mirror of
https://github.com/ZDoom/Raze.git
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2fa5e339fc
So that for anything new I don't have to bother with the awful 2D interface Build provides.
196 lines
7.1 KiB
C++
196 lines
7.1 KiB
C++
#pragma once
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/*
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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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#include "palentry.h"
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#include "renderstyle.h"
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#include "c_cvars.h"
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#include "v_2ddrawer.h"
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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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/* list pointed to in ti_Data */
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enum
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{
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DTA_Base = 1,
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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_TranslationIndex, // 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_HUDRulesC, // only used internally for marking HUD_HorizCenter
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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, // uint32_t: 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
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DTA_Desaturate, // explicit desaturation factor (does not do anything in Legacy OpenGL)
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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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// New additions.
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DTA_Color,
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DTA_FlipY, // bool: flip image vertically
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DTA_SrcX, // specify a source rectangle (this supersedes the poorly implemented DTA_WindowLeft/Right
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DTA_SrcY,
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DTA_SrcWidth,
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DTA_SrcHeight,
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DTA_LegacyRenderStyle, // takes an old-style STYLE_* constant instead of an FRenderStyle
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DTA_Burn, // activates the burn shader for this element
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DTA_Spacing, // Strings only: Additional spacing between characters
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DTA_Monospace, // Fonts only: Use a fixed distance between characters.
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};
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enum EMonospacing : int
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{
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Off = 0,
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CellLeft = 1,
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CellCenter = 2,
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CellRight = 3
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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 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 cleanmode;
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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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float Alpha;
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int remap;
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PalEntry fillcolor;
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PalEntry colorOverlay;
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PalEntry color;
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int alphaChannel;
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int flipX;
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int flipY;
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//float shadowAlpha;
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int shadowColor;
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int keepratio;
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int masked;
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int bilinear;
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FRenderStyle style;
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int desaturate;
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int scalex, scaley;
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int cellx, celly;
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int monospace;
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int spacing;
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int maxstrlen;
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bool fortext;
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bool virtBottom;
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double srcx, srcy;
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double srcwidth, srcheight;
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bool burn;
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};
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struct Va_List
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{
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va_list list;
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};
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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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inline bool IsRatioWidescreen(int ratio) { return (ratio & 3) != 0; }
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float ActiveRatio (int width, int height, float *trueratio = NULL);
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static inline double ActiveRatio (double width, double height) { return ActiveRatio(int(width), int(height)); }
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int AspectBaseWidth(float aspect);
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int AspectBaseHeight(float aspect);
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double AspectPspriteOffset(float aspect);
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int AspectMultiplier(float aspect);
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bool AspectTallerThanWide(float aspect);
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void ScaleWithAspect(int &w, int &h, int Width, int Height);
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int GetUIScale(int altval);
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int GetConScale(int altval);
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