ref: e98efaf118ae66c4d8f6c9e4e4f48682cc95522c
dir: /src/i_video.h/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005 Simon Howard // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // 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. // // DESCRIPTION: // System specific interface stuff. // //----------------------------------------------------------------------------- #ifndef __I_VIDEO__ #define __I_VIDEO__ #include "doomtype.h" // Screen width and height. #define SCREENWIDTH 320 #define SCREENHEIGHT 200 // Screen width used for "squash" scale functions #define SCREENWIDTH_4_3 256 // Screen height used for "stretch" scale functions. #define SCREENHEIGHT_4_3 240 #define MAX_MOUSE_BUTTONS 8 typedef struct { // Screen width and height int width; int height; // Initialisation function to call when using this mode. // Called with a pointer to the Doom palette. // // If NULL, no init function is called. void (*InitMode)(byte *palette); // Function to call to draw the screen from the source buffer. // Return true if draw was successful. boolean (*DrawScreen)(int x1, int y1, int x2, int y2); // If true, this is a "poor quality" mode. The autoadjust // code should always attempt to use a different mode to this // mode in fullscreen. // // Some notes about what "poor quality" means in this context: // // The aspect ratio correction works by scaling up to the larger // screen size and then drawing pixels on the edges between the // "virtual" pixels so that an authentic blocky look-and-feel is // achieved. // // For a mode like 640x480, you can imagine the grid of the // "original" pixels spaced out, with extra "blurry" pixels added // in the space between them to fill it out. However, when you're // running at a resolution like 320x240, this is not the case. In // the small screen case, every single pixel has to be a blurry // interpolation of two pixels from the original image. // // If you run in 320x240 and put your face up close to the screen // you can see this: it's particularly visible in the small yellow // status bar numbers for example. Overall it still looks "okay" // but there's an obvious - albeit small - deterioration in // quality. // // Once you get to 640x480, all the original pixels are there at // least once and it's okay (the higher the resolution, the more // accurate it is). When I first wrote the code I was expecting // that even higher resolutions would be needed before it would // look acceptable, but it turned out to be okay even at 640x480. boolean poor_quality; } screen_mode_t; typedef boolean (*grabmouse_callback_t)(void); // Called by D_DoomMain, // determines the hardware configuration // and sets up the video mode void I_InitGraphics (void); void I_GraphicsCheckCommandLine(void); void I_ShutdownGraphics(void); // Takes full 8 bit values. void I_SetPalette (byte* palette); int I_GetPaletteIndex(int r, int g, int b); void I_UpdateNoBlit (void); void I_FinishUpdate (void); void I_ReadScreen (byte* scr); void I_BeginRead (void); void I_EndRead (void); void I_SetWindowTitle(char *title); void I_CheckIsScreensaver(void); void I_SetGrabMouseCallback(grabmouse_callback_t func); void I_DisplayFPSDots(boolean dots_on); void I_BindVideoVariables(void); void I_InitWindowTitle(void); void I_InitWindowIcon(void); // Called before processing any tics in a frame (just after displaying a frame). // Time consuming syncronous operations are performed here (joystick reading). void I_StartFrame (void); // Called before processing each tic in a frame. // Quick syncronous operations are performed here. void I_StartTic (void); // Enable the loading disk image displayed when reading from disk. void I_EnableLoadingDisk(void); extern char *video_driver; extern boolean screenvisible; extern float mouse_acceleration; extern int mouse_threshold; extern int vanilla_keyboard_mapping; extern boolean screensaver_mode; extern int usegamma; extern byte *I_VideoBuffer; extern int screen_width; extern int screen_height; extern int screen_bpp; extern int fullscreen; extern int aspect_ratio_correct; #endif