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authorNeoBrainX <NeoBrainX@gmail.com>2012-09-29 00:04:55 +0200
committerNeoBrainX <NeoBrainX@gmail.com>2012-11-16 14:25:49 +0100
commit78031c2d54b4acbca14747c57572b34e2530e474 (patch)
treeb6ab161ffbe61fee198616b0b3e114ab4aa5b62f /Source/Core/VideoCommon/Src/VideoConfig.cpp
parent035840e7b57d8056c1b8546aa5d2ae3a8b65d6e4 (diff)
Move ComputeDrawRectangle() to Renderer::UpdateDrawRectangle().
Diffstat (limited to 'Source/Core/VideoCommon/Src/VideoConfig.cpp')
-rw-r--r--Source/Core/VideoCommon/Src/VideoConfig.cpp122
1 files changed, 0 insertions, 122 deletions
diff --git a/Source/Core/VideoCommon/Src/VideoConfig.cpp b/Source/Core/VideoCommon/Src/VideoConfig.cpp
index c5628c19a1..cd63871365 100644
--- a/Source/Core/VideoCommon/Src/VideoConfig.cpp
+++ b/Source/Core/VideoCommon/Src/VideoConfig.cpp
@@ -290,125 +290,3 @@ void VideoConfig::GameIniSave(const char* default_ini, const char* game_ini)
iniFile.Save(game_ini);
}
-
-
-// TODO: remove
-extern bool g_aspect_wide;
-
-// TODO: Figure out a better place for this function.
-void ComputeDrawRectangle(int backbuffer_width, int backbuffer_height, bool flip, TargetRectangle *rc)
-{
- float FloatGLWidth = (float)backbuffer_width;
- float FloatGLHeight = (float)backbuffer_height;
- float FloatXOffset = 0;
- float FloatYOffset = 0;
-
- // The rendering window size
- const float WinWidth = FloatGLWidth;
- const float WinHeight = FloatGLHeight;
-
- // Handle aspect ratio.
- // Default to auto.
- bool use16_9 = g_aspect_wide;
-
- // Update aspect ratio hack values
- // Won't take effect until next frame
- // Don't know if there is a better place for this code so there isn't a 1 frame delay
- if ( g_ActiveConfig.bWidescreenHack )
- {
- float source_aspect = use16_9 ? (16.0f / 9.0f) : (4.0f / 3.0f);
- float target_aspect;
-
- switch ( g_ActiveConfig.iAspectRatio )
- {
- case ASPECT_FORCE_16_9 :
- target_aspect = 16.0f / 9.0f;
- break;
- case ASPECT_FORCE_4_3 :
- target_aspect = 4.0f / 3.0f;
- break;
- case ASPECT_STRETCH :
- target_aspect = WinWidth / WinHeight;
- break;
- default :
- // ASPECT_AUTO == no hacking
- target_aspect = source_aspect;
- break;
- }
-
- float adjust = source_aspect / target_aspect;
- if ( adjust > 1 )
- {
- // Vert+
- g_Config.fAspectRatioHackW = 1;
- g_Config.fAspectRatioHackH = 1/adjust;
- }
- else
- {
- // Hor+
- g_Config.fAspectRatioHackW = adjust;
- g_Config.fAspectRatioHackH = 1;
- }
- }
- else
- {
- // Hack is disabled
- g_Config.fAspectRatioHackW = 1;
- g_Config.fAspectRatioHackH = 1;
- }
-
- // Check for force-settings and override.
- if (g_ActiveConfig.iAspectRatio == ASPECT_FORCE_16_9)
- use16_9 = true;
- else if (g_ActiveConfig.iAspectRatio == ASPECT_FORCE_4_3)
- use16_9 = false;
-
- if (g_ActiveConfig.iAspectRatio != ASPECT_STRETCH)
- {
- // The rendering window aspect ratio as a proportion of the 4:3 or 16:9 ratio
- float Ratio = (WinWidth / WinHeight) / (!use16_9 ? (4.0f / 3.0f) : (16.0f / 9.0f));
- // Check if height or width is the limiting factor. If ratio > 1 the picture is too wide and have to limit the width.
- if (Ratio > 1.0f)
- {
- // Scale down and center in the X direction.
- FloatGLWidth /= Ratio;
- FloatXOffset = (WinWidth - FloatGLWidth) / 2.0f;
- }
- // The window is too high, we have to limit the height
- else
- {
- // Scale down and center in the Y direction.
- FloatGLHeight *= Ratio;
- FloatYOffset = FloatYOffset + (WinHeight - FloatGLHeight) / 2.0f;
- }
- }
-
- // -----------------------------------------------------------------------
- // Crop the picture from 4:3 to 5:4 or from 16:9 to 16:10.
- // Output: FloatGLWidth, FloatGLHeight, FloatXOffset, FloatYOffset
- // ------------------
- if (g_ActiveConfig.iAspectRatio != ASPECT_STRETCH && g_ActiveConfig.bCrop)
- {
- float Ratio = !use16_9 ? ((4.0f / 3.0f) / (5.0f / 4.0f)) : (((16.0f / 9.0f) / (16.0f / 10.0f)));
- // The width and height we will add (calculate this before FloatGLWidth and FloatGLHeight is adjusted)
- float IncreasedWidth = (Ratio - 1.0f) * FloatGLWidth;
- float IncreasedHeight = (Ratio - 1.0f) * FloatGLHeight;
- // The new width and height
- FloatGLWidth = FloatGLWidth * Ratio;
- FloatGLHeight = FloatGLHeight * Ratio;
- // Adjust the X and Y offset
- FloatXOffset = FloatXOffset - (IncreasedWidth * 0.5f);
- FloatYOffset = FloatYOffset - (IncreasedHeight * 0.5f);
- }
-
- int XOffset = (int)(FloatXOffset + 0.5f);
- int YOffset = (int)(FloatYOffset + 0.5f);
- int iWhidth = (int)ceil(FloatGLWidth);
- int iHeight = (int)ceil(FloatGLHeight);
- iWhidth -= iWhidth % 4; // ensure divisibility by 4 to make it compatible with all the video encoders
- iHeight -= iHeight % 4;
- rc->left = XOffset;
- rc->top = flip ? (int)(YOffset + iHeight) : YOffset;
- rc->right = XOffset + iWhidth;
- rc->bottom = flip ? YOffset : (int)(YOffset + iHeight);
-}