
#include "vba.h"
#include "menudraw.h"
#include "gui/gui.h"
s32 CursorX, CursorY;
bool CursorVisible;
bool CursorValid;
bool TiltScreen = false;
float TiltAngle = 0;
u32 FrameTimer = 0;
GuiImageData * pointer1;
/*** External 2D Video ***/
/*** 2D Video Globals ***/
static GXRModeObj *vmode = NULL; // Graphics Mode Object
unsigned int *xfb[2]; // Framebuffers
int whichfb = 0; // Frame buffer toggle
int screenheight;
int screenwidth;
/*** 3D GX ***/
#define DEFAULT_FIFO_SIZE ( 256 * 1024 )
static u8 gp_fifo[DEFAULT_FIFO_SIZE] ATTRIBUTE_ALIGN(32);
static unsigned int copynow = GX_FALSE;
/*** Texture memory ***/
static u8 *texturemem = NULL;
static int texturesize;
static GXTexObj texobj;
static Mtx view;
static int vwidth, vheight;
static int updateScaling;
bool progressive = false;
/* New texture based scaler */
typedef struct tagcamera
{
Vector pos;
Vector up;
Vector view;
}
camera;
/*** Square Matrix
This structure controls the size of the image on the screen.
***/
static s16 square[] ATTRIBUTE_ALIGN(32) = {
/*
* X, Y, Z
* Values set are for roughly 4:3 aspect
*/
-200, 200, 0, // 0
200, 200, 0, // 1
200, -200, 0, // 2
-200, -200, 0 // 3
};
static camera cam = { {0.0F, 0.0F, 0.0F},
{0.0F, 0.5F, 0.0F},
{0.0F, 0.0F, -0.5F}
};
/****************************************************************************
* VideoThreading
***************************************************************************/
#define TSTACK 16384
static lwpq_t videoblankqueue;
static lwp_t vbthread;
static unsigned char vbstack[TSTACK];
/****************************************************************************
* vbgetback
*
* This callback enables the emulator to keep running while waiting for a
* vertical blank.
*
* Putting LWP to good use :)
***************************************************************************/
static void *
vbgetback (void *arg)
{
while (1)
{
VIDEO_WaitVSync (); /**< Wait for video vertical blank */
LWP_SuspendThread (vbthread);
}
return NULL;
}
/****************************************************************************
* InitVideoThread
*
* libOGC provides a nice wrapper for LWP access.
* This function sets up a new local queue and attaches the thread to it.
***************************************************************************/
void
InitVideoThread ()
{
/*** Initialise a new queue ***/
LWP_InitQueue (&videoblankqueue);
/*** Create the thread on this queue ***/
LWP_CreateThread (&vbthread, vbgetback, NULL, vbstack, TSTACK, 150);
}
/****************************************************************************
* copy_to_xfb
*
* Stock code to copy the GX buffer to the current display mode.
* Also increments the frameticker, as it's called for each vb.
***************************************************************************/
static void
copy_to_xfb (u32 arg)
{
if (copynow == GX_TRUE)
{
GX_CopyDisp (xfb[whichfb], GX_TRUE);
GX_Flush ();
copynow = GX_FALSE;
}
FrameTimer++;
}
/****************************************************************************
* Drawing screen
***************************************************************************/
void
clearscreen ()
{
// PAL is 640x576 NOT 640x480!
// Fill the bottom of the screen with the background's top? left corner
int colour = bg[0];
whichfb ^= 1;
VIDEO_ClearFrameBuffer (vmode, xfb[whichfb], colour);
if (vmode->xfbHeight==480)
{
memcpy (xfb[whichfb], &bg, 1280 * 480);
}
else if (vmode->xfbHeight<480)
{
memcpy (xfb[whichfb], &bg, 1280 * vmode->xfbHeight);
}
else
{
memcpy (xfb[whichfb], &bg, 1280 * 240);
for (int i=0; i<vmode->xfbHeight-480; i++)
memcpy (((char *)xfb[whichfb])+1280*(240+i), ((char *)&bg)+1280 * 240, 1280 * 1);
memcpy (((char *)xfb[whichfb])+1280*(vmode->xfbHeight-240), ((char *)&bg)+1280 * 240, 1280 * 240);
}
}
void
showscreen ()
{
VIDEO_SetNextFramebuffer (xfb[whichfb]);
VIDEO_Flush ();
updateRumbleFrame();
VIDEO_WaitVSync ();
}
/****************************************************************************
* Scaler Support Functions
****************************************************************************/
static void draw_init(void)
{
GX_ClearVtxDesc ();
GX_SetVtxDesc (GX_VA_POS, GX_INDEX8);
GX_SetVtxDesc (GX_VA_CLR0, GX_INDEX8);
GX_SetVtxDesc (GX_VA_TEX0, GX_DIRECT);
GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_S16, 0);
GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0);
GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
GX_SetArray (GX_VA_POS, square, 3 * sizeof (s16));
GX_SetNumTexGens (1);
GX_SetTexCoordGen (GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);
GX_InvVtxCache (); // update vertex cache
GX_InitTexObj(&texobj, texturemem, vwidth, vheight, GX_TF_RGB565,
GX_CLAMP, GX_CLAMP, GX_FALSE);
if (!(GCSettings.render&1))
GX_InitTexObjLOD(&texobj,GX_NEAR,GX_NEAR_MIP_NEAR,2.5,9.0,0.0,GX_FALSE,GX_FALSE,GX_ANISO_1); // original/unfiltered video mode: force texture filtering OFF
}
static void draw_vert(u8 pos, u8 c, f32 s, f32 t)
{
GX_Position1x8(pos);
GX_Color1x8(c);
GX_TexCoord2f32(s, t);
}
static void draw_square(Mtx v)
{
Mtx m; // model matrix.
Mtx mv; // modelview matrix.
if (TiltScreen)
{
guMtxRotDeg(m, 'z', -TiltAngle);
guMtxScaleApply(m, m, 0.8, 0.8, 1);
}
else
{
guMtxIdentity(m);
}
guMtxTransApply(m, m, 0, 0, -100);
guMtxConcat(v, m, mv);
GX_LoadPosMtxImm(mv, GX_PNMTX0);
GX_Begin(GX_QUADS, GX_VTXFMT0, 4);
draw_vert(0, 0, 0.0, 0.0);
draw_vert(1, 0, 1.0, 0.0);
draw_vert(2, 0, 1.0, 1.0);
draw_vert(3, 0, 0.0, 1.0);
GX_End();
}
static void draw_cursor(Mtx v)
{
if (!CursorVisible || !CursorValid)
return;
GX_InitTexObj(&texobj, pointer1->GetImage(), 96, 96, GX_TF_RGBA8,GX_CLAMP, GX_CLAMP,GX_FALSE);
GX_LoadTexObj(&texobj, GX_TEXMAP0);
GX_SetBlendMode(GX_BM_BLEND,GX_BL_DSTALPHA,GX_BL_INVSRCALPHA,GX_LO_CLEAR);
GX_SetTevOp (GX_TEVSTAGE0, GX_REPLACE);
GX_SetVtxDesc (GX_VA_TEX0, GX_DIRECT);
Mtx m; // model matrix.
guMtxIdentity(m);
guMtxScaleApply(m, m, 0.070f, 0.10f, 0.06f);
// I needed to hack this position
guMtxTransApply(m, m, CursorX-315, 220-CursorY, -100);
GX_LoadPosMtxImm(m, GX_PNMTX0);
GX_Begin(GX_QUADS, GX_VTXFMT0, 4);
// I needed to hack the texture coords to cut out the opaque bit around the outside
draw_vert(0, 0, 0.4, 0.45);
draw_vert(1, 0, 0.76, 0.45);
draw_vert(2, 0, 0.76, 0.97);
draw_vert(3, 0, 0.4, 0.97);
GX_End();
GX_ClearVtxDesc ();
GX_SetVtxDesc (GX_VA_POS, GX_INDEX8);
GX_SetVtxDesc (GX_VA_CLR0, GX_INDEX8);
GX_SetVtxDesc (GX_VA_TEX0, GX_DIRECT);
GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_S16, 0);
GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0);
GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
GX_SetArray (GX_VA_POS, square, 3 * sizeof (s16));
GX_SetNumTexGens (1);
GX_SetTexCoordGen (GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);
GX_InvVtxCache (); // update vertex cache
GX_InitTexObj(&texobj, texturemem, vwidth, vheight, GX_TF_RGB565,
GX_CLAMP, GX_CLAMP, GX_FALSE);
if (!(GCSettings.render&1))
GX_InitTexObjLOD(&texobj,GX_NEAR,GX_NEAR_MIP_NEAR,2.5,9.0,0.0,GX_FALSE,GX_FALSE,GX_ANISO_1); // original/unfiltered video mode: force texture filtering OFF
}
/****************************************************************************
* StartGX
****************************************************************************/
static void GX_Start()
{
Mtx44 p;
GXColor background = { 0, 0, 0, 0xff };
/*** Clear out FIFO area ***/
memset (gp_fifo, 0, DEFAULT_FIFO_SIZE);
/*** Initialise GX ***/
GX_Init (&gp_fifo, DEFAULT_FIFO_SIZE);
GX_SetCopyClear (background, 0x00ffffff);
GX_SetViewport (0, 0, vmode->fbWidth, vmode->efbHeight, 0, 1);
GX_SetDispCopyYScale ((f32) vmode->xfbHeight / (f32) vmode->efbHeight);
GX_SetScissor (0, 0, vmode->fbWidth, vmode->efbHeight);
GX_SetDispCopySrc (0, 0, vmode->fbWidth, vmode->efbHeight);
GX_SetDispCopyDst (vmode->fbWidth, vmode->xfbHeight);
GX_SetCopyFilter (vmode->aa, vmode->sample_pattern, GX_TRUE, vmode->vfilter);
GX_SetFieldMode (vmode->field_rendering, ((vmode->viHeight == 2 * vmode->xfbHeight) ? GX_ENABLE : GX_DISABLE));
GX_SetPixelFmt (GX_PF_RGB8_Z24, GX_ZC_LINEAR);
GX_SetCullMode (GX_CULL_NONE);
GX_SetDispCopyGamma (GX_GM_1_0);
guOrtho(p, 480/2, -(480/2), -(640/2), 640/2, 10, 1000); // matrix, t, b, l, r, n, f
GX_LoadProjectionMtx (p, GX_ORTHOGRAPHIC);
GX_CopyDisp (xfb[whichfb], GX_TRUE); // reset xfb
GX_Flush();
pointer1 = new GuiImageData(player1_point_png);
}
/****************************************************************************
* UpdatePadsCB
*
* called by postRetraceCallback in InitGCVideo - scans gcpad and wpad
***************************************************************************/
static void
UpdatePadsCB ()
{
#ifdef HW_RVL
WPAD_ScanPads();
#endif
PAD_ScanPads();
}
/****************************************************************************
* Initialise Video
*
* Before doing anything in libogc, it's recommended to configure a video
* output.
****************************************************************************/
void InitialiseVideo ()
{
vmode = VIDEO_GetPreferredMode(NULL);
switch (vmode->viTVMode >> 2)
{
case VI_PAL:
// 576 lines (PAL 50hz)
break;
case VI_NTSC:
// 480 lines (NTSC 60hz)
break;
default:
// 480 lines (PAL 60Hz)
break;
}
#ifdef HW_DOL
/* we have component cables, why don't we switch into progressive?
* on the Wii, the user can do this themselves on their Wii Settings */
if(VIDEO_HaveComponentCable())
vmode = &TVNtsc480Prog;
#endif
// check for progressive scan
if (vmode->viTVMode == VI_TVMODE_NTSC_PROG)
progressive = true;
#ifdef HW_RVL
// widescreen fix
if(CONF_GetAspectRatio())
{
vmode->viWidth = VI_MAX_WIDTH_PAL-12;
vmode->viXOrigin = ((VI_MAX_WIDTH_PAL - vmode->viWidth) / 2) + 2;
}
#endif
VIDEO_Configure(vmode);
screenheight = vmode->xfbHeight;
screenwidth = vmode->fbWidth;
xfb[0] = (u32 *) MEM_K0_TO_K1 (SYS_AllocateFramebuffer (vmode));
xfb[1] = (u32 *) MEM_K0_TO_K1 (SYS_AllocateFramebuffer (vmode));
// A console is always useful while debugging
console_init (xfb[0], 20, 64, vmode->fbWidth, vmode->xfbHeight, vmode->fbWidth * 2);
// Clear framebuffers etc.
VIDEO_ClearFrameBuffer (vmode, xfb[0], COLOR_BLACK);
VIDEO_ClearFrameBuffer (vmode, xfb[1], COLOR_BLACK);
VIDEO_SetNextFramebuffer (xfb[0]);
// video callbacks
VIDEO_SetPostRetraceCallback ((VIRetraceCallback)UpdatePadsCB);
VIDEO_SetPreRetraceCallback ((VIRetraceCallback)copy_to_xfb);
VIDEO_SetBlack(FALSE);
VIDEO_Flush();
VIDEO_WaitVSync();
if(vmode->viTVMode&VI_NON_INTERLACE)
VIDEO_WaitVSync();
copynow = GX_FALSE;
GX_Start();
draw_init();
InitVideoThread ();
}
static void UpdateScaling()
{
int xscale;
int yscale;
float TvAspectRatio;
float GameboyAspectRatio;
float MaxStretchRatio = 1.6f;
if (GCSettings.scaling == 1)
MaxStretchRatio = 1.3f;
else if (GCSettings.scaling == 2)
MaxStretchRatio = 1.6f;
else
MaxStretchRatio = 1.0f;
#ifdef HW_RVL
if (CONF_GetAspectRatio() == CONF_ASPECT_16_9)
TvAspectRatio = 16.0f/9.0f;
else
TvAspectRatio = 4.0f/3.0f;
#else
if (GCSettings.scaling == 3)
TvAspectRatio = 16.0f/9.0f;
else
TvAspectRatio = 4.0f/3.0f;
#endif
if (vwidth == 240) // GBA
GameboyAspectRatio = 240.0f/160.0f; // assumes square pixels on GB Advance
else // GB or GBC
GameboyAspectRatio = 160.0f/144.0f; // assumes square pixels on GB Colour
if (TvAspectRatio>GameboyAspectRatio)
{
yscale = 240; // half of TV resolution 640x480
float StretchRatio = TvAspectRatio/GameboyAspectRatio;
if (StretchRatio > MaxStretchRatio)
StretchRatio = MaxStretchRatio;
xscale = 240.0f*GameboyAspectRatio*StretchRatio * ((4.0f/3.0f)/TvAspectRatio);
}
else
{
xscale = 320; // half of TV resolution 640x480
float StretchRatio = GameboyAspectRatio/TvAspectRatio;
if (StretchRatio > MaxStretchRatio)
StretchRatio = MaxStretchRatio;
yscale = 320.0f/GameboyAspectRatio*StretchRatio / ((4.0f/3.0f)/TvAspectRatio);
}
// change zoom
xscale *= GCSettings.ZoomLevel;
yscale *= GCSettings.ZoomLevel;
// Set new aspect
square[0] = square[9] = -xscale + GCSettings.xshift;
square[3] = square[6] = xscale + GCSettings.xshift;
square[1] = square[4] = yscale - GCSettings.yshift;
square[7] = square[10] = -yscale - GCSettings.yshift;
DCFlushRange (square, 32); // update memory BEFORE the GPU accesses it!
draw_init ();
memset(&view, 0, sizeof(Mtx));
guLookAt(view, &cam.pos, &cam.up, &cam.view);
GX_SetViewport(0, 0, vmode->fbWidth, vmode->efbHeight, 0, 1);
updateScaling = 0;
}
/****************************************************************************
* ResetVideo_Emu
*
* Reset the video/rendering mode for the emulator rendering
****************************************************************************/
void
ResetVideo_Emu ()
{
GXRModeObj *rmode;
Mtx44 p;
rmode = vmode; // same mode as menu
// reconfigure VI
VIDEO_Configure (rmode);
VIDEO_ClearFrameBuffer (vmode, xfb[whichfb], COLOR_BLACK);
VIDEO_Flush();
VIDEO_WaitVSync();
if (rmode->viTVMode & VI_NON_INTERLACE)
VIDEO_WaitVSync();
else
while (VIDEO_GetNextField())
VIDEO_WaitVSync();
// reconfigure GX
GX_SetViewport (0, 0, rmode->fbWidth, rmode->efbHeight, 0, 1);
GX_SetDispCopyYScale ((f32) rmode->xfbHeight / (f32) rmode->efbHeight);
GX_SetScissor (0, 0, rmode->fbWidth, rmode->efbHeight);
GX_SetDispCopySrc (0, 0, rmode->fbWidth, rmode->efbHeight);
GX_SetDispCopyDst (rmode->fbWidth, rmode->xfbHeight);
GX_SetCopyFilter (rmode->aa, rmode->sample_pattern, (GCSettings.render == 1) ? GX_TRUE : GX_FALSE, rmode->vfilter); // deflickering filter only for filtered mode
GX_SetFieldMode (rmode->field_rendering, ((rmode->viHeight == 2 * rmode->xfbHeight) ? GX_ENABLE : GX_DISABLE));
GX_SetPixelFmt (GX_PF_RGB8_Z24, GX_ZC_LINEAR);
GX_SetCullMode (GX_CULL_NONE);
GX_SetDispCopyGamma (GX_GM_1_0);
guOrtho(p, 480/2, -(480/2), -(640/2), 640/2, 10, 1000); // matrix, t, b, l, r, n, f
GX_LoadProjectionMtx (p, GX_ORTHOGRAPHIC);
// reinitialize texture
GX_InvalidateTexAll ();
GX_InitTexObj (&texobj, texturemem, vwidth, vheight, GX_TF_RGB565, GX_CLAMP, GX_CLAMP, GX_FALSE); // initialize the texture obj we are going to use
if (!(GCSettings.render&1))
GX_InitTexObjLOD(&texobj,GX_NEAR,GX_NEAR_MIP_NEAR,2.5,9.0,0.0,GX_FALSE,GX_FALSE,GX_ANISO_1); // original/unfiltered video mode: force texture filtering OFF
GX_Flush();
// set aspect ratio
updateScaling = 1;
}
/****************************************************************************
* ResetVideo_Menu
*
* Reset the video/rendering mode for the menu
****************************************************************************/
void
ResetVideo_Menu ()
{
Mtx44 p;
VIDEO_Configure (vmode);
VIDEO_ClearFrameBuffer (vmode, xfb[whichfb], COLOR_BLACK);
VIDEO_Flush();
VIDEO_WaitVSync();
if (vmode->viTVMode & VI_NON_INTERLACE)
VIDEO_WaitVSync();
else
while (VIDEO_GetNextField())
VIDEO_WaitVSync();
GX_SetViewport (0, 0, vmode->fbWidth, vmode->efbHeight, 0, 1);
GX_SetDispCopyYScale ((f32) vmode->xfbHeight / (f32) vmode->efbHeight);
GX_SetScissor (0, 0, vmode->fbWidth, vmode->efbHeight);
GX_SetDispCopySrc (0, 0, vmode->fbWidth, vmode->efbHeight);
GX_SetDispCopyDst (vmode->fbWidth, vmode->xfbHeight);
GX_SetCopyFilter (vmode->aa, vmode->sample_pattern, GX_TRUE, vmode->vfilter);
GX_SetFieldMode (vmode->field_rendering, ((vmode->viHeight == 2 * vmode->xfbHeight) ? GX_ENABLE : GX_DISABLE));
GX_SetPixelFmt (GX_PF_RGB8_Z24, GX_ZC_LINEAR);
guOrtho(p, 480/2, -(480/2), -(640/2), 640/2, 10, 1000); // matrix, t, b, l, r, n, f
GX_LoadProjectionMtx (p, GX_ORTHOGRAPHIC);
}
void GX_Render_Init(int width, int height)
{
if (texturemem)
free(texturemem);
/*** Allocate 32byte aligned texture memory ***/
texturesize = (width * height) * 2;
texturemem = (u8 *) memalign(32, texturesize);
memset(texturemem, 0, texturesize);
/*** Setup for first call to scaler ***/
vwidth = width;
vheight = height;
}
/****************************************************************************
* GX_Render
*
* Pass in a buffer, width and height to update as a tiled RGB565 texture
****************************************************************************/
void GX_Render(int width, int height, u8 * buffer, int pitch)
{
int h, w;
long long int *dst = (long long int *) texturemem;
long long int *src1 = (long long int *) buffer;
long long int *src2 = (long long int *) (buffer + pitch);
long long int *src3 = (long long int *) (buffer + (pitch * 2));
long long int *src4 = (long long int *) (buffer + (pitch * 3));
int rowpitch = (pitch >> 3) * 3;
int rowadjust = ( pitch % 8 ) * 4;
char *ra = NULL;
vwidth = width;
vheight = height;
// Ensure previous vb has complete
while ((LWP_ThreadIsSuspended (vbthread) == 0) || (copynow == GX_TRUE))
usleep (50);
whichfb ^= 1;
if(updateScaling)
UpdateScaling();
// clear texture objects
GX_InvVtxCache();
GX_InvalidateTexAll();
GX_SetTevOp(GX_TEVSTAGE0, GX_DECAL);
GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);
for (h = 0; h < vheight; h += 4)
{
for (w = 0; w < (vwidth >> 2); w++)
{
*dst++ = *src1++;
*dst++ = *src2++;
*dst++ = *src3++;
*dst++ = *src4++;
}
src1 += rowpitch;
src2 += rowpitch;
src3 += rowpitch;
src4 += rowpitch;
if ( rowadjust )
{
ra = (char *)src1;
src1 = (long long int *)(ra + rowadjust);
ra = (char *)src2;
src2 = (long long int *)(ra + rowadjust);
ra = (char *)src3;
src3 = (long long int *)(ra + rowadjust);
ra = (char *)src4;
src4 = (long long int *)(ra + rowadjust);
}
}
// load texture into GX
DCFlushRange(texturemem, texturesize);
GX_SetNumChans(1);
GX_LoadTexObj(&texobj, GX_TEXMAP0);
draw_square(view); // render textured quad
draw_cursor(view); // render cursor
GX_DrawDone();
GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE);
GX_SetColorUpdate(GX_TRUE);
// EFB is ready to be copied into XFB
VIDEO_SetNextFramebuffer(xfb[whichfb]);
VIDEO_Flush();
copynow = GX_TRUE;
// Return to caller, don't waste time waiting for vb
LWP_ResumeThread (vbthread);
}
/****************************************************************************
* Zoom Functions
***************************************************************************/
void
zoom (float speed)
{
if (GCSettings.ZoomLevel > 1)
GCSettings.ZoomLevel += (speed / -100.0);
else
GCSettings.ZoomLevel += (speed / -200.0);
if (GCSettings.ZoomLevel < 0.5)
GCSettings.ZoomLevel = 0.5;
else if (GCSettings.ZoomLevel > 2.0)
GCSettings.ZoomLevel = 2.0;
updateScaling = 1; // update video
}
void
zoom_reset ()
{
GCSettings.ZoomLevel = 1.0;
updateScaling = 1; // update video
}