raze-gles/polymer/eduke32/source/premap.h
helixhorned cbb4d3c6eb Reimplement pixel doubling by drawing scene at 1/(2*2) resolution and expanding.
The pixel doubling now only applies to the area where the world scene is drawn,
i.e. it may be smaller than the physical screen / WM window size. The optimized
version is slightly faster than for non-doubled pixels for me (optimized build),
but see code for caveats. Some other minor issues:
- won't work when the world is drawn from demo cameras (and offscreen, but that
  matters less)
- will leave a few pixels empty when running with x resolutions not evenly
  divisible by 4

git-svn-id: https://svn.eduke32.com/eduke32@3421 1a8010ca-5511-0410-912e-c29ae57300e0
2013-01-20 21:17:31 +00:00

58 lines
2 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
//-------------------------------------------------------------------------
#ifndef __premap_h__
#define __premap_h__
typedef struct {
int32_t x1, y1;
int32_t xdimen, ydimen;
} halfdimen_t;
extern halfdimen_t g_halfScreen;
extern int32_t g_halveScreenArea;
extern int32_t g_levelTextTime;
extern int32_t g_numRealPalettes;
extern int32_t voting,vote_map,vote_episode;
extern palette_t CrosshairColors;
void G_SetupFilenameBasedMusic(char *levnamebuf, const char *boardfilename, int32_t level_number);
int32_t G_EnterLevel(int32_t g);
int32_t G_FindLevelByFile(const char *fn);
void G_CacheMapData(void);
void G_FadeLoad(int32_t r,int32_t g,int32_t b,int32_t start,int32_t end,int32_t step,int32_t ticwait);
void G_FreeMapState(int32_t mapnum);
void G_NewGame(int32_t vn,int32_t ln,int32_t sk);
void G_ResetTimers(void);
void G_SetCrosshairColor(int32_t r,int32_t g,int32_t b);
void G_UpdateScreenArea(void);
void G_SetViewportShrink(int32_t dir);
void P_RandomSpawnPoint(int32_t snum);
void P_ResetInventory(int32_t snum);
void P_ResetPlayer(int32_t snum);
void P_ResetStatus(int32_t snum);
void P_ResetWeapons(int32_t snum);
void G_ClearFIFO(void);
void G_SetupCamTile(int32_t i,int32_t wn);
void G_ResetInterpolations(void);
#endif