ref: 2b97c9ff54dc4551cb235a3bb98e2b72989780e4
parent: 13a4bcf0b98d32e780b2cb145f9a4bb1f7e75614
author: Simon Howard <[email protected]>
date: Sun Jan 3 10:42:43 EST 2016
video: Remove screen_mode_t definition. This is redundant now that the software scaling code is gone.
--- a/src/i_video.h
+++ b/src/i_video.h
@@ -37,58 +37,6 @@
#define MAX_MOUSE_BUTTONS 8
-typedef struct
-{
- // Screen width and height
-
- int width;
- int height;
-
- // Initialisation function to call when using this mode.
- // Called with a pointer to the Doom palette.
- //
- // If NULL, no init function is called.
-
- void (*InitMode)(byte *palette);
-
- // Function to call to draw the screen from the source buffer.
- // Return true if draw was successful.
-
- boolean (*DrawScreen)(int x1, int y1, int x2, int y2);
-
- // If true, this is a "poor quality" mode. The autoadjust
- // code should always attempt to use a different mode to this
- // mode in fullscreen.
- //
- // Some notes about what "poor quality" means in this context:
- //
- // The aspect ratio correction works by scaling up to the larger
- // screen size and then drawing pixels on the edges between the
- // "virtual" pixels so that an authentic blocky look-and-feel is
- // achieved.
- //
- // For a mode like 640x480, you can imagine the grid of the
- // "original" pixels spaced out, with extra "blurry" pixels added
- // in the space between them to fill it out. However, when you're
- // running at a resolution like 320x240, this is not the case. In
- // the small screen case, every single pixel has to be a blurry
- // interpolation of two pixels from the original image.
- //
- // If you run in 320x240 and put your face up close to the screen
- // you can see this: it's particularly visible in the small yellow
- // status bar numbers for example. Overall it still looks "okay"
- // but there's an obvious - albeit small - deterioration in
- // quality.
- //
- // Once you get to 640x480, all the original pixels are there at
- // least once and it's okay (the higher the resolution, the more
- // accurate it is). When I first wrote the code I was expecting
- // that even higher resolutions would be needed before it would
- // look acceptable, but it turned out to be okay even at 640x480.
-
- boolean poor_quality;
-} screen_mode_t;
-
typedef boolean (*grabmouse_callback_t)(void);
// Called by D_DoomMain,