qzdoom/src/v_video.cpp
Christoph Oelckers 22cf35c1c7 - reworked the load/save menu to use the new console font.
Parts of this menu suffered badly from lack of screen space to convey the intended information due to the oversized fonts. With the new font this is a lot less problematic (unless using 320x200, of course)
2019-03-11 20:59:43 +01:00

962 lines
22 KiB
C++

/*
** Video basics and init code.
**
**---------------------------------------------------------------------------
** Copyright 1999-2016 Randy Heit
** Copyright 2005-2016 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <stdio.h>
#include "i_system.h"
#include "c_cvars.h"
#include "x86.h"
#include "i_video.h"
#include "r_state.h"
#include "am_map.h"
#include "doomstat.h"
#include "c_console.h"
#include "hu_stuff.h"
#include "m_argv.h"
#include "v_video.h"
#include "v_text.h"
#include "sc_man.h"
#include "w_wad.h"
#include "c_dispatch.h"
#include "cmdlib.h"
#include "sbar.h"
#include "hardware.h"
#include "m_png.h"
#include "r_utility.h"
#include "r_renderer.h"
#include "menu/menu.h"
#include "vm.h"
#include "r_videoscale.h"
#include "i_time.h"
#include "version.h"
#include "g_levellocals.h"
#include "am_map.h"
EXTERN_CVAR(Bool, cl_capfps)
EXTERN_CVAR(Int, menu_resolution_custom_width)
EXTERN_CVAR(Int, menu_resolution_custom_height)
CVAR(Int, win_x, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Int, win_y, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Int, win_w, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Int, win_h, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Bool, win_maximized, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
CUSTOM_CVAR(Int, vid_maxfps, 200, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (vid_maxfps < TICRATE && vid_maxfps != 0)
{
vid_maxfps = TICRATE;
}
else if (vid_maxfps > 1000)
{
vid_maxfps = 1000;
}
else if (cl_capfps == 0)
{
I_SetFPSLimit(vid_maxfps);
}
}
CUSTOM_CVAR(Int, vid_rendermode, 4, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
if (self < 0 || self > 4)
{
self = 4;
}
if (usergame)
{
// [SP] Update pitch limits to the netgame/gamesim.
players[consoleplayer].SendPitchLimits();
}
screen->SetTextureFilterMode();
// No further checks needed. All this changes now is which scene drawer the render backend calls.
}
CVAR(Int, vid_renderer, 1, 0) // for some stupid mods which threw caution out of the window...
EXTERN_CVAR(Bool, r_blendmethod)
int active_con_scale();
FRenderer *SWRenderer;
#define DBGBREAK assert(0)
class DDummyFrameBuffer : public DFrameBuffer
{
typedef DFrameBuffer Super;
public:
DDummyFrameBuffer (int width, int height)
: DFrameBuffer (0, 0)
{
SetVirtualSize(width, height);
}
// These methods should never be called.
void Update() { DBGBREAK; }
bool IsFullscreen() { DBGBREAK; return 0; }
int GetClientWidth() { DBGBREAK; return 0; }
int GetClientHeight() { DBGBREAK; return 0; }
void InitializeState() override {}
float Gamma;
};
int DisplayWidth, DisplayHeight;
FFont *SmallFont, *SmallFont2, *BigFont, *BigUpper, *ConFont, *IntermissionFont, *NewConsoleFont, *CurrentConsoleFont;
uint32_t Col2RGB8[65][256];
uint32_t *Col2RGB8_LessPrecision[65];
uint32_t Col2RGB8_Inverse[65][256];
ColorTable32k RGB32k;
ColorTable256k RGB256k;
static uint32_t Col2RGB8_2[63][256];
// [RH] The framebuffer is no longer a mere byte array.
// There's also only one, not four.
DFrameBuffer *screen;
CVAR (Int, vid_defwidth, 640, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Int, vid_defheight, 480, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, ticker, false, 0)
CUSTOM_CVAR (Bool, vid_vsync, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
if (screen != NULL)
{
screen->SetVSync (*self);
}
}
// [RH] Set true when vid_setmode command has been executed
bool setmodeneeded = false;
//==========================================================================
//
// DCanvas Constructor
//
//==========================================================================
DCanvas::DCanvas (int _width, int _height, bool _bgra)
{
// Init member vars
Width = _width;
Height = _height;
Bgra = _bgra;
Resize(_width, _height);
}
//==========================================================================
//
// DCanvas Destructor
//
//==========================================================================
DCanvas::~DCanvas ()
{
}
//==========================================================================
//
//
//
//==========================================================================
void DCanvas::Resize(int width, int height)
{
Width = width;
Height = height;
// Making the pitch a power of 2 is very bad for performance
// Try to maximize the number of cache lines that can be filled
// for each column drawing operation by making the pitch slightly
// longer than the width. The values used here are all based on
// empirical evidence.
if (width <= 640)
{
// For low resolutions, just keep the pitch the same as the width.
// Some speedup can be seen using the technique below, but the speedup
// is so marginal that I don't consider it worthwhile.
Pitch = width;
}
else
{
// If we couldn't figure out the CPU's L1 cache line size, assume
// it's 32 bytes wide.
if (CPU.DataL1LineSize == 0)
{
CPU.DataL1LineSize = 32;
}
// The Athlon and P3 have very different caches, apparently.
// I am going to generalize the Athlon's performance to all AMD
// processors and the P3's to all non-AMD processors. I don't know
// how smart that is, but I don't have a vast plethora of
// processors to test with.
if (CPU.bIsAMD)
{
Pitch = width + CPU.DataL1LineSize;
}
else
{
Pitch = width + MAX(0, CPU.DataL1LineSize - 8);
}
}
int bytes_per_pixel = Bgra ? 4 : 1;
Pixels.Resize(Pitch * height * bytes_per_pixel);
memset (Pixels.Data(), 0, Pixels.Size());
}
//==========================================================================
//
// V_GetColorFromString
//
// Passed a string of the form "#RGB", "#RRGGBB", "R G B", or "RR GG BB",
// returns a number representing that color. If palette is non-NULL, the
// index of the best match in the palette is returned, otherwise the
// RRGGBB value is returned directly.
//
//==========================================================================
int V_GetColorFromString (const uint32_t *palette, const char *cstr, FScriptPosition *sc)
{
int c[3], i, p;
char val[3];
val[2] = '\0';
// Check for HTML-style #RRGGBB or #RGB color string
if (cstr[0] == '#')
{
size_t len = strlen (cstr);
if (len == 7)
{
// Extract each eight-bit component into c[].
for (i = 0; i < 3; ++i)
{
val[0] = cstr[1 + i*2];
val[1] = cstr[2 + i*2];
c[i] = ParseHex (val, sc);
}
}
else if (len == 4)
{
// Extract each four-bit component into c[], expanding to eight bits.
for (i = 0; i < 3; ++i)
{
val[1] = val[0] = cstr[1 + i];
c[i] = ParseHex (val, sc);
}
}
else
{
// Bad HTML-style; pretend it's black.
c[2] = c[1] = c[0] = 0;
}
}
else
{
if (strlen(cstr) == 6)
{
char *p;
int color = strtol(cstr, &p, 16);
if (*p == 0)
{
// RRGGBB string
c[0] = (color & 0xff0000) >> 16;
c[1] = (color & 0xff00) >> 8;
c[2] = (color & 0xff);
}
else goto normal;
}
else
{
normal:
// Treat it as a space-delimited hexadecimal string
for (i = 0; i < 3; ++i)
{
// Skip leading whitespace
while (*cstr <= ' ' && *cstr != '\0')
{
cstr++;
}
// Extract a component and convert it to eight-bit
for (p = 0; *cstr > ' '; ++p, ++cstr)
{
if (p < 2)
{
val[p] = *cstr;
}
}
if (p == 0)
{
c[i] = 0;
}
else
{
if (p == 1)
{
val[1] = val[0];
}
c[i] = ParseHex (val, sc);
}
}
}
}
if (palette)
return ColorMatcher.Pick (c[0], c[1], c[2]);
else
return MAKERGB(c[0], c[1], c[2]);
}
//==========================================================================
//
// V_GetColorStringByName
//
// Searches for the given color name in x11r6rgb.txt and returns an
// HTML-ish "#RRGGBB" string for it if found or the empty string if not.
//
//==========================================================================
FString V_GetColorStringByName (const char *name, FScriptPosition *sc)
{
FMemLump rgbNames;
char *rgbEnd;
char *rgb, *endp;
int rgblump;
int c[3], step;
size_t namelen;
if (Wads.GetNumLumps()==0) return FString();
rgblump = Wads.CheckNumForName ("X11R6RGB");
if (rgblump == -1)
{
if (!sc) Printf ("X11R6RGB lump not found\n");
else sc->Message(MSG_WARNING, "X11R6RGB lump not found");
return FString();
}
rgbNames = Wads.ReadLump (rgblump);
rgb = (char *)rgbNames.GetMem();
rgbEnd = rgb + Wads.LumpLength (rgblump);
step = 0;
namelen = strlen (name);
while (rgb < rgbEnd)
{
// Skip white space
if (*rgb <= ' ')
{
do
{
rgb++;
} while (rgb < rgbEnd && *rgb <= ' ');
}
else if (step == 0 && *rgb == '!')
{ // skip comment lines
do
{
rgb++;
} while (rgb < rgbEnd && *rgb != '\n');
}
else if (step < 3)
{ // collect RGB values
c[step++] = strtoul (rgb, &endp, 10);
if (endp == rgb)
{
break;
}
rgb = endp;
}
else
{ // Check color name
endp = rgb;
// Find the end of the line
while (endp < rgbEnd && *endp != '\n')
endp++;
// Back up over any whitespace
while (endp > rgb && *endp <= ' ')
endp--;
if (endp == rgb)
{
break;
}
size_t checklen = ++endp - rgb;
if (checklen == namelen && strnicmp (rgb, name, checklen) == 0)
{
FString descr;
descr.Format ("#%02x%02x%02x", c[0], c[1], c[2]);
return descr;
}
rgb = endp;
step = 0;
}
}
if (rgb < rgbEnd)
{
if (!sc) Printf ("X11R6RGB lump is corrupt\n");
else sc->Message(MSG_WARNING, "X11R6RGB lump is corrupt");
}
return FString();
}
//==========================================================================
//
// V_GetColor
//
// Works like V_GetColorFromString(), but also understands X11 color names.
//
//==========================================================================
int V_GetColor (const uint32_t *palette, const char *str, FScriptPosition *sc)
{
FString string = V_GetColorStringByName (str, sc);
int res;
if (!string.IsEmpty())
{
res = V_GetColorFromString (palette, string, sc);
}
else
{
res = V_GetColorFromString (palette, str, sc);
}
return res;
}
int V_GetColor(const uint32_t *palette, FScanner &sc)
{
FScriptPosition scc = sc;
return V_GetColor(palette, sc.String, &scc);
}
//==========================================================================
//
// BuildTransTable
//
// Build the tables necessary for blending
//
//==========================================================================
static void BuildTransTable (const PalEntry *palette)
{
int r, g, b;
// create the RGB555 lookup table
for (r = 0; r < 32; r++)
for (g = 0; g < 32; g++)
for (b = 0; b < 32; b++)
RGB32k.RGB[r][g][b] = ColorMatcher.Pick ((r<<3)|(r>>2), (g<<3)|(g>>2), (b<<3)|(b>>2));
// create the RGB666 lookup table
for (r = 0; r < 64; r++)
for (g = 0; g < 64; g++)
for (b = 0; b < 64; b++)
RGB256k.RGB[r][g][b] = ColorMatcher.Pick ((r<<2)|(r>>4), (g<<2)|(g>>4), (b<<2)|(b>>4));
int x, y;
// create the swizzled palette
for (x = 0; x < 65; x++)
for (y = 0; y < 256; y++)
Col2RGB8[x][y] = (((palette[y].r*x)>>4)<<20) |
((palette[y].g*x)>>4) |
(((palette[y].b*x)>>4)<<10);
// create the swizzled palette with the lsb of red and blue forced to 0
// (for green, a 1 is okay since it never gets added into)
for (x = 1; x < 64; x++)
{
Col2RGB8_LessPrecision[x] = Col2RGB8_2[x-1];
for (y = 0; y < 256; y++)
{
Col2RGB8_2[x-1][y] = Col2RGB8[x][y] & 0x3feffbff;
}
}
Col2RGB8_LessPrecision[0] = Col2RGB8[0];
Col2RGB8_LessPrecision[64] = Col2RGB8[64];
// create the inverse swizzled palette
for (x = 0; x < 65; x++)
for (y = 0; y < 256; y++)
{
Col2RGB8_Inverse[x][y] = (((((255-palette[y].r)*x)>>4)<<20) |
(((255-palette[y].g)*x)>>4) |
((((255-palette[y].b)*x)>>4)<<10)) & 0x3feffbff;
}
}
CCMD(clean)
{
Printf ("CleanXfac: %d\nCleanYfac: %d\n", CleanXfac, CleanYfac);
}
void V_UpdateModeSize (int width, int height)
{
int cx1, cx2;
V_CalcCleanFacs(320, 200, width, height, &CleanXfac, &CleanYfac, &cx1, &cx2);
CleanWidth = width / CleanXfac;
CleanHeight = height / CleanYfac;
assert(CleanWidth >= 320 && CleanHeight >= 200);
int w = screen->GetWidth();
int factor;
if (w < 640) factor = 1;
else if (w >= 1024 && w < 1280) factor = 2;
else if (w >= 1600 && w < 1920) factor = 3;
else factor = w / 640;
CleanXfac_1 = CleanYfac_1 = factor;
CleanWidth_1 = width / CleanXfac_1;
CleanHeight_1 = height / CleanYfac_1;
DisplayWidth = width;
DisplayHeight = height;
R_OldBlend = ~0;
}
void V_OutputResized (int width, int height)
{
V_UpdateModeSize(width, height);
setsizeneeded = true;
if (StatusBar != NULL)
{
StatusBar->CallScreenSizeChanged();
}
C_NewModeAdjust();
// Reload crosshair if transitioned to a different size
ST_LoadCrosshair(true);
if (primaryLevel && primaryLevel->automap)
primaryLevel->automap->NewResolution();
}
void V_CalcCleanFacs (int designwidth, int designheight, int realwidth, int realheight, int *cleanx, int *cleany, int *_cx1, int *_cx2)
{
float ratio;
int cwidth;
int cheight;
int cx1, cy1, cx2, cy2;
// For larger screems always use at least a 16:9 ratio for clean factor calculation, even if the actual ratio is narrower.
if (realwidth > 1280 && (double)realwidth / realheight < 16./9)
{
realheight = realwidth * 9 / 16;
}
ratio = ActiveRatio(realwidth, realheight);
if (AspectTallerThanWide(ratio))
{
cwidth = realwidth;
cheight = realheight * AspectMultiplier(ratio) / 48;
}
else
{
cwidth = realwidth * AspectMultiplier(ratio) / 48;
cheight = realheight;
}
// Use whichever pair of cwidth/cheight or width/height that produces less difference
// between CleanXfac and CleanYfac.
cx1 = MAX(cwidth / designwidth, 1);
cy1 = MAX(cheight / designheight, 1);
cx2 = MAX(realwidth / designwidth, 1);
cy2 = MAX(realheight / designheight, 1);
if (abs(cx1 - cy1) <= abs(cx2 - cy2) || MAX(cx1, cx2) >= 4)
{ // e.g. 640x360 looks better with this.
*cleanx = cx1;
*cleany = cy1;
}
else
{ // e.g. 720x480 looks better with this.
*cleanx = cx2;
*cleany = cy2;
}
if (*cleanx < *cleany)
*cleany = *cleanx;
else
*cleanx = *cleany;
if (_cx1 != NULL) *_cx1 = cx1;
if (_cx2 != NULL) *_cx2 = cx2;
}
bool IVideo::SetResolution ()
{
DFrameBuffer *buff = CreateFrameBuffer();
if (buff == NULL) // this cannot really happen
{
return false;
}
screen = buff;
screen->InitializeState();
screen->SetGamma();
V_UpdateModeSize(screen->GetWidth(), screen->GetHeight());
return true;
}
//
// V_Init
//
void V_Init (bool restart)
{
const char *i;
int width, height, bits;
atterm (V_Shutdown);
// [RH] Initialize palette management
InitPalette ();
if (!restart)
{
width = height = bits = 0;
if ( (i = Args->CheckValue ("-width")) )
width = atoi (i);
if ( (i = Args->CheckValue ("-height")) )
height = atoi (i);
if (width == 0)
{
if (height == 0)
{
width = vid_defwidth;
height = vid_defheight;
}
else
{
width = (height * 8) / 6;
}
}
else if (height == 0)
{
height = (width * 6) / 8;
}
// Remember the passed arguments for the next time the game starts up windowed.
vid_defwidth = width;
vid_defheight = height;
screen = new DDummyFrameBuffer (width, height);
}
// Update screen palette when restarting
else
{
screen->UpdatePalette();
}
BuildTransTable (GPalette.BaseColors);
}
void V_Init2()
{
float gamma = static_cast<DDummyFrameBuffer *>(screen)->Gamma;
{
DFrameBuffer *s = screen;
screen = NULL;
delete s;
}
UCVarValue val;
val.Bool = !!Args->CheckParm("-devparm");
ticker.SetGenericRepDefault(val, CVAR_Bool);
I_InitGraphics();
Video->SetResolution(); // this only fails via exceptions.
Printf ("Resolution: %d x %d\n", SCREENWIDTH, SCREENHEIGHT);
// init these for the scaling menu
menu_resolution_custom_width = SCREENWIDTH;
menu_resolution_custom_height = SCREENHEIGHT;
screen->SetGamma ();
FBaseCVar::ResetColors ();
C_NewModeAdjust();
setsizeneeded = true;
}
void V_Shutdown()
{
if (screen)
{
DFrameBuffer *s = screen;
screen = NULL;
delete s;
}
V_ClearFonts();
}
CUSTOM_CVAR (Int, vid_aspect, 0, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
{
setsizeneeded = true;
if (StatusBar != NULL)
{
StatusBar->CallScreenSizeChanged();
}
}
// Helper for ActiveRatio and CheckRatio. Returns the forced ratio type, or -1 if none.
int ActiveFakeRatio(int width, int height)
{
int fakeratio = -1;
if ((vid_aspect >= 1) && (vid_aspect <= 6))
{
// [SP] User wants to force aspect ratio; let them.
fakeratio = int(vid_aspect);
if (fakeratio == 3)
{
fakeratio = 0;
}
else if (fakeratio == 5)
{
fakeratio = 3;
}
}
else if (vid_aspect == 0 && ViewportIsScaled43())
{
fakeratio = 0;
}
return fakeratio;
}
// Active screen ratio based on cvars and size
float ActiveRatio(int width, int height, float *trueratio)
{
static float forcedRatioTypes[] =
{
4 / 3.0f,
16 / 9.0f,
16 / 10.0f,
17 / 10.0f,
5 / 4.0f,
17 / 10.0f,
21 / 9.0f
};
float ratio = width / (float)height;
int fakeratio = ActiveFakeRatio(width, height);
if (trueratio)
*trueratio = ratio;
return (fakeratio != -1) ? forcedRatioTypes[fakeratio] : ratio;
}
DEFINE_ACTION_FUNCTION(_Screen, GetAspectRatio)
{
ACTION_RETURN_FLOAT(ActiveRatio(screen->GetWidth(), screen->GetHeight(), nullptr));
}
// Tries to guess the physical dimensions of the screen based on the
// screen's pixel dimensions. Can return:
// 0: 4:3
// 1: 16:9
// 2: 16:10
// 3: 17:10
// 4: 5:4
// 5: 17:10 (redundant, never returned)
// 6: 21:9
int CheckRatio (int width, int height, int *trueratio)
{
float aspect = width / (float)height;
static std::pair<float, int> ratioTypes[] =
{
{ 21 / 9.0f , 6 },
{ 16 / 9.0f , 1 },
{ 17 / 10.0f , 3 },
{ 16 / 10.0f , 2 },
{ 4 / 3.0f , 0 },
{ 5 / 4.0f , 4 },
{ 0.0f, 0 }
};
int ratio = ratioTypes[0].second;
float distance = fabs(ratioTypes[0].first - aspect);
for (int i = 1; ratioTypes[i].first != 0.0f; i++)
{
float d = fabs(ratioTypes[i].first - aspect);
if (d < distance)
{
ratio = ratioTypes[i].second;
distance = d;
}
}
int fakeratio = ActiveFakeRatio(width, height);
if (fakeratio == -1)
fakeratio = ratio;
if (trueratio)
*trueratio = ratio;
return fakeratio;
}
int AspectBaseWidth(float aspect)
{
return (int)round(240.0f * aspect * 3.0f);
}
int AspectBaseHeight(float aspect)
{
if (!AspectTallerThanWide(aspect))
return (int)round(200.0f * (320.0f / (AspectBaseWidth(aspect) / 3.0f)) * 3.0f);
else
return (int)round((200.0f * (4.0f / 3.0f)) / aspect * 3.0f);
}
double AspectPspriteOffset(float aspect)
{
if (!AspectTallerThanWide(aspect))
return 0.0;
else
return ((4.0 / 3.0) / aspect - 1.0) * 97.5;
}
int AspectMultiplier(float aspect)
{
if (!AspectTallerThanWide(aspect))
return (int)round(320.0f / (AspectBaseWidth(aspect) / 3.0f) * 48.0f);
else
return (int)round(200.0f / (AspectBaseHeight(aspect) / 3.0f) * 48.0f);
}
bool AspectTallerThanWide(float aspect)
{
return aspect < 1.333f;
}
void ScaleWithAspect (int &w, int &h, int Width, int Height)
{
int resRatio = CheckRatio (Width, Height);
int screenRatio;
CheckRatio (w, h, &screenRatio);
if (resRatio == screenRatio)
return;
double yratio;
switch(resRatio)
{
case 0: yratio = 4./3.; break;
case 1: yratio = 16./9.; break;
case 2: yratio = 16./10.; break;
case 3: yratio = 17./10.; break;
case 4: yratio = 5./4.; break;
case 6: yratio = 21./9.; break;
default: return;
}
double y = w/yratio;
if (y > h)
w = static_cast<int>(h * yratio);
else
h = static_cast<int>(y);
}
CCMD(vid_setsize)
{
if (argv.argc() < 3)
{
Printf("Usage: vid_setsize width height\n");
}
else
{
screen->SetWindowSize((int)strtol(argv[1], nullptr, 0), (int)strtol(argv[2], nullptr, 0));
V_OutputResized(screen->GetClientWidth(), screen->GetClientHeight());
}
}
void IVideo::DumpAdapters ()
{
Printf("Multi-monitor support unavailable.\n");
}
CUSTOM_CVAR(Bool, fullscreen, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
setmodeneeded = true;
}
CUSTOM_CVAR(Bool, vid_hdr, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
Printf("This won't take effect until " GAMENAME " is restarted.\n");
}
CCMD(vid_listadapters)
{
if (Video != NULL)
Video->DumpAdapters();
}
bool vid_hdr_active = false;
DEFINE_GLOBAL(SmallFont)
DEFINE_GLOBAL(SmallFont2)
DEFINE_GLOBAL(BigFont)
DEFINE_GLOBAL(ConFont)
DEFINE_GLOBAL(NewConsoleFont)
DEFINE_GLOBAL(IntermissionFont)
DEFINE_GLOBAL(CleanXfac)
DEFINE_GLOBAL(CleanYfac)
DEFINE_GLOBAL(CleanWidth)
DEFINE_GLOBAL(CleanHeight)
DEFINE_GLOBAL(CleanXfac_1)
DEFINE_GLOBAL(CleanYfac_1)
DEFINE_GLOBAL(CleanWidth_1)
DEFINE_GLOBAL(CleanHeight_1)