re3/src/render/Draw.h

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#pragma once
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enum eAspectRatio
{
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// Make sure these work the same as FrontEndMenuManager.m_PrefsUseWideScreen
// without widescreen support
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AR_4_3,
AR_16_9,
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AR_AUTO,
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};
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class CDraw
{
private:
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static float ms_fNearClipZ;
static float ms_fFarClipZ;
static float ms_fFOV;
#ifdef ASPECT_RATIO_SCALE
// we use this variable to scale a lot of 2D elements
// so better cache it
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static float ms_fAspectRatio;
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// similar thing for 3D rendering
static float ms_fScaledFOV;
#endif
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public:
static float ms_fLODDistance; // set but unused?
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static uint8 FadeValue;
static uint8 FadeRed;
static uint8 FadeGreen;
static uint8 FadeBlue;
#ifdef PROPER_SCALING
static bool ms_bProperScaling;
#endif
#ifdef FIX_RADAR
static bool ms_bFixRadar;
#endif
#ifdef FIX_SPRITES
static bool ms_bFixSprites;
#endif
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static void SetNearClipZ(float nearclip) { ms_fNearClipZ = nearclip; }
static float GetNearClipZ(void) { return ms_fNearClipZ; }
static void SetFarClipZ(float farclip) { ms_fFarClipZ = farclip; }
static float GetFarClipZ(void) { return ms_fFarClipZ; }
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static void SetFOV(float fov);
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static float GetFOV(void) { return ms_fFOV; }
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#ifdef ASPECT_RATIO_SCALE
static float GetScaledFOV(void) { return ms_fScaledFOV; }
#else
static float GetScaledFOV(void) { return ms_fFOV; }
#endif
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static float CalculateAspectRatio(void);
#ifdef ASPECT_RATIO_SCALE
static float ConvertFOV(float fov);
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#endif
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static float GetAspectRatio(void) { return ms_fAspectRatio; }
static void SetAspectRatio(float ratio) { ms_fAspectRatio = ratio; }
#ifdef PROPER_SCALING
static float ScaleY(float y);
#endif
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};