mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-29 07:02:03 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
550d1e3421
8 changed files with 94 additions and 42 deletions
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@ -338,7 +338,14 @@ static bool LoadGLSegs(FileReader * lump)
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ml->side=LittleShort(ml->side);
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segs[i].sidedef = ldef->sidedef[ml->side];
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segs[i].frontsector = ldef->sidedef[ml->side]->sector;
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if (ldef->sidedef[ml->side] != NULL)
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{
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segs[i].frontsector = ldef->sidedef[ml->side]->sector;
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}
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else
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{
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segs[i].frontsector = NULL;
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}
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if (ldef->flags & ML_TWOSIDED && ldef->sidedef[ml->side^1] != NULL)
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{
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segs[i].backsector = ldef->sidedef[ml->side^1]->sector;
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@ -346,7 +353,7 @@ static bool LoadGLSegs(FileReader * lump)
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else
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{
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ldef->flags &= ~ML_TWOSIDED;
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segs[i].backsector = 0;
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segs[i].backsector = NULL;
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}
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}
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@ -385,7 +392,14 @@ static bool LoadGLSegs(FileReader * lump)
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ml->side=LittleShort(ml->side);
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segs[i].sidedef = ldef->sidedef[ml->side];
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segs[i].frontsector = ldef->sidedef[ml->side]->sector;
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if (ldef->sidedef[ml->side] != NULL)
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{
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segs[i].frontsector = ldef->sidedef[ml->side]->sector;
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}
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else
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{
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segs[i].frontsector = NULL;
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}
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if (ldef->flags & ML_TWOSIDED && ldef->sidedef[ml->side^1] != NULL)
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{
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segs[i].backsector = ldef->sidedef[ml->side^1]->sector;
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@ -393,7 +407,7 @@ static bool LoadGLSegs(FileReader * lump)
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else
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{
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ldef->flags &= ~ML_TWOSIDED;
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segs[i].backsector = 0;
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segs[i].backsector = NULL;
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}
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}
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@ -18,8 +18,6 @@
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#include "templates.h"
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#include "s_sound.h"
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void ScaleWithAspect (int &w, int &h, int Width, int Height);
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static void I_CheckGUICapture ();
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static void I_CheckNativeMouse ();
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@ -320,35 +318,11 @@ void MessagePump (const SDL_Event &sev)
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int x, y;
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SDL_GetMouseState (&x, &y);
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// Detect if we're doing scaling in the Window and adjust the mouse
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// coordinates accordingly. This could be more efficent, but I
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// don't think performance is an issue in the menus.
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SDL_Window *focus;
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if (screen->IsFullscreen() && (focus = SDL_GetMouseFocus ()))
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{
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int w, h;
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SDL_GetWindowSize (focus, &w, &h);
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int realw = w, realh = h;
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ScaleWithAspect (realw, realh, SCREENWIDTH, SCREENHEIGHT);
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if (realw != SCREENWIDTH || realh != SCREENHEIGHT)
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{
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double xratio = (double)SCREENWIDTH/realw;
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double yratio = (double)SCREENHEIGHT/realh;
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if (realw < w)
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{
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x = (x - (w - realw)/2)*xratio;
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y *= yratio;
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}
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else
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{
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y = (y - (h - realh)/2)*yratio;
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x *= xratio;
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}
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}
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}
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event.data1 = x;
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event.data2 = y;
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screen->ScaleCoordsFromWindow(event.data1, event.data2);
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event.type = EV_GUI_Event;
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if(sev.type == SDL_MOUSEMOTION)
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event.subtype = EV_GUI_MouseMove;
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@ -50,6 +50,7 @@ public:
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friend class SDLVideo;
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virtual void SetVSync (bool vsync);
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virtual void ScaleCoordsFromWindow(SWORD &x, SWORD &y);
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private:
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PalEntry SourcePalette[256];
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@ -723,6 +724,35 @@ void SDLFB::SetVSync (bool vsync)
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#endif // __APPLE__
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}
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void SDLFB::ScaleCoordsFromWindow(SWORD &x, SWORD &y)
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{
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// Detect if we're doing scaling in the Window and adjust the mouse
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// coordinates accordingly. This could be more efficent, but I
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// don't think performance is an issue in the menus.
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if(IsFullscreen())
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{
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int w, h;
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SDL_GetWindowSize (Screen, &w, &h);
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int realw = w, realh = h;
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ScaleWithAspect (realw, realh, SCREENWIDTH, SCREENHEIGHT);
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if (realw != SCREENWIDTH || realh != SCREENHEIGHT)
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{
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double xratio = (double)SCREENWIDTH/realw;
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double yratio = (double)SCREENHEIGHT/realh;
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if (realw < w)
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{
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x = (x - (w - realw)/2)*xratio;
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y *= yratio;
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}
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else
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{
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y = (y - (h - realh)/2)*yratio;
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x *= xratio;
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}
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}
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}
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}
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ADD_STAT (blit)
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{
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FString out;
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@ -398,8 +398,8 @@ public:
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virtual void WipeEndScreen();
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virtual bool WipeDo(int ticks);
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virtual void WipeCleanup();
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virtual int GetPixelDoubling() const { return 0; }
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virtual int GetTrueHeight() { return GetHeight(); }
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virtual void ScaleCoordsFromWindow(SWORD &x, SWORD &y) {}
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uint32 GetLastFPS() const { return LastCount; }
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@ -1028,6 +1028,28 @@ bool D3DFB::IsFullscreen ()
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return !Windowed;
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}
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//==========================================================================
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//
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// D3DFB :: ScaleCoordsFromWindow
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//
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// Given coordinates in window space, return coordinates in what the game
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// thinks screen space is.
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//
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//==========================================================================
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void D3DFB::ScaleCoordsFromWindow(SWORD &x, SWORD &y)
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{
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RECT rect;
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if (GetClientRect(Window, &rect))
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{
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x = SWORD(x * Width / (rect.right - rect.left));
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y = SWORD(y * TrueHeight / (rect.bottom - rect.top));
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}
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// Subtract letterboxing borders
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y -= (TrueHeight - Height) / 2;
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}
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//==========================================================================
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//
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// D3DFB :: Lock
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@ -806,6 +806,19 @@ bool DDrawFB::Is8BitMode()
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return vid_displaybits == 8;
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}
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void DDrawFB::ScaleCoordsFromWindow(SWORD &x, SWORD &y)
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{
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RECT rect;
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if (GetClientRect(Window, &rect))
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{
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x = SWORD(x * Width / (rect.right - rect.left));
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y = SWORD(y * TrueHeight / (rect.bottom - rect.top));
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}
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// Subtract letterboxing borders
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y -= (TrueHeight - Height) / 2;
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}
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bool DDrawFB::IsValid ()
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{
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return PrimarySurf != NULL;
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@ -323,11 +323,11 @@ bool GUIWndProcHook(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam, LRESU
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if (BlockMouseMove > 0) return true;
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}
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ev.data1 = LOWORD(lParam);
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ev.data2 = HIWORD(lParam);
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if (screen != NULL)
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{
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int shift = screen? screen->GetPixelDoubling() : 0;
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ev.data1 = LOWORD(lParam) >> shift;
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ev.data2 = HIWORD(lParam) >> shift;
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if (screen) ev.data2 -= (screen->GetTrueHeight() - screen->GetHeight())/2;
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screen->ScaleCoordsFromWindow(ev.data1, ev.data2);
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}
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if (wParam & MK_SHIFT) ev.data3 |= GKM_SHIFT;
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@ -164,8 +164,8 @@ public:
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void SetVSync (bool vsync);
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void NewRefreshRate();
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HRESULT GetHR ();
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virtual int GetTrueHeight() { return TrueHeight; }
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bool Is8BitMode();
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void ScaleCoordsFromWindow(SWORD &x, SWORD &y);
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void Blank ();
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bool PaintToWindow ();
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@ -269,8 +269,8 @@ public:
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bool WipeDo(int ticks);
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void WipeCleanup();
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HRESULT GetHR ();
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virtual int GetTrueHeight() { return TrueHeight; }
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bool Is8BitMode() { return false; }
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void ScaleCoordsFromWindow(SWORD &x, SWORD &y);
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private:
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friend class D3DTex;
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@ -380,7 +380,6 @@ private:
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void EndLineBatch();
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void EndBatch();
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void CopyNextFrontBuffer();
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int GetPixelDoubling() const { return PixelDoubling; }
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D3DCAPS9 DeviceCaps;
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