mirror of
https://gitea.wildfiregames.com/0ad/0ad.git
synced 2026-07-09 18:35:40 +00:00
Remove global g_xres and x_yres
Instead query g_VideoMode where needed. As both g_xres and g_yres aren't global anymore remove static from UpdateRenderer. While at it use more desicriptive names: GetXRes -> GetWindowWidth, GetYRes -> GetWindowHeight. This reduces the amount of variables tracking width and height by one each. Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
This commit is contained in:
@@ -32,6 +32,7 @@
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#include "ps/Game.h"
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#include "ps/Globals.h"
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#include "ps/Hotkey.h"
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#include "ps/VideoMode.h"
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#include "ps/World.h"
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#include "renderer/Renderer.h"
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#include "renderer/SceneRenderer.h"
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@@ -47,8 +48,6 @@
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#include <functional>
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#include <string>
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extern int g_xres, g_yres;
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// Maximum distance outside the edge of the map that the camera's
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// focus point can be moved
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static const float CAMERA_EDGE_MARGIN = 2.0f * TERRAIN_TILE_SIZE;
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@@ -105,8 +104,8 @@ CCameraController::CCameraController(CCamera& camera)
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SViewPort vp;
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vp.m_X = 0;
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vp.m_Y = 0;
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vp.m_Width = g_xres;
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vp.m_Height = g_yres;
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vp.m_Width = g_VideoMode.GetWindowWidth();
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vp.m_Height = g_VideoMode.GetWindowHeight();
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m_Camera.SetViewPort(vp);
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SetCameraProjection();
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@@ -206,12 +205,12 @@ void CCameraController::Update(const float deltaRealTime)
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if (g_mouse_active && m_ViewScrollMouseDetectDistance > 0)
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{
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if (g_mouse_x >= g_xres - m_ViewScrollMouseDetectDistance && g_mouse_x < g_xres)
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if (g_mouse_x >= g_VideoMode.GetWindowWidth() - m_ViewScrollMouseDetectDistance && g_mouse_x < g_VideoMode.GetWindowWidth())
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moveRightward += m_ViewScrollSpeed * deltaRealTime;
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else if (g_mouse_x < m_ViewScrollMouseDetectDistance && g_mouse_x >= 0)
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moveRightward -= m_ViewScrollSpeed * deltaRealTime;
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if (g_mouse_y >= g_yres - m_ViewScrollMouseDetectDistance && g_mouse_y < g_yres)
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if (g_mouse_y >= g_VideoMode.GetWindowHeight() - m_ViewScrollMouseDetectDistance && g_mouse_y < g_VideoMode.GetWindowHeight())
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moveForward -= m_ViewScrollSpeed * deltaRealTime;
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else if (g_mouse_y < m_ViewScrollMouseDetectDistance && g_mouse_y >= 0)
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moveForward += m_ViewScrollSpeed * deltaRealTime;
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+1
-1
@@ -461,7 +461,7 @@ IGUIObject* CGUI::FindObjectUnderMouse()
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CSize2D CGUI::GetWindowSize() const
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{
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return CSize2D{static_cast<float>(g_xres) / g_VideoMode.GetScale(), static_cast<float>(g_yres) / g_VideoMode.GetScale() };
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return CSize2D{static_cast<float>(g_VideoMode.GetWindowWidth()) / g_VideoMode.GetScale(), static_cast<float>(g_VideoMode.GetWindowHeight()) / g_VideoMode.GetScale() };
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}
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void CGUI::SendFocusMessage(EGUIMessageType msgType)
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@@ -1,4 +1,4 @@
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/* Copyright (C) 2025 Wildfire Games.
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/* Copyright (C) 2026 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@@ -34,8 +34,6 @@
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#include <optional>
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#include <utility>
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extern int g_xres, g_yres;
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// TODO Gee: CRect => CPoint ?
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void SGenerateTextImage::SetupSpriteCall(
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const bool left, CGUIText::SSpriteCall& spriteCall, const float width, const float y,
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@@ -152,13 +152,13 @@ void CConsole::Init()
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m_HistoryFile = L"config/console.txt";
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LoadHistory();
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UpdateScreenSize(g_xres, g_yres);
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UpdateScreenSize(g_VideoMode.GetWindowWidth(), g_VideoMode.GetWindowHeight());
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// Calculate and store the line spacing.
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const CFontMetrics font{CStrIntern(m_consoleFont)};
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m_FontHeight = font.GetHeight();
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m_FontWidth = font.GetCharacterWidth(L'C');
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m_CharsPerPage = static_cast<size_t>(g_xres / m_FontWidth);
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m_CharsPerPage = static_cast<size_t>(g_VideoMode.GetWindowWidth() / m_FontWidth);
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// Fonts constains two dimensions: the full height, and the cap height.
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// We are adding some offset to move the text up a bit, so it looks better in the console.
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m_FontOffset = font.GetCapHeight() / 2.f;
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@@ -30,8 +30,6 @@
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// (these variables are documented in the header.)
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bool g_PauseOnFocusLoss = false;
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int g_xres, g_yres;
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bool g_Quickstart = false;
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bool g_DisableAudio = false;
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@@ -1,4 +1,4 @@
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/* Copyright (C) 2025 Wildfire Games.
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/* Copyright (C) 2026 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@@ -21,8 +21,6 @@
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// flag to pause the game on window focus loss
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extern bool g_PauseOnFocusLoss;
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extern int g_xres, g_yres;
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extern bool g_Quickstart;
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extern bool g_DisableAudio;
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@@ -285,7 +285,7 @@ void WriteSystemInfo(Renderer::Backend::IDevice* device, const utsname& un)
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// graphics
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fprintf(f, "Video Card : %s\n", device->GetName().c_str());
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fprintf(f, "Video Driver : %s\n", device->GetDriverInformation().c_str());
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fprintf(f, "Video Mode : %dx%d:%d\n", g_VideoMode.GetXRes(), g_VideoMode.GetYRes(), g_VideoMode.GetBPP());
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fprintf(f, "Video Mode : %dx%d:%d\n", g_VideoMode.GetWindowWidth(), g_VideoMode.GetWindowHeight(), g_VideoMode.GetBPP());
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#if CONFIG2_AUDIO
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if (g_SoundManager)
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@@ -27,6 +27,7 @@
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#include "lib/timer.h"
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#include "maths/Matrix3D.h"
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#include "ps/Game.h"
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#include "ps/VideoMode.h"
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#include <SDL_events.h>
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#include <SDL_mouse.h>
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@@ -39,8 +40,6 @@
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// Same with right-click for finger 1.
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#define EMULATE_FINGERS_WITH_MOUSE 0
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extern int g_xres, g_yres;
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// NOTE: All this code is currently just a basic prototype for testing;
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// it might need significant redesigning for proper usage.
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@@ -279,11 +278,11 @@ Input::Reaction CTouchInput::HandleEvent(const SDL_Event& ev)
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ev.tfinger.x, ev.tfinger.y, ev.tfinger.dx, ev.tfinger.dy, ev.tfinger.pressure);
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if (ev.type == SDL_FINGERDOWN)
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OnFingerDown(ev.tfinger.fingerId, g_xres * ev.tfinger.x, g_yres * ev.tfinger.y);
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OnFingerDown(ev.tfinger.fingerId, g_VideoMode.GetWindowWidth() * ev.tfinger.x, g_VideoMode.GetWindowHeight() * ev.tfinger.y);
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else if (ev.type == SDL_FINGERUP)
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OnFingerUp(ev.tfinger.fingerId, g_xres * ev.tfinger.x, g_yres * ev.tfinger.y);
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OnFingerUp(ev.tfinger.fingerId, g_VideoMode.GetWindowWidth() * ev.tfinger.x, g_VideoMode.GetWindowHeight() * ev.tfinger.y);
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else if (ev.type == SDL_FINGERMOTION)
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OnFingerMotion(ev.tfinger.fingerId, g_xres * ev.tfinger.x, g_yres * ev.tfinger.y);
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OnFingerMotion(ev.tfinger.fingerId, g_VideoMode.GetWindowWidth() * ev.tfinger.x, g_VideoMode.GetWindowHeight() * ev.tfinger.y);
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return Input::Reaction::HANDLED;
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}
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}
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@@ -550,9 +550,6 @@ bool CVideoMode::SetVideoMode(int w, int h, int bpp, bool fullscreen)
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m_IsFullscreen = fullscreen;
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g_xres = m_CurrentW;
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g_yres = m_CurrentH;
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return true;
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}
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@@ -733,9 +730,9 @@ void CVideoMode::RecreateSwapChain()
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if (m_BackendDevice)
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{
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char nameBuffer[64];
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snprintf(nameBuffer, std::size(nameBuffer), "SwapChain: %dx%d", g_xres, g_yres);
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snprintf(nameBuffer, std::size(nameBuffer), "SwapChain: %dx%d", m_CurrentW, m_CurrentH);
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m_SwapChain = m_BackendDevice->CreateSwapChain(
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nameBuffer, m_Window, g_xres, g_yres, m_ConfigVSync, std::move(m_SwapChain));
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nameBuffer, m_Window, m_CurrentW, m_CurrentH, m_ConfigVSync, std::move(m_SwapChain));
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}
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}
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@@ -876,8 +873,8 @@ void CVideoMode::UpdateRenderer(int w, int h)
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if (w < 2) w = 2; // avoid GL errors caused by invalid sizes
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if (h < 2) h = 2;
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g_xres = w;
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g_yres = h;
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m_CurrentW = w;
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m_CurrentH = h;
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SViewPort vp = { 0, 0, w, h };
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@@ -915,13 +912,13 @@ int CVideoMode::GetBestBPP()
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return 32;
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}
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int CVideoMode::GetXRes() const
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int CVideoMode::GetWindowWidth() const
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{
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ENSURE(m_IsInitialised);
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return m_CurrentW;
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}
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int CVideoMode::GetYRes() const
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int CVideoMode::GetWindowHeight() const
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{
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ENSURE(m_IsInitialised);
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return m_CurrentH;
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@@ -88,10 +88,10 @@ public:
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* This should be called after the GL context has been resized.
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* This can also be used when the GL context is managed externally, not via SDL.
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*/
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static void UpdateRenderer(int w, int h);
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void UpdateRenderer(int windowWidth, int windowHeight);
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int GetXRes() const;
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int GetYRes() const;
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int GetWindowWidth() const;
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int GetWindowHeight() const;
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int GetBPP() const;
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bool IsVSyncEnabled() const;
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@@ -447,7 +447,7 @@ CRenderer::CRenderer(Renderer::Backend::IDevice* device)
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// Create terrain related stuff.
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new CTerrainTextureManager(device);
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Open(g_xres, g_yres);
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Open(g_VideoMode.GetWindowWidth(), g_VideoMode.GetWindowHeight());
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// Setup lighting environment. Since the Renderer accesses the
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// lighting environment through a pointer, this has to be done before
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@@ -697,7 +697,7 @@ void CRenderer::RenderFrameImpl(
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void CRenderer::RenderFrame2D(const bool renderGUI, const bool renderLogger)
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{
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CCanvas2D canvas(g_xres, g_yres, g_VideoMode.GetScale(), m->deviceCommandContext.get());
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CCanvas2D canvas(g_VideoMode.GetWindowWidth(), g_VideoMode.GetWindowHeight(), g_VideoMode.GetScale(), m->deviceCommandContext.get());
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m->sceneRenderer.RenderTextOverlays(canvas);
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@@ -745,7 +745,7 @@ void CRenderer::RenderScreenShot(const bool needsPresent)
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VfsPath filename;
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vfs::NextNumberedFilename(g_VFS, filenameFormat, g_NextScreenShotNumber, filename);
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const size_t width = static_cast<size_t>(g_xres), height = static_cast<size_t>(g_yres);
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const size_t width = static_cast<size_t>(g_VideoMode.GetWindowWidth()), height = static_cast<size_t>(g_VideoMode.GetWindowHeight());
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const size_t bpp = 24;
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const size_t img_size = width * height * bpp / 8;
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@@ -804,12 +804,12 @@ void CRenderer::RenderBigScreenShot(const bool needsPresent)
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return;
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}
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if (g_xres < tileWidth && g_yres < tileHeight)
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if (g_VideoMode.GetWindowWidth() < tileWidth && g_VideoMode.GetWindowHeight() < tileHeight)
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{
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LOGWARNING(
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"The window size is too small for a big screenshot, increase the"
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" window size %dx%d or decrease the tile size %dx%d",
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g_xres, g_yres, tileWidth, tileHeight);
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g_VideoMode.GetWindowWidth(), g_VideoMode.GetWindowHeight(), tileWidth, tileHeight);
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return;
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}
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@@ -897,8 +897,8 @@ void CRenderer::RenderBigScreenShot(const bool needsPresent)
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// Restore the viewport settings
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{
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g_Renderer.Resize(g_xres, g_yres);
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SViewPort vp = { 0, 0, g_xres, g_yres };
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g_Renderer.Resize(g_VideoMode.GetWindowWidth(), g_VideoMode.GetWindowHeight());
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SViewPort vp = { 0, 0, g_VideoMode.GetWindowWidth(), g_VideoMode.GetWindowHeight() };
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g_Game->GetView()->SetViewport(vp);
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g_Game->GetView()->SetCamera(oldCamera);
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}
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@@ -38,6 +38,7 @@
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#include "ps/CStrIntern.h"
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#include "ps/CStrInternStatic.h"
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#include "ps/Profile.h"
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#include "ps/VideoMode.h"
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#include "renderer/DebugRenderer.h"
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#include "renderer/Renderer.h"
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#include "renderer/Scene.h"
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@@ -53,8 +54,6 @@
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#include <iterator>
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#include <limits>
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extern int g_xres, g_yres;
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// For debugging
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static const bool g_DisablePreciseIntersections = false;
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@@ -258,9 +257,9 @@ void SilhouetteRenderer::ComputeSubmissions(const CCamera& camera)
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#if 0
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// For debugging ray-patch intersections - casts a ton of rays and draws
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// a sphere where they intersect
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for (int y = 0; y < g_yres; y += 8)
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for (int y = 0; y < g_VideoMode.GetWindowHeight(); y += 8)
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{
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for (int x = 0; x < g_xres; x += 8)
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for (int x = 0; x < g_VideoMode.GetWindowWidth(); x += 8)
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{
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SOverlaySphere sphere;
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sphere.m_Color = CColor(1, 0, 0, 1);
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@@ -483,7 +482,7 @@ void SilhouetteRenderer::RenderDebugOverlays(
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CMatrix3D m;
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m.SetIdentity();
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m.Scale(1.0f, -1.f, 1.0f);
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m.Translate(0.0f, (float)g_yres, -1000.0f);
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m.Translate(0.0f, static_cast<float>(g_VideoMode.GetWindowHeight()), -1000.0f);
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CMatrix3D proj;
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proj.SetOrtho(0.f, g_MaxCoord, 0.f, g_MaxCoord, -1.f, 1000.f);
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@@ -30,6 +30,7 @@
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#include "ps/Game.h"
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#include "ps/GameSetup/Config.h"
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#include "ps/Pyrogenesis.h"
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#include "ps/VideoMode.h"
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#include "scriptinterface/FunctionWrapper.h"
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#include "scriptinterface/Object.h"
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#include "scriptinterface/Request.h"
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@@ -118,12 +119,12 @@ std::vector<entity_id_t> PickPlayerEntitiesInRect(int x0, int y0, int x1, int y1
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std::vector<entity_id_t> PickPlayerEntitiesOnScreen(int player)
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{
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return EntitySelection::PickEntitiesInRect(*g_Game->GetSimulation2(), g_Game->GetView()->GetCamera(), 0, 0, g_xres, g_yres, player, false);
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return EntitySelection::PickEntitiesInRect(*g_Game->GetSimulation2(), g_Game->GetView()->GetCamera(), 0, 0, g_VideoMode.GetWindowWidth(), g_VideoMode.GetWindowHeight(), player, false);
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}
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std::vector<entity_id_t> PickNonGaiaEntitiesOnScreen()
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{
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return EntitySelection::PickNonGaiaEntitiesInRect(*g_Game->GetSimulation2(), g_Game->GetView()->GetCamera(), 0, 0, g_xres, g_yres, false);
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return EntitySelection::PickNonGaiaEntitiesInRect(*g_Game->GetSimulation2(), g_Game->GetView()->GetCamera(), 0, 0, g_VideoMode.GetWindowWidth(), g_VideoMode.GetWindowHeight(), false);
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}
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std::vector<entity_id_t> GetEntitiesWithStaticObstructionOnScreen()
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@@ -136,7 +137,9 @@ std::vector<entity_id_t> GetEntitiesWithStaticObstructionOnScreen()
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return cmpObstruction->GetObstructionType() == ICmpObstruction::STATIC;
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}
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};
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return EntitySelection::GetEntitiesWithComponentInRect<StaticObstructionFilter>(*g_Game->GetSimulation2(), IID_Obstruction, g_Game->GetView()->GetCamera(), 0, 0, g_xres, g_yres);
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return EntitySelection::GetEntitiesWithComponentInRect<StaticObstructionFilter>(*g_Game->GetSimulation2(),
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IID_Obstruction, g_Game->GetView()->GetCamera(), 0, 0,
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g_VideoMode.GetWindowWidth(), g_VideoMode.GetWindowHeight());
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}
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JS::Value GetEdgesOfStaticObstructionsOnScreenNearTo(const Script::Interface& scriptInterface, entity_pos_t x, entity_pos_t z)
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@@ -81,8 +81,6 @@
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class CTerrainTextureEntry;
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extern int g_xres, g_yres;
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struct ActorViewerImpl : public Scene
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{
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NONCOPYABLE(ActorViewerImpl);
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@@ -578,7 +576,7 @@ void ActorViewer::Render()
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sceneRenderer.RenderSceneOverlays(deviceCommandContext);
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{
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CCanvas2D canvas(g_xres, g_yres, g_VideoMode.GetScale(), deviceCommandContext);
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CCanvas2D canvas(g_VideoMode.GetWindowWidth(), g_VideoMode.GetWindowHeight(), g_VideoMode.GetScale(), deviceCommandContext);
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g_Logger->Render(canvas);
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g_ProfileViewer.RenderProfile(canvas);
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}
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@@ -215,7 +215,7 @@ MESSAGEHANDLER(SetCanvas)
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{
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// Need to set the canvas size before possibly doing any rendering,
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// else we'll get GL errors when trying to render to 0x0
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CVideoMode::UpdateRenderer(msg->width, msg->height);
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g_VideoMode.UpdateRenderer(msg->width, msg->height);
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g_AtlasGameLoop->glCanvas = msg->canvas;
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Atlas_GLSetCurrent(const_cast<void*>(g_AtlasGameLoop->glCanvas));
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@@ -224,7 +224,7 @@ MESSAGEHANDLER(SetCanvas)
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MESSAGEHANDLER(ResizeScreen)
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{
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CVideoMode::UpdateRenderer(msg->width, msg->height);
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g_VideoMode.UpdateRenderer(msg->width, msg->height);
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#if OS_MACOSX
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// OS X seems to require this to update the GL canvas
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@@ -125,8 +125,8 @@ MESSAGEHANDLER(GuiMouseButtonEvent)
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ev.button.clicks = msg->clicks;
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float x, y;
|
||||
msg->pos->GetScreenSpace(x, y);
|
||||
ev.button.x = static_cast<u16>(Clamp<int>(x, 0, g_xres));
|
||||
ev.button.y = static_cast<u16>(Clamp<int>(y, 0, g_yres));
|
||||
ev.button.x = static_cast<u16>(Clamp<int>(x, 0, g_VideoMode.GetWindowWidth()));
|
||||
ev.button.y = static_cast<u16>(Clamp<int>(y, 0, g_VideoMode.GetWindowHeight()));
|
||||
g_VideoMode.m_InputManager.DispatchEvent(ev);
|
||||
}
|
||||
|
||||
@@ -136,8 +136,8 @@ MESSAGEHANDLER(GuiMouseMotionEvent)
|
||||
ev.type = SDL_MOUSEMOTION;
|
||||
float x, y;
|
||||
msg->pos->GetScreenSpace(x, y);
|
||||
ev.motion.x = static_cast<u16>(Clamp<int>(x, 0, g_xres));
|
||||
ev.motion.y = static_cast<u16>(Clamp<int>(y, 0, g_yres));
|
||||
ev.motion.x = static_cast<u16>(Clamp<int>(x, 0, g_VideoMode.GetWindowWidth()));
|
||||
ev.motion.y = static_cast<u16>(Clamp<int>(y, 0, g_VideoMode.GetWindowHeight()));
|
||||
g_VideoMode.m_InputManager.DispatchEvent(ev);
|
||||
}
|
||||
|
||||
|
||||
@@ -54,8 +54,6 @@
|
||||
|
||||
extern void (*Atlas_GLSwapBuffers)(void* context);
|
||||
|
||||
extern int g_xres, g_yres;
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
void AtlasView::SetParam(const std::wstring& /*name*/, bool /*value*/)
|
||||
@@ -93,7 +91,7 @@ void AtlasViewActor::Update(float realFrameLength)
|
||||
|
||||
void AtlasViewActor::Render()
|
||||
{
|
||||
SViewPort vp = { 0, 0, g_xres, g_yres };
|
||||
SViewPort vp = { 0, 0, g_VideoMode.GetWindowWidth(), g_VideoMode.GetWindowHeight() };
|
||||
CCamera camera{GetCamera()};
|
||||
camera.SetViewPort(vp);
|
||||
camera.SetPerspectiveProjection(2.f, 512.f, DEGTORAD(20.f));
|
||||
@@ -246,7 +244,7 @@ void AtlasViewGame::Render()
|
||||
if (!swapChain || !swapChain->IsValid() || !swapChain->AcquireNextBackbuffer())
|
||||
return;
|
||||
|
||||
SViewPort vp = { 0, 0, g_xres, g_yres };
|
||||
SViewPort vp = { 0, 0, g_VideoMode.GetWindowWidth(), g_VideoMode.GetWindowHeight() };
|
||||
CCamera camera{GetCamera()};
|
||||
camera.SetViewPort(vp);
|
||||
camera.SetProjectionFromCamera(g_Game->GetView()->GetCamera());
|
||||
|
||||
Reference in New Issue
Block a user