1 | 234c234
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2 | < SDL_SetGamma(1.25, 1.25, 1.25);
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3 | ---
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4 | > // SDL_SetGamma(1.25, 1.25, 1.25);
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5 | 252a253,293
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6 | >
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7 | > tmpBlackRect.x = 0;
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8 | > tmpBlackRect.y = 0;
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9 | > tmpBlackRect.w = _screenWidth;
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10 | > tmpBlackRect.h = 256-_screenHeight-_glScreenStart;
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11 | >
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12 | > if (!_adjustAspectRatio) {
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13 | > // Don't use the whole screen (black borders)
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14 | > fb2gl.init(0, 0, 0, 15, _glFlags);
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15 | > _glScreenStart = _glBorderHeight;
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16 | >
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17 | > // Top black border
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18 | > SDL_Rect blackrect = {
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19 | > 0,
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20 | > 0, // _glScreenStart,
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21 | > _screenWidth,
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22 | > _newShakePos + _glScreenStart
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23 | > };
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24 | >
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25 | > SDL_FillRect(tmpSurface, &blackrect, 0);
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26 | > fb2gl.blit16(tmpSurface, 1, &blackrect, 0, 0);
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27 | >
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28 | > // Bottom black border
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29 | > int _glBottomOfGameScreen = _screenHeight +
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30 | > _glScreenStart + _currentShakePos;
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31 | >
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32 | > tmpBlackRect.h = _glBottomOfTexture -
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33 | > _glBottomOfGameScreen;
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34 | >
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35 | > SDL_FillRect(tmpSurface, &tmpBlackRect, 0);
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36 | > fb2gl.blit16(tmpSurface, 1, &tmpBlackRect, 0,
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37 | > _glBottomOfGameScreen);
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38 | > } else {
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39 | > // Use the whole screen
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40 | > fb2gl.init(0, 0, 0, 72, _glFlags);
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41 | > _glScreenStart = 0;
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42 | > }
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43 | >
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44 | > // SDL_Rect redraw = {0, 0, _screenWidth, _screenHeight};
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45 | > /// fb2gl.blit16(_tmpscreen, 1, &redraw, 0, _glScreenStart);
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46 | > // fb2gl.display();
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47 | 274,278d314
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48 | < tmpBlackRect.x = 0;
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49 | < tmpBlackRect.y = 0;
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50 | < tmpBlackRect.w = _screenWidth;
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51 | < tmpBlackRect.h = 256-_screenHeight-_glScreenStart;
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52 | <
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53 | 291c327
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54 | < SDL_SetGamma(1.0, 1.0, 1.0);
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55 | ---
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56 | > // SDL_SetGamma(1.0, 1.0, 1.0);
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57 | 575d610
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58 | <
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59 | 578,595c613,617
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60 | < if (_adjustAspectRatio) {
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61 | < // Don't use the whole screen (black borders)
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62 | < fb2gl.init(0, 0, 0, 15, _glFlags);
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63 | < _glScreenStart = _glBorderHeight;
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64 | < // Top black border
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65 | < SDL_Rect blackrect = {
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66 | < 0,
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67 | < 0, // _glScreenStart,
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68 | < _screenWidth,
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69 | < _newShakePos + _glScreenStart
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70 | < };
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71 | <
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72 | < SDL_FillRect(tmpSurface, &blackrect, 0);
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73 | < fb2gl.blit16(tmpSurface, 1, &blackrect, 0, 0);
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74 | <
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75 | < // Bottom black border
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76 | < int _glBottomOfGameScreen = _screenHeight +
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77 | < _glScreenStart + _currentShakePos;
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78 | ---
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79 | > // hotswap_gfx_mode();
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80 | > if (!_adjustAspectRatio) {
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81 | > // Don't use the whole screen (black borders)
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82 | > fb2gl.init(0, 0, 0, 15, _glFlags);
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83 | > _glScreenStart = _glBorderHeight;
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84 | 597,607c619,632
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85 | < tmpBlackRect.h = _glBottomOfTexture -
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86 | < _glBottomOfGameScreen;
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87 | <
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88 | < SDL_FillRect(tmpSurface, &tmpBlackRect, 0);
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89 | < fb2gl.blit16(tmpSurface, 1, &tmpBlackRect, 0,
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90 | < _glBottomOfGameScreen);
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91 | < } else {
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92 | < // Use the whole screen
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93 | < fb2gl.init(0, 0, 0, 72, _glFlags);
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94 | < _glScreenStart = 0;
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95 | < }
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96 | ---
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97 | > // Top black border
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98 | > SDL_Rect blackrect = {
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99 | > 0,
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100 | > 0, // _glScreenStart,
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101 | > _screenWidth,
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102 | > _newShakePos + _glScreenStart
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103 | > };
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104 | >
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105 | > SDL_FillRect(tmpSurface, &blackrect, 0);
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106 | > fb2gl.blit16(tmpSurface, 1, &blackrect, 0, 0);
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107 | >
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108 | > // Bottom black border
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109 | > int _glBottomOfGameScreen = _screenHeight +
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110 | > _glScreenStart + _currentShakePos;
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111 | 609,611c634,649
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112 | < SDL_Rect redraw = {0, 0, _screenWidth, _screenHeight};
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113 | < fb2gl.blit16(_tmpscreen, 1, &redraw, 0, _glScreenStart);
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114 | < fb2gl.display();
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115 | ---
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116 | > tmpBlackRect.h = _glBottomOfTexture -
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117 | > _glBottomOfGameScreen;
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118 | >
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119 | > SDL_FillRect(tmpSurface, &tmpBlackRect, 0);
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120 | > fb2gl.blit16(tmpSurface, 1, &tmpBlackRect, 0,
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121 | > _glBottomOfGameScreen);
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122 | > } else {
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123 | > // Use the whole screen
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124 | > fb2gl.init(0, 0, 0, 72, _glFlags);
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125 | > _glScreenStart = 0;
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126 | > }
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127 | >
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128 | > SDL_Rect redraw = {0, 0, _screenWidth, _screenHeight};
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129 | > fb2gl.blit16(_tmpscreen, 1, &redraw, 0, _glScreenStart);
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130 | > fb2gl.display();
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131 | >
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