bb .ini hello defines
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@ -1297,21 +1297,12 @@ void CRadar::TransformRadarPointToScreenSpace(CVector2D &out, const CVector2D &i
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} else
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#endif
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{
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#ifdef ASPECT_RATIO_SCALE
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// The values are from an early screenshot taken before R* broke radar
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#define _RADAR_WIDTH ((CDraw::ms_bFixRadar) ? (82.0f) : (RADAR_WIDTH))
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#define _RADAR_HEIGHT ((CDraw::ms_bFixRadar) ? (82.0f) : (RADAR_HEIGHT))
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#else
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#define _RADAR_WIDTH RADAR_WIDTH
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#define _RADAR_HEIGHT RADAR_HEIGHT
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#endif
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#ifdef FIX_BUGS
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out.x = (in.x + 1.0f) * 0.5f * SCREEN_SCALE_X(_RADAR_WIDTH) + SCREEN_SCALE_X(RADAR_LEFT);
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out.x = (in.x + 1.0f) * 0.5f * SCREEN_SCALE_X(RADAR_WIDTH) + SCREEN_SCALE_X(RADAR_LEFT);
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#else
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out.x = (in.x + 1.0f) * 0.5f * SCREEN_SCALE_X(_RADAR_WIDTH) + RADAR_LEFT;
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out.x = (in.x + 1.0f) * 0.5f * SCREEN_SCALE_X(RADAR_WIDTH) + RADAR_LEFT;
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#endif
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out.y = (1.0f - in.y) * 0.5f * SCREEN_SCALE_Y(_RADAR_HEIGHT) + SCREEN_SCALE_FROM_BOTTOM(RADAR_BOTTOM + _RADAR_HEIGHT);
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out.y = (1.0f - in.y) * 0.5f * SCREEN_SCALE_Y(RADAR_HEIGHT) + SCREEN_SCALE_FROM_BOTTOM(RADAR_BOTTOM + RADAR_HEIGHT);
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}
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}
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@ -91,8 +91,26 @@ VALIDATE_SIZE(sRadarTrace, 0x30);
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#else
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#define RADAR_BOTTOM (47.0f)
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#endif
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#ifdef FIX_RADAR
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/*
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The values are from an early screenshot taken before R* broke radar
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*/
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#define RADAR_WIDTH (82.0f)
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#define RADAR_HEIGHT (82.0f)
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#else
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/*
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broken since forever, someone tried to fix size for 640x512(PAL)
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http://aap.rockstarvision.com/pics/gta3/ps2screens/gta3_interface.jpg
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but failed:
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http://aap.rockstarvision.com/pics/gta3/artwork/gta3_artwork_16.jpg
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most likely the guy used something like this:
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int y = 82 * (640.0/512.0)/(640.0/480.0);
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int x = y * (640.0/512.0);
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*/
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#define RADAR_WIDTH (94.0f)
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#define RADAR_HEIGHT (76.0f)
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#endif
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class CRadar
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{
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@ -121,7 +121,7 @@ inline uint32 ldb(uint32 p, uint32 s, uint32 w)
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#include "skeleton.h"
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#include "Draw.h"
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#if defined(ASPECT_RATIO_SCALE)
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#if defined(PROPER_SCALING) || defined(PS2_HUD)
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#ifdef FORCE_PC_SCALING
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#define DEFAULT_SCREEN_WIDTH (640)
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#define DEFAULT_SCREEN_HEIGHT (448)
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@ -176,10 +176,6 @@ inline uint32 ldb(uint32 p, uint32 s, uint32 w)
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#ifdef ASPECT_RATIO_SCALE
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#define SCREEN_SCALE_AR(a) ((a) * DEFAULT_ASPECT_RATIO / SCREEN_ASPECT_RATIO)
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#define SCALE_AND_CENTER_X(x) ((SCREEN_WIDTH == DEFAULT_SCREEN_WIDTH) ? (x) : (SCREEN_WIDTH - SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH)) / 2 + SCREEN_SCALE_X((x)))
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#ifndef FORCE_PC_SCALING
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#undef SCREEN_SCALE_Y
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#define SCREEN_SCALE_Y(a) CDraw::ScaleY(SCREEN_STRETCH_Y(a))
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#endif
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#else
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#define SCREEN_SCALE_AR(a) (a)
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#define SCALE_AND_CENTER_X(x) SCREEN_STRETCH_X(x)
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@ -241,6 +241,7 @@ enum Config {
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//# define HARDCODED_MODEL_FLAGS // sets the flags enabled above from hardcoded model names.
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// NB: keep this enabled unless your map IDEs have these flags baked in
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#define ASPECT_RATIO_SCALE // Not just makes everything scale with aspect ratio, also adds support for all aspect ratios
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#define PROPER_SCALING // use original DEFAULT_SCREEN_WIDTH/DEFAULT_SCREEN_HEIGHT from PS2 instead of PC(R* changed HEIGHT here to make radar look better, but broke other hud elements aspect ratio).
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#define DEFAULT_NATIVE_RESOLUTION // Set default video mode to your native resolution (fixes Windows 10 launch)
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#define USE_TXD_CDIMAGE // generate and load textures from txd.img
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#define PS2_ALPHA_TEST // emulate ps2 alpha test
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@ -254,6 +255,8 @@ enum Config {
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#define SCREEN_DROPLETS // neo water droplets
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#endif
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#define FIX_SPRITES // fix sprites aspect ratio(moon, coronas, particle etc)
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#ifndef EXTENDED_COLOURFILTER
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#undef SCREEN_DROPLETS // we need the backbuffer for this effect
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#endif
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@ -282,6 +285,7 @@ enum Config {
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#define HUD_ENHANCEMENTS // Adjusts some aspects to make the HUD look/behave a little bit better.
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// #define BETA_SLIDING_TEXT
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#define TRIANGULAR_BLIPS // height indicating triangular radar blips, as in VC
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#define FIX_RADAR // use radar size from early version before R* broke it
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// #define XBOX_SUBTITLES // the infamous outlines
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#define RADIO_OFF_TEXT
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#define PC_MENU
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@ -214,12 +214,6 @@ void LoadINISettings()
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CustomPipes::LightmapMult = CheckAndReadIniFloat("CustomPipesValues", "LightmapMult", CustomPipes::LightmapMult);
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CustomPipes::GlossMult = CheckAndReadIniFloat("CustomPipesValues", "GlossMult", CustomPipes::GlossMult);
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#endif
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#ifdef ASPECT_RATIO_SCALE
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CDraw::ms_nScalingMode = CheckAndReadIniInt("Draw", "ScalingMode", CDraw::ms_nScalingMode);
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CDraw::ms_bFixRadar = CheckAndReadIniInt("Draw", "FixRadar", CDraw::ms_bFixRadar);
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CDraw::ms_bFixSprites = CheckAndReadIniInt("Draw", "FixSpritesAspectRatio", CDraw::ms_bFixSprites);
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#endif
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}
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void SaveINISettings()
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@ -259,12 +253,6 @@ void SaveINISettings()
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CheckAndSaveIniFloat("CustomPipesValues", "GlossMult", CustomPipes::GlossMult, changed);
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#endif
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#ifdef ASPECT_RATIO_SCALE
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CheckAndSaveIniInt("Draw", "ScalingMode", CDraw::ms_nScalingMode, changed);
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CheckAndSaveIniInt("Draw", "FixRadar", CDraw::ms_bFixRadar, changed);
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CheckAndSaveIniInt("Draw", "FixSpritesAspectRatio", CDraw::ms_bFixSprites, changed);
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#endif
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if (changed)
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cfg.write_file("re3.ini");
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}
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@ -20,12 +20,6 @@ uint8 CDraw::FadeRed;
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uint8 CDraw::FadeGreen;
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uint8 CDraw::FadeBlue;
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#ifdef ASPECT_RATIO_SCALE
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int32 CDraw::ms_nScalingMode = SCL_PS2;
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int32 CDraw::ms_bFixRadar = true;
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int32 CDraw::ms_bFixSprites = true;
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#endif
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float
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CDraw::FindAspectRatio(void)
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{
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@ -82,15 +76,3 @@ CDraw::SetFOV(float fov)
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#endif
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ms_fFOV = fov;
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}
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#ifdef ASPECT_RATIO_SCALE
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float CDraw::ScaleY(float y)
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{
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switch ( ms_nScalingMode )
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{
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case SCL_PC: return y * ((float)DEFAULT_SCREEN_HEIGHT/SCREEN_HEIGHT_NTSC);
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default:
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return y;
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}
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}
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#endif
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@ -14,12 +14,6 @@ enum eAspectRatio
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AR_MAX,
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};
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enum eSpriteScalingMode
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{
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SCL_PC,
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SCL_PS2,
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};
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class CDraw
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{
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private:
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@ -40,11 +34,6 @@ public:
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static uint8 FadeRed;
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static uint8 FadeGreen;
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static uint8 FadeBlue;
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#ifdef ASPECT_RATIO_SCALE
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static int32 ms_nScalingMode;
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static int32 ms_bFixRadar;
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static int32 ms_bFixSprites;
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#endif
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static void SetNearClipZ(float nearclip) { ms_fNearClipZ = nearclip; }
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static float GetNearClipZ(void) { return ms_fNearClipZ; }
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@ -67,8 +56,4 @@ public:
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#else
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static float GetAspectRatio(void) { return FindAspectRatio(); }
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#endif
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#ifdef ASPECT_RATIO_SCALE
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static float ScaleY(float y);
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#endif
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};
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@ -1059,18 +1059,10 @@ void CHud::Draw()
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/*
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DrawRadar
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*/
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#ifdef ASPECT_RATIO_SCALE
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// The values are from an early screenshot taken before R* broke radar
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#define _RADAR_WIDTH ((CDraw::ms_bFixRadar) ? (82.0f) : (RADAR_WIDTH))
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#define _RADAR_HEIGHT ((CDraw::ms_bFixRadar) ? (82.0f) : (RADAR_HEIGHT))
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#else
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#define _RADAR_WIDTH RADAR_WIDTH
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#define _RADAR_HEIGHT RADAR_HEIGHT
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#endif
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if (m_ItemToFlash == ITEM_RADAR && CTimer::GetFrameCounter() & 8 || m_ItemToFlash != ITEM_RADAR) {
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CRadar::DrawMap();
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CRect rect(0.0f, 0.0f, SCREEN_SCALE_X(_RADAR_WIDTH), SCREEN_SCALE_Y(_RADAR_HEIGHT));
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rect.Translate(SCREEN_SCALE_X_FIX(RADAR_LEFT), SCREEN_SCALE_FROM_BOTTOM(RADAR_BOTTOM + _RADAR_HEIGHT));
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CRect rect(0.0f, 0.0f, SCREEN_SCALE_X(RADAR_WIDTH), SCREEN_SCALE_Y(RADAR_HEIGHT));
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rect.Translate(SCREEN_SCALE_X_FIX(RADAR_LEFT), SCREEN_SCALE_FROM_BOTTOM(RADAR_BOTTOM + RADAR_HEIGHT));
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#ifdef PS2_HUD
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#ifdef FIX_BUGS
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@ -37,13 +37,12 @@ CSprite::CalcScreenCoors(const RwV3d &in, RwV3d *out, float *outw, float *outh,
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// this is used to scale correctly if you zoom in with sniper rifle
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float fovScale = fov / CDraw::GetFOV();
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*outw = fovScale * SCREEN_SCALE_AR(recip) * SCREEN_WIDTH;
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*outh = fovScale * recip * SCREEN_HEIGHT;
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#ifdef ASPECT_RATIO_SCALE
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if ( CDraw::ms_bFixSprites )
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#ifdef FIX_SPRITES
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*outw = fovScale * recip * SCREEN_HEIGHT;
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#else
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*outw = fovScale * SCREEN_SCALE_AR(recip) * SCREEN_WIDTH;
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#endif
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*outh = fovScale * recip * SCREEN_HEIGHT;
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return true;
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}
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