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https://github.com/ZDoom/Raze.git
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cbb4d3c6eb
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
58 lines
2 KiB
C
58 lines
2 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010 EDuke32 developers and contributors
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This file is part of EDuke32.
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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//-------------------------------------------------------------------------
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#ifndef __premap_h__
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#define __premap_h__
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typedef struct {
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int32_t x1, y1;
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int32_t xdimen, ydimen;
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} halfdimen_t;
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extern halfdimen_t g_halfScreen;
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extern int32_t g_halveScreenArea;
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extern int32_t g_levelTextTime;
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extern int32_t g_numRealPalettes;
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extern int32_t voting,vote_map,vote_episode;
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extern palette_t CrosshairColors;
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void G_SetupFilenameBasedMusic(char *levnamebuf, const char *boardfilename, int32_t level_number);
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int32_t G_EnterLevel(int32_t g);
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int32_t G_FindLevelByFile(const char *fn);
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void G_CacheMapData(void);
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void G_FadeLoad(int32_t r,int32_t g,int32_t b,int32_t start,int32_t end,int32_t step,int32_t ticwait);
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void G_FreeMapState(int32_t mapnum);
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void G_NewGame(int32_t vn,int32_t ln,int32_t sk);
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void G_ResetTimers(void);
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void G_SetCrosshairColor(int32_t r,int32_t g,int32_t b);
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void G_UpdateScreenArea(void);
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void G_SetViewportShrink(int32_t dir);
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void P_RandomSpawnPoint(int32_t snum);
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void P_ResetInventory(int32_t snum);
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void P_ResetPlayer(int32_t snum);
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void P_ResetStatus(int32_t snum);
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void P_ResetWeapons(int32_t snum);
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void G_ClearFIFO(void);
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void G_SetupCamTile(int32_t i,int32_t wn);
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void G_ResetInterpolations(void);
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#endif
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