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https://github.com/ZDoom/qzdoom-gpl.git
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9b6756114b
- Fixed: If you enlarged the game window (in windowed mode) so that the window is bigger than the selected resolution, the menu would still take its inputs from the portion in the upper left that matched the resolution.
510 lines
18 KiB
C++
510 lines
18 KiB
C++
/*
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** v_video.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2008 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __V_VIDEO_H__
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#define __V_VIDEO_H__
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#include "doomtype.h"
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#include "doomdef.h"
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#include "dobject.h"
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#include "r_data/renderstyle.h"
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#include "c_cvars.h"
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extern int CleanWidth, CleanHeight, CleanXfac, CleanYfac;
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extern int CleanWidth_1, CleanHeight_1, CleanXfac_1, CleanYfac_1;
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extern int DisplayWidth, DisplayHeight, DisplayBits;
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bool V_DoModeSetup (int width, int height, int bits);
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void V_CalcCleanFacs (int designwidth, int designheight, int realwidth, int realheight, int *cleanx, int *cleany, int *cx1=NULL, int *cx2=NULL);
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class FTexture;
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// TagItem definitions for DrawTexture. As far as I know, tag lists
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// originated on the Amiga.
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//
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// Think of TagItems as an array of the following structure:
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//
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// struct TagItem {
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// DWORD ti_Tag;
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// DWORD ti_Data;
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// };
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#define TAG_DONE (0) /* Used to indicate the end of the Tag list */
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#define TAG_END (0) /* Ditto */
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#define TAG_IGNORE (1) /* Ignore this Tag */
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#define TAG_MORE (2) /* Ends this list and continues with the */
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/* list pointed to in ti_Data */
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#define TAG_USER ((DWORD)(1u<<30))
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enum
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{
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DTA_Base = TAG_USER + 5000,
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DTA_DestWidth, // width of area to draw to
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DTA_DestHeight, // height of area to draw to
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DTA_Alpha, // alpha value for translucency
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DTA_FillColor, // color to stencil onto the destination
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DTA_Translation, // translation table to recolor the source
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DTA_AlphaChannel, // bool: the source is an alpha channel; used with DTA_FillColor
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DTA_Clean, // bool: scale texture size and position by CleanXfac and CleanYfac
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DTA_320x200, // bool: scale texture size and position to fit on a virtual 320x200 screen
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DTA_Bottom320x200, // bool: same as DTA_320x200 but centers virtual screen on bottom for 1280x1024 targets
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DTA_CleanNoMove, // bool: like DTA_Clean but does not reposition output position
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DTA_CleanNoMove_1, // bool: like DTA_CleanNoMove, but uses Clean[XY]fac_1 instead
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DTA_FlipX, // bool: flip image horizontally //FIXME: Does not work with DTA_Window(Left|Right)
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DTA_ShadowColor, // color of shadow
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DTA_ShadowAlpha, // alpha of shadow
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DTA_Shadow, // set shadow color and alphas to defaults
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DTA_VirtualWidth, // pretend the canvas is this wide
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DTA_VirtualHeight, // pretend the canvas is this tall
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DTA_TopOffset, // override texture's top offset
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DTA_LeftOffset, // override texture's left offset
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DTA_CenterOffset, // bool: override texture's left and top offsets and set them for the texture's middle
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DTA_CenterBottomOffset,// bool: override texture's left and top offsets and set them for the texture's bottom middle
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DTA_WindowLeft, // don't draw anything left of this column (on source, not dest)
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DTA_WindowRight, // don't draw anything at or to the right of this column (on source, not dest)
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DTA_ClipTop, // don't draw anything above this row (on dest, not source)
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DTA_ClipBottom, // don't draw anything at or below this row (on dest, not source)
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DTA_ClipLeft, // don't draw anything to the left of this column (on dest, not source)
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DTA_ClipRight, // don't draw anything at or to the right of this column (on dest, not source)
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DTA_Masked, // true(default)=use masks from texture, false=ignore masks
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DTA_HUDRules, // use fullscreen HUD rules to position and size textures
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DTA_KeepRatio, // doesn't adjust screen size for DTA_Virtual* if the aspect ratio is not 4:3
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DTA_RenderStyle, // same as render style for actors
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DTA_ColorOverlay, // DWORD: ARGB to overlay on top of image; limited to black for software
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DTA_BilinearFilter, // bool: apply bilinear filtering to the image
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DTA_SpecialColormap,// pointer to FSpecialColormapParameters (likely to be forever hardware-only)
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DTA_ColormapStyle, // pointer to FColormapStyle (hardware-only)
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DTA_Fullscreen, // Draw image fullscreen (same as DTA_VirtualWidth/Height with graphics size.)
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// floating point duplicates of some of the above:
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DTA_DestWidthF,
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DTA_DestHeightF,
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DTA_TopOffsetF,
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DTA_LeftOffsetF,
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DTA_VirtualWidthF,
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DTA_VirtualHeightF,
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DTA_WindowLeftF,
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DTA_WindowRightF,
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// For DrawText calls:
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DTA_TextLen, // stop after this many characters, even if \0 not hit
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DTA_CellX, // horizontal size of character cell
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DTA_CellY, // vertical size of character cell
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};
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enum
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{
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HUD_Normal,
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HUD_HorizCenter
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};
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class FFont;
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struct FRemapTable;
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class player_t;
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typedef uint32 angle_t;
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//
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// VIDEO
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//
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// [RH] Made screens more implementation-independant:
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//
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class DCanvas : public DObject
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{
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DECLARE_ABSTRACT_CLASS (DCanvas, DObject)
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public:
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DCanvas (int width, int height);
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virtual ~DCanvas ();
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// Member variable access
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inline BYTE *GetBuffer () const { return Buffer; }
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inline int GetWidth () const { return Width; }
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inline int GetHeight () const { return Height; }
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inline int GetPitch () const { return Pitch; }
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virtual bool IsValid ();
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// Access control
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virtual bool Lock (bool buffered=true) = 0; // Returns true if the surface was lost since last time
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virtual void Unlock () = 0;
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virtual bool IsLocked () { return Buffer != NULL; } // Returns true if the surface is locked
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// Draw a linear block of pixels into the canvas
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virtual void DrawBlock (int x, int y, int width, int height, const BYTE *src) const;
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// Reads a linear block of pixels into the view buffer.
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virtual void GetBlock (int x, int y, int width, int height, BYTE *dest) const;
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// Dim the entire canvas for the menus
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virtual void Dim (PalEntry color = 0);
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// Dim part of the canvas
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virtual void Dim (PalEntry color, float amount, int x1, int y1, int w, int h);
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// Fill an area with a texture
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virtual void FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin=false);
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// Fill a simple polygon with a texture
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virtual void FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
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double originx, double originy, double scalex, double scaley, angle_t rotation,
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struct FDynamicColormap *colormap, int lightlevel);
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// Set an area to a specified color
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virtual void Clear (int left, int top, int right, int bottom, int palcolor, uint32 color);
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// Draws a line
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virtual void DrawLine(int x0, int y0, int x1, int y1, int palColor, uint32 realcolor);
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// Draws a single pixel
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virtual void DrawPixel(int x, int y, int palcolor, uint32 rgbcolor);
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// Calculate gamma table
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void CalcGamma (float gamma, BYTE gammalookup[256]);
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// Retrieves a buffer containing image data for a screenshot.
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// Hint: Pitch can be negative for upside-down images, in which case buffer
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// points to the last row in the buffer, which will be the first row output.
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virtual void GetScreenshotBuffer(const BYTE *&buffer, int &pitch, ESSType &color_type);
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// Releases the screenshot buffer.
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virtual void ReleaseScreenshotBuffer();
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// Text drawing functions -----------------------------------------------
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// 2D Texture drawing
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void STACK_ARGS DrawTexture (FTexture *img, double x, double y, int tags, ...);
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void FillBorder (FTexture *img); // Fills the border around a 4:3 part of the screen on non-4:3 displays
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void VirtualToRealCoords(double &x, double &y, double &w, double &h, double vwidth, double vheight, bool vbottom=false, bool handleaspect=true) const;
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// Code that uses these (i.e. SBARINFO) should probably be evaluated for using doubles all around instead.
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void VirtualToRealCoordsFixed(fixed_t &x, fixed_t &y, fixed_t &w, fixed_t &h, int vwidth, int vheight, bool vbottom=false, bool handleaspect=true) const;
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void VirtualToRealCoordsInt(int &x, int &y, int &w, int &h, int vwidth, int vheight, bool vbottom=false, bool handleaspect=true) const;
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// 2D Text drawing
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void STACK_ARGS DrawText (FFont *font, int normalcolor, int x, int y, const char *string, ...);
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#ifndef DrawText // See WinUser.h for the definition of DrawText as a macro
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void STACK_ARGS DrawTextA (FFont *font, int normalcolor, int x, int y, const char *string, ...);
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#endif
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void DrawTextV (FFont *font, int normalcolor, int x, int y, const char *string, va_list tags);
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void STACK_ARGS DrawChar (FFont *font, int normalcolor, int x, int y, BYTE character, ...);
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struct DrawParms
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{
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double x, y;
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double texwidth;
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double texheight;
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double destwidth;
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double destheight;
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double virtWidth;
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double virtHeight;
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double windowleft;
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double windowright;
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int dclip;
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int uclip;
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int lclip;
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int rclip;
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double top;
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double left;
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fixed_t alpha;
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uint32 fillcolor;
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FRemapTable *remap;
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const BYTE *translation;
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uint32 colorOverlay;
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INTBOOL alphaChannel;
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INTBOOL flipX;
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fixed_t shadowAlpha;
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int shadowColor;
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INTBOOL keepratio;
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INTBOOL masked;
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INTBOOL bilinear;
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FRenderStyle style;
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struct FSpecialColormap *specialcolormap;
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struct FColormapStyle *colormapstyle;
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};
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protected:
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BYTE *Buffer;
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int Width;
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int Height;
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int Pitch;
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int LockCount;
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bool ClipBox (int &left, int &top, int &width, int &height, const BYTE *&src, const int srcpitch) const;
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virtual void STACK_ARGS DrawTextureV (FTexture *img, double x, double y, uint32 tag, va_list tags);
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bool ParseDrawTextureTags (FTexture *img, double x, double y, uint32 tag, va_list tags, DrawParms *parms, bool hw) const;
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DCanvas() {}
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private:
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// Keep track of canvases, for automatic destruction at exit
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DCanvas *Next;
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static DCanvas *CanvasChain;
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void PUTTRANSDOT (int xx, int yy, int basecolor, int level);
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};
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// A canvas in system memory.
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class DSimpleCanvas : public DCanvas
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{
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DECLARE_CLASS (DSimpleCanvas, DCanvas)
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public:
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DSimpleCanvas (int width, int height);
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~DSimpleCanvas ();
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bool IsValid ();
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bool Lock (bool buffered=true);
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void Unlock ();
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protected:
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BYTE *MemBuffer;
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DSimpleCanvas() {}
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};
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// This class represents a native texture, as opposed to an FTexture.
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class FNativeTexture
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{
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public:
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virtual ~FNativeTexture();
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virtual bool Update() = 0;
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virtual bool CheckWrapping(bool wrapping);
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};
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// This class represents a texture lookup palette.
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class FNativePalette
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{
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public:
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virtual ~FNativePalette();
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virtual bool Update() = 0;
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};
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// A canvas that represents the actual display. The video code is responsible
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// for actually implementing this. Built on top of SimpleCanvas, because it
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// needs a system memory buffer when buffered output is enabled.
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class DFrameBuffer : public DSimpleCanvas
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{
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DECLARE_ABSTRACT_CLASS (DFrameBuffer, DSimpleCanvas)
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public:
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DFrameBuffer (int width, int height);
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// Force the surface to use buffered output if true is passed.
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virtual bool Lock (bool buffered) = 0;
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// Make the surface visible. Also implies Unlock().
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virtual void Update () = 0;
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// Return a pointer to 256 palette entries that can be written to.
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virtual PalEntry *GetPalette () = 0;
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// Stores the palette with flash blended in into 256 dwords
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virtual void GetFlashedPalette (PalEntry palette[256]) = 0;
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// Mark the palette as changed. It will be updated on the next Update().
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virtual void UpdatePalette () = 0;
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// Sets the gamma level. Returns false if the hardware does not support
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// gamma changing. (Always true for now, since palettes can always be
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// gamma adjusted.)
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virtual bool SetGamma (float gamma) = 0;
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// Sets a color flash. RGB is the color, and amount is 0-256, with 256
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// being all flash and 0 being no flash. Returns false if the hardware
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// does not support this. (Always true for now, since palettes can always
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// be flashed.)
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virtual bool SetFlash (PalEntry rgb, int amount) = 0;
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// Converse of SetFlash
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virtual void GetFlash (PalEntry &rgb, int &amount) = 0;
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// Returns the number of video pages the frame buffer is using.
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virtual int GetPageCount () = 0;
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// Returns true if running fullscreen.
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virtual bool IsFullscreen () = 0;
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// Changes the vsync setting, if supported by the device.
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virtual void SetVSync (bool vsync);
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// Tells the device to recreate itself with the new setting from vid_refreshrate.
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virtual void NewRefreshRate ();
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// Set the rect defining the area affected by blending.
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virtual void SetBlendingRect (int x1, int y1, int x2, int y2);
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bool Accel2D; // If true, 2D drawing can be accelerated.
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// Begin 2D drawing operations. This is like Update, but it doesn't end
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// the scene, and it doesn't present the image yet. If you are going to
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// be covering the entire screen with 2D elements, then pass false to
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// avoid copying the software buffer to the screen.
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// Returns true if hardware-accelerated 2D has been entered, false if not.
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virtual bool Begin2D(bool copy3d);
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// DrawTexture calls after Begin2D use native textures.
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// Draws the blending rectangle over the viewwindow if in hardware-
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// accelerated 2D mode.
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virtual void DrawBlendingRect();
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// Create a native texture from a game texture.
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virtual FNativeTexture *CreateTexture(FTexture *gametex, bool wrapping);
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// Create a palette texture from a remap/palette table.
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virtual FNativePalette *CreatePalette(FRemapTable *remap);
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// Precaches or unloads a texture
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virtual void GetHitlist(BYTE *hitlist);
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// Report a game restart
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virtual void GameRestart();
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// Screen wiping
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virtual bool WipeStartScreen(int type);
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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 void ScaleCoordsFromWindow(SWORD &x, SWORD &y) {}
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uint32 GetLastFPS() const { return LastCount; }
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#ifdef _WIN32
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virtual void PaletteChanged () = 0;
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virtual int QueryNewPalette () = 0;
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virtual bool Is8BitMode() = 0;
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#endif
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protected:
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void DrawRateStuff ();
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void CopyFromBuff (BYTE *src, int srcPitch, int width, int height, BYTE *dest);
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DFrameBuffer () {}
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private:
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uint32 LastMS, LastSec, FrameCount, LastCount, LastTic;
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};
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// This is the screen updated by I_FinishUpdate.
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extern DFrameBuffer *screen;
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#define SCREENWIDTH (screen->GetWidth ())
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#define SCREENHEIGHT (screen->GetHeight ())
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#define SCREENPITCH (screen->GetPitch ())
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EXTERN_CVAR (Float, Gamma)
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// Translucency tables
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// RGB32k is a normal R5G5B5 -> palette lookup table.
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// Use a union so we can "overflow" without warnings.
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// Otherwise, we get stuff like this from Clang (when compiled
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// with -fsanitize=bounds) while running:
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// src/v_video.cpp:390:12: runtime error: index 1068 out of bounds for type 'BYTE [32]'
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// src/r_draw.cpp:273:11: runtime error: index 1057 out of bounds for type 'BYTE [32]'
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union ColorTable32k
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{
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BYTE RGB[32][32][32];
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BYTE All[32 *32 *32];
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};
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extern "C" ColorTable32k RGB32k;
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// Col2RGB8 is a pre-multiplied palette for color lookup. It is stored in a
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// special R10B10G10 format for efficient blending computation.
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// --RRRRRrrr--BBBBBbbb--GGGGGggg-- at level 64
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// --------rrrr------bbbb------gggg at level 1
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extern "C" DWORD Col2RGB8[65][256];
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// Col2RGB8_LessPrecision is the same as Col2RGB8, but the LSB for red
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// and blue are forced to zero, so if the blend overflows, it won't spill
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// over into the next component's value.
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// --RRRRRrrr-#BBBBBbbb-#GGGGGggg-- at level 64
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// --------rrr#------bbb#------gggg at level 1
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extern "C" DWORD *Col2RGB8_LessPrecision[65];
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// Col2RGB8_Inverse is the same as Col2RGB8_LessPrecision, except the source
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// palette has been inverted.
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extern "C" DWORD Col2RGB8_Inverse[65][256];
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// "Magic" numbers used during the blending:
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// --000001111100000111110000011111 = 0x01f07c1f
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// -0111111111011111111101111111111 = 0x3FEFFBFF
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// -1000000000100000000010000000000 = 0x40100400
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// ------10000000001000000000100000 = 0x40100400 >> 5
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// --11111-----11111-----11111----- = 0x40100400 - (0x40100400 >> 5) aka "white"
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// --111111111111111111111111111111 = 0x3FFFFFFF
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// Allocates buffer screens, call before R_Init.
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void V_Init (bool restart);
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// Initializes graphics mode for the first time.
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void V_Init2 ();
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void V_Shutdown ();
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void V_MarkRect (int x, int y, int width, int height);
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// Returns the closest color to the one desired. String
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// should be of the form "rr gg bb".
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int V_GetColorFromString (const DWORD *palette, const char *colorstring);
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// Scans through the X11R6RGB lump for a matching color
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// and returns a color string suitable for V_GetColorFromString.
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FString V_GetColorStringByName (const char *name);
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// Tries to get color by name, then by string
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int V_GetColor (const DWORD *palette, const char *str);
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void V_DrawFrame (int left, int top, int width, int height);
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// If the view size is not full screen, draws a border around it.
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void V_DrawBorder (int x1, int y1, int x2, int y2);
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void V_RefreshViewBorder ();
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void V_SetBorderNeedRefresh();
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#if defined(X86_ASM) || defined(X64_ASM)
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extern "C" void ASM_PatchPitch (void);
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#endif
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int CheckRatio (int width, int height, int *trueratio=NULL);
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static inline int CheckRatio (double width, double height) { return CheckRatio(int(width), int(height)); }
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extern const int BaseRatioSizes[5][4];
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#endif // __V_VIDEO_H__
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