forked from Ports/perfect_dark
Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-debugger
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@@ -317,4 +317,4 @@ allclean:
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rm -rf src/generated
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codeclean:
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find $(B_DIR)/game $(B_DIR)/inflate $(B_DIR)/lib $(B_DIR)/port -name '*.o' -delete
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find $(B_DIR)/ -name '*.o' -delete
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@@ -27,6 +27,7 @@ extern struct XYWidthHeight
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gfx_current_game_window_viewport; // The area of the window the game is drawn to, (0, 0) is top-left corner
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extern uint32_t gfx_msaa_level;
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extern struct XYWidthHeight gfx_current_native_viewport; // The internal/native video mode of the game
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extern float gfx_current_native_aspect; // The aspect ratio of the above mode
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extern bool gfx_framebuffers_enabled;
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void gfx_init(struct GfxWindowManagerAPI* wapi, struct GfxRenderingAPI* rapi, const char* game_name,
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@@ -217,6 +217,7 @@ struct GfxDimensions gfx_current_dimensions;
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static struct GfxDimensions gfx_prev_dimensions;
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struct XYWidthHeight gfx_current_game_window_viewport;
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struct XYWidthHeight gfx_current_native_viewport;
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float gfx_current_native_aspect = 4.f / 3.f;
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bool gfx_framebuffers_enabled = true;
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static bool game_renders_to_framebuffer;
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@@ -1652,12 +1653,12 @@ static void gfx_sp_geometry_mode(uint32_t clear, uint32_t set) {
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static inline void gfx_update_aspect_mode(void) {
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const uint32_t side = rsp.aspect_mode & G_ASPECT_CENTER_EXT;
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rsp.aspect_scale = rsp.aspect_mode ? (4.f / 3.f) : gfx_current_window_dimensions.aspect_ratio;
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rsp.aspect_scale = rsp.aspect_mode ? gfx_current_native_aspect : gfx_current_window_dimensions.aspect_ratio;
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if (side == G_ASPECT_LEFT_EXT) {
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rsp.aspect_ofs = 1.f - 3.f * gfx_current_dimensions.aspect_ratio / 4.f;
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rsp.aspect_ofs = 1.f - gfx_current_dimensions.aspect_ratio / gfx_current_native_aspect;
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} else if (side == G_ASPECT_RIGHT_EXT) {
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rsp.aspect_ofs = 3.f * gfx_current_dimensions.aspect_ratio / 4.f - 1.f;
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rsp.aspect_ofs = gfx_current_dimensions.aspect_ratio / gfx_current_native_aspect - 1.f;
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} else {
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rsp.aspect_ofs = 0.f;
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}
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@@ -1685,8 +1686,8 @@ static void gfx_adjust_viewport_or_scissor(XYWidthHeight* area, bool preserve_as
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area->y = SCREEN_HEIGHT - area->y;
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area->y *= RATIO_Y;
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if (preserve_aspect) {
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// preserve 4:3
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const float ratio = (4.f / 3.f) / gfx_current_dimensions.aspect_ratio;
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// preserve native aspect ratio
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const float ratio = gfx_current_native_aspect / gfx_current_dimensions.aspect_ratio;
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const float midx = gfx_current_dimensions.width * 0.5f;
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area->x = midx + (area->x - midx) * ratio;
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area->x += rsp.aspect_ofs * gfx_current_dimensions.width * 0.5f;
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@@ -13,6 +13,11 @@
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#include "debugger.h"
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#include "fs.h"
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#if !SDL_VERSION_ATLEAST(2, 0, 14)
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// this was added in 2.0.14
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#define SDL_CONTROLLER_TYPE_VIRTUAL SDL_CONTROLLER_TYPE_UNKNOWN
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#endif
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#define CONTROLLERDB_FNAME "gamecontrollerdb.txt"
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#define MAX_BIND_STR 256
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+3
-1
@@ -39,7 +39,8 @@ s32 videoInit(void)
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renderingAPI = &gfx_opengl_api;
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gfx_current_native_viewport.width = 320;
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gfx_current_native_viewport.height = 240;
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gfx_current_native_viewport.height = 220;
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gfx_current_native_aspect = 320.f / 220.f;
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gfx_framebuffers_enabled = (bool)vidFramebuffers;
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gfx_msaa_level = vidMSAA;
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@@ -110,6 +111,7 @@ void videoUpdateNativeResolution(s32 w, s32 h)
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{
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gfx_current_native_viewport.width = w;
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gfx_current_native_viewport.height = h;
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gfx_current_native_aspect = (float)w / (float)h;
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}
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s32 videoGetNativeWidth(void)
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