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author | aap <aap@papnet.eu> | 2019-07-03 17:35:09 +0200 |
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committer | GitHub <noreply@github.com> | 2019-07-03 17:35:09 +0200 |
commit | 92af18c165444080fae8bcd2dc9ea6f439ac0039 (patch) | |
tree | c7136d627079976fc976cd7b6d66e7ef46cf79f1 /src/common.h | |
parent | fixed boat rendering (diff) | |
parent | Update Frontend. (diff) | |
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Diffstat (limited to 'src/common.h')
-rw-r--r-- | src/common.h | 14 |
1 files changed, 0 insertions, 14 deletions
diff --git a/src/common.h b/src/common.h index 7f304e90..3d260f6e 100644 --- a/src/common.h +++ b/src/common.h @@ -56,26 +56,12 @@ extern void **rwengine; #include "skeleton.h" #include "Draw.h" -/* - { SCREEN_STRETCH } Done originally by the game for most of the printed stuff. - Stretches everything to screen avoiding it's aspect ratio. - Looks good only in 4:3. - - { SCREEN_SCALE } Alternative to the one above, it's used in this project to scale - original content to a *DEFINED aspect ratio with the possibility to - set a multiplier and scale content differently. - In theory should look good on any screen. -*/ - #define DEFAULT_SCREEN_WIDTH (640) #define DEFAULT_SCREEN_HEIGHT (448) #define DEFAULT_ASPECT_RATIO (4.0f/3.0f) // game uses maximumWidth/Height, but this probably won't work // with RW windowed mode -// TODO: get rid of one of the two -#define SCREENW (RsGlobal.width) -#define SCREENH (RsGlobal.height) #define SCREEN_WIDTH ((float)RsGlobal.width) #define SCREEN_HEIGHT ((float)RsGlobal.height) #define SCREEN_ASPECT_RATIO (CDraw::GetAspectRatio()) |