/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __RESOLUTIONSCALE_H__ #define __RESOLUTIONSCALE_H__ class idResolutionScale { public: idResolutionScale(); void InitForMap( const char * mapName ); // Returns a float from 0.5 to 1.0, representing // the estimated resolution downscale needed to // maintain the target framerate. void GetCurrentResolutionScale( float &x, float &y ); // This should be called after any discontinuous // view movement or force texture loading to prevent // the unusual frames from causing an excessively // low dynamic resolution. void ResetToFullResolution(); // Systems that don't have accurate GPU timing can pass 0 // to this, which will effectively disable resolution scaling. void SetCurrentGPUFrameTime( int microseconds ); // return console display text void GetConsoleText( idStr &s ); private: float dropMilliseconds; float raiseMilliseconds; int framesAboveRaise; float currentResolution; }; extern idResolutionScale resolutionScale; #endif // __RESOLUTIONSCALE_H__