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mirror of https://github.com/FunkyFr3sh/cnc-ddraw.git synced 2025-03-15 06:04:49 +01:00

Implement letter- and windowboxing for GDI

This commit is contained in:
Toni Spets 2011-07-09 17:39:01 +03:00
parent 6c7e656c67
commit 3f061f3a3b
4 changed files with 44 additions and 1 deletions

19
main.c
View File

@ -265,6 +265,7 @@ HRESULT __stdcall ddraw_SetDisplayMode(IDirectDrawImpl *This, DWORD width, DWORD
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
RECT rc = { 0, 0, ddraw->render.width, ddraw->render.height };
POINT pt;
switch(uMsg)
@ -372,6 +373,12 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
return ddraw->WndProc(hWnd, uMsg, wParam, MAKELPARAM(pt.x, pt.y));
}
return ddraw->WndProc(hWnd, uMsg, wParam, lParam);
case WM_ERASEBKGND:
EnterCriticalSection(&ddraw->cs);
FillRect(ddraw->render.hDC, &rc, (HBRUSH) GetStockObject(BLACK_BRUSH));
LeaveCriticalSection(&ddraw->cs);
return TRUE;
}
return DefWindowProc(hWnd, uMsg, wParam, lParam);
@ -601,6 +608,8 @@ HRESULT WINAPI DirectDrawCreate(GUID FAR* lpGUID, LPDIRECTDRAW FAR* lplpDD, IUnk
"windowed=true\n"
"; show window borders in windowed mode\n"
"border=true\n"
"; use letter- or windowboxing to make a best fit (GDI only!)\n"
"boxing=false\n"
"; real rendering rate, -1 = screen rate, 0 = unlimited, n = cap\n"
"maxfps=0\n"
"; vertical synchronization, enable if you get tearing (OpenGL only)\n"
@ -641,6 +650,16 @@ HRESULT WINAPI DirectDrawCreate(GUID FAR* lpGUID, LPDIRECTDRAW FAR* lplpDD, IUnk
This->border = TRUE;
}
GetPrivateProfileStringA("ddraw", "boxing", "FALSE", tmp, sizeof(tmp), ini_path);
if(tolower(tmp[0]) == 'n' || tolower(tmp[0]) == 'f' || tmp[0] == '0')
{
This->boxing = FALSE;
}
else
{
This->boxing = TRUE;
}
This->render.maxfps = GetPrivateProfileIntA("ddraw", "maxfps", 0, ini_path);
This->render.width = GetPrivateProfileIntA("ddraw", "width", 640, ini_path);
if(This->render.width < 640)

1
main.h
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@ -39,6 +39,7 @@ typedef struct IDirectDrawImpl
DWORD bpp;
BOOL windowed;
BOOL border;
BOOL boxing;
BOOL windowed_init;
DEVMODE mode;
struct IDirectDrawSurfaceImpl *primary;

View File

@ -99,6 +99,7 @@ DWORD WINAPI render_main(void)
/* convert ddraw surface to opengl texture */
EnterCriticalSection(&ddraw->cs);
if(ddraw->primary && ddraw->primary->palette)
{
if(ddraw->vhack && detect_cutscene())

View File

@ -31,10 +31,31 @@ DWORD WINAPI render_soft_main(void)
bmi->bmiHeader.biBitCount = ddraw->bpp;
bmi->bmiHeader.biCompression = BI_RGB;
DWORD dst_top = 0;
DWORD dst_left = 0;
DWORD dst_width = ddraw->render.width;
DWORD dst_height = ddraw->render.height;
DWORD tick_start = 0;
DWORD tick_end = 0;
DWORD frame_len = 0;
if (ddraw->boxing)
{
dst_width = ddraw->width;
dst_height = ddraw->height;
/* test if we can double scale the window */
if (ddraw->width * 2 <= ddraw->render.width && ddraw->height * 2 <= ddraw->render.height)
{
dst_width *= 2;
dst_height *= 2;
}
dst_top = ddraw->render.height / 2 - dst_height / 2;
dst_left = ddraw->render.width / 2 - dst_width / 2;
}
if(ddraw->render.maxfps < 0)
{
ddraw->render.maxfps = ddraw->mode.dmDisplayFrequency;
@ -53,6 +74,7 @@ DWORD WINAPI render_soft_main(void)
}
EnterCriticalSection(&ddraw->cs);
if (ddraw->primary && (ddraw->primary->palette || ddraw->bpp == 16))
{
if (ddraw->primary->palette && ddraw->primary->palette->data_rgb == NULL)
@ -62,7 +84,7 @@ DWORD WINAPI render_soft_main(void)
if (ddraw->render.width != ddraw->width || ddraw->render.height != ddraw->height)
{
StretchDIBits(ddraw->render.hDC, 0, 0, ddraw->render.width, ddraw->render.height, 0, 0, ddraw->width, ddraw->height, ddraw->primary->surface, bmi, DIB_RGB_COLORS, SRCCOPY);
StretchDIBits(ddraw->render.hDC, dst_left, dst_top, dst_width, dst_height, 0, 0, ddraw->width, ddraw->height, ddraw->primary->surface, bmi, DIB_RGB_COLORS, SRCCOPY);
}
else
{