Changeset 1364


Ignore:
Timestamp:
10/14/11 23:07:26 (20 months ago)
Author:
philmoz
Message:

Cleanup redundant entries from platform_camera.h files.

Location:
trunk/platform
Files:
10 edited

Legend:

Unmodified
Added
Removed
  • trunk/platform/d10/platform_camera.h

    r1224 r1364  
    6868    #undef CAM_SENSOR_BITS_PER_PIXEL 
    6969    #define CAM_SENSOR_BITS_PER_PIXEL   12 
    70     #undef CAM_WHITE_LEVEL 
    71     #define CAM_WHITE_LEVEL             ((1<<CAM_SENSOR_BITS_PER_PIXEL)-1) 
    72     #undef CAM_BLACK_LEVEL 
    73     #define CAM_BLACK_LEVEL             127 
    7470 
    7571        #define cam_CFAPattern 0x01000201 // Green  Blue  Red  Green  
     
    9490    // XXXX 
    9591    #undef CAM_USES_ASPECT_CORRECTION 
    96     #undef CAM_USES_ASPECT_YCORRECTION 
    9792    #define CAM_USES_ASPECT_CORRECTION          1  //camera uses the modified graphics primitives to map screens an viewports to buffers more sized  
    98     #define CAM_USES_ASPECT_YCORRECTION         0  //only uses mappings on x coordinate 
    99  
    100     #undef ASPECT_XCORRECTION 
    101     #define ASPECT_XCORRECTION(x)   ( ((x)<<1) ) 
    102  
    103     // Note color palette affects grids! 
    104     #undef ASPECT_GRID_XCORRECTION 
    105     #define ASPECT_GRID_XCORRECTION(x)   ( (x) ) 
    106  
    107     #undef ASPECT_GRID_YCORRECTION 
    108     #define ASPECT_GRID_YCORRECTION(y)  ( (y) ) 
    109  
    110     #undef ASPECT_VIEWPORT_XCORRECTION  
    111     #define ASPECT_VIEWPORT_XCORRECTION(x) ASPECT_GRID_XCORRECTION(x) 
    112     #undef ASPECT_VIEWPORT_YCORRECTION  
    113     #define ASPECT_VIEWPORT_YCORRECTION(y) ( (y) ) 
    114  
    115     // Note color palette affects games! 
    116         //games mappings 
    117         #undef GAMES_SCREEN_WIDTH 
    118         #undef GAMES_SCREEN_HEIGHT 
    119         #define GAMES_SCREEN_WIDTH              360 
    120         #define GAMES_SCREEN_HEIGHT             240 
    121         #undef ASPECT_GAMES_XCORRECTION 
    122         // 720/360=2 same aspect than grids and viewport but another approach: there is a lot of corrections to do in game's code, and we decide to paint directly on display buffer wirh another resolution 
    123         // used by gui.c that configures the draw environment (trhough new draw_gui function) depending on gui_mode: we have then 360x240 for games (but deformed output:circles are not circles) and 320x240 for 
    124         // other modes in perfect aspect ratio 4/3: slightly better visualization: file menus more readable, ... 
    125         #define ASPECT_GAMES_XCORRECTION(x)   ( ((x)<<1) ) 
    126         #undef ASPECT_GAMES_YCORRECTION 
    127         #define ASPECT_GAMES_YCORRECTION(y)   ( (y) )  //none 
    12893 
    12994    #define CAM_ZEBRA_ASPECT_ADJUST 1 
     
    13196    #define  CAM_CHDK_PTP               1 // include CHDK PTP support 
    13297 
    133 #define CAM_FIRMWARE_MEMINFO    1       // Use 'GetMemInfo' to get free memory size. 
     98    #define CAM_FIRMWARE_MEMINFO    1       // Use 'GetMemInfo' to get free memory size. 
    13499 
    135100    #define CAM_DRIVE_MODE_FROM_TIMER_MODE      // use PROPCASE_TIMER_MODE to check for multiple shot custom timer. 
  • trunk/platform/g10/platform_camera.h

    r1352 r1364  
    6161         
    6262    #define PARAM_CAMERA_NAME                           4                       // parameter number for GetParameterData 
    63     #undef  CAM_SENSOR_BITS_PER_PIXEL 
    6463         
    6564    #undef CAM_BITMAP_PALETTE 
    6665    #define CAM_BITMAP_PALETTE                          2 
    6766         
    68     #undef  CAM_WHITE_LEVEL 
    69     #undef  CAM_BLACK_LEVEL 
     67    #undef  CAM_SENSOR_BITS_PER_PIXEL 
    7068    #define CAM_SENSOR_BITS_PER_PIXEL           12 
    71     #define CAM_WHITE_LEVEL                     ((1<<CAM_SENSOR_BITS_PER_PIXEL)-1) 
    72     #define CAM_BLACK_LEVEL                     127 
    7369 
    7470    #undef CAM_USES_ASPECT_CORRECTION    
    75     #undef CAM_USES_ASPECT_YCORRECTION   
    7671    #define CAM_USES_ASPECT_CORRECTION          1  //camera uses the modified graphics primitives to map screens an viewports to buffers more sized  
    77     #define CAM_USES_ASPECT_YCORRECTION         0  //only uses mappings on x coordinate 
    78                                                                                                 //games mappings         
    79         #undef GAMES_SCREEN_WIDTH 
    80         #undef GAMES_SCREEN_HEIGHT 
    81         #define GAMES_SCREEN_WIDTH 360 
    82         #define GAMES_SCREEN_HEIGHT 240 
    8372 
    84  
    85     #undef ASPECT_XCORRECTION 
    86         #define ASPECT_XCORRECTION(x)                   ((x)<<1)        //  9/4 = ( ( ((x)<<3) + (x) )  >>2 ) 
    87         #undef ASPECT_GAMES_XCORRECTION  
    88         #define ASPECT_GAMES_XCORRECTION(x)             ((x)<<1)   
    89         #undef ASPECT_GAMES_YCORRECTION 
    90         #define ASPECT_GAMES_YCORRECTION(y)             (y)  //none 
    91  
    92     #undef ASPECT_GRID_XCORRECTION 
    93     #define ASPECT_GRID_XCORRECTION(x)          (x)             // 9/4 = ((x)<<1)  //grids are designed on a 360x240 basis and screen is 320x240, we need x*320/360=x*8/9 
    94     #undef ASPECT_GRID_YCORRECTION 
    95     #define ASPECT_GRID_YCORRECTION(y)          (y)       //y correction for grids  made on a 360x240 As the buffer is 720x240 we have no correction here. 
    96  
    97     #undef ASPECT_VIEWPORT_XCORRECTION  
    98     #define ASPECT_VIEWPORT_XCORRECTION(x)      ASPECT_GRID_XCORRECTION(x) //viewport is 360x240 and screen 320x240, we need x*320/360=x*8/9, equal than grids, used by edgeoverlay 
    99     #undef ASPECT_VIEWPORT_YCORRECTION  
    100     #define ASPECT_VIEWPORT_YCORRECTION(y)      (y)  
    10173    #undef EDGE_HMARGIN  
    10274    #define EDGE_HMARGIN 28 
  • trunk/platform/ixus100_sd780/platform_camera.h

    r1259 r1364  
    6868    #undef CAM_SENSOR_BITS_PER_PIXEL 
    6969    #define CAM_SENSOR_BITS_PER_PIXEL   12 
    70     #undef CAM_WHITE_LEVEL 
    71     #define CAM_WHITE_LEVEL             ((1<<CAM_SENSOR_BITS_PER_PIXEL)-1) 
    72     #undef CAM_BLACK_LEVEL 
    73     #define CAM_BLACK_LEVEL             127 
    7470 
    7571    // pattern 
     
    10298 
    10399    #undef CAM_USES_ASPECT_CORRECTION 
    104     #undef CAM_USES_ASPECT_YCORRECTION 
    105100    #define CAM_USES_ASPECT_CORRECTION          1  //camera uses the modified graphics primitives to map screens an viewports to buffers more sized  
    106     #define CAM_USES_ASPECT_YCORRECTION         0  //only uses mappings on x coordinate 
    107101 
    108     #undef ASPECT_XCORRECTION 
    109     #define ASPECT_XCORRECTION(x)   ( ((x)<<1) ) 
    110  
    111     // Note color palette affects grids! 
    112     #undef ASPECT_GRID_XCORRECTION 
    113     #define ASPECT_GRID_XCORRECTION(x)   ( (x) ) 
    114  
    115     #undef ASPECT_GRID_YCORRECTION 
    116     #define ASPECT_GRID_YCORRECTION(y)  ( (y) ) 
    117  
    118     #undef ASPECT_VIEWPORT_XCORRECTION  
    119     #define ASPECT_VIEWPORT_XCORRECTION(x) ASPECT_GRID_XCORRECTION(x) 
    120     #undef ASPECT_VIEWPORT_YCORRECTION  
    121     #define ASPECT_VIEWPORT_YCORRECTION(y) ( (y) ) 
    122  
    123     // Note color palette affects games! 
    124         //games mappings 
    125         #undef GAMES_SCREEN_WIDTH 
    126         #undef GAMES_SCREEN_HEIGHT 
    127         #define GAMES_SCREEN_WIDTH              360 
    128         #define GAMES_SCREEN_HEIGHT             240 
    129         #undef ASPECT_GAMES_XCORRECTION 
    130         // 720/360=2 same aspect than grids and viewport but another approach: there is a lot of corrections to do in game's code, and we decide to paint directly on display buffer wirh another resolution 
    131         // used by gui.c that configures the draw environment (through new draw_gui function) depending on gui_mode: we have then 360x240 for games (but deformed output:circles are not circles) and 320x240 for 
    132         // other modes in perfect aspect ratio 4/3: slightly better visualization: file menus more readable, ... 
    133         #define ASPECT_GAMES_XCORRECTION(x)   ( ((x)<<1) ) 
    134         #undef ASPECT_GAMES_YCORRECTION 
    135         #define ASPECT_GAMES_YCORRECTION(y)   ( (y) )  //none 
    136102    #define CAM_ZEBRA_ASPECT_ADJUST 1 
    137103        // camera has little free memory 
  • trunk/platform/ixus120_sd940/platform_camera.h

    r1334 r1364  
    7373    #define PARAM_CAMERA_NAME 4 // parameter number for GetParameterData 
    7474    #undef  CAM_SENSOR_BITS_PER_PIXEL 
    75     #undef  CAM_WHITE_LEVEL 
    76     #undef  CAM_BLACK_LEVEL 
    7775    #define CAM_SENSOR_BITS_PER_PIXEL   12 
    78     #define CAM_WHITE_LEVEL             ((1<<CAM_SENSOR_BITS_PER_PIXEL)-1) 
    79     #define CAM_BLACK_LEVEL             127 
    8076 
    8177    #define CAM_EXT_TV_RANGE            1 
     
    8379    #define  CAM_SHOW_OSD_IN_SHOOT_MENU  1 
    8480 
    85     //nandoide sept-2009 
    8681    #undef CAM_USES_ASPECT_CORRECTION 
    87     #undef CAM_USES_ASPECT_YCORRECTION 
    8882    #define CAM_USES_ASPECT_CORRECTION  1  //camera uses the modified graphics primitives to map screens an viewports to buffers more sized 
    89     #define CAM_USES_ASPECT_YCORRECTION  0  //only uses mappings on x coordinate 
    9083 
    91  
    92     #undef ASPECT_XCORRECTION 
    93     #define ASPECT_XCORRECTION(x)  (((x)<<1))   //correction x*screen_buffer_width/screen_width  
    94     #undef ASPECT_GRID_XCORRECTION 
    95     #define ASPECT_GRID_XCORRECTION(x)  ( (x) )  //grids are designed on a 360x240 basis  
    96     #undef ASPECT_GRID_YCORRECTION 
    97     #define ASPECT_GRID_YCORRECTION(y)  ( (y) )       //y correction for grids  made on a 360x240 As the buffer is 720x240 we have no correction here. 
    98  
    99     #undef ASPECT_VIEWPORT_XCORRECTION 
    100     #define ASPECT_VIEWPORT_XCORRECTION(x) ASPECT_GRID_XCORRECTION(x) //viewport is 360x240 and screen 320x240, we need x*320/360=x*8/9, equal than grids, used by edgeoverlay 
    101     #undef ASPECT_VIEWPORT_YCORRECTION 
    102     #define ASPECT_VIEWPORT_YCORRECTION(y) ( (y) ) 
    10384    #undef EDGE_HMARGIN 
    10485    #define EDGE_HMARGIN 20 
    10586 
    106     //games mappings 
    107         // renamed GAMES_SCREEN_WIDTH / GAMES_SCREEN_HEIGHT 
    108    #undef GAMES_SCREEN_WIDTH 
    109    #undef GAMES_SCREEN_HEIGHT 
    110    #define GAMES_SCREEN_WIDTH 360 
    111    #define GAMES_SCREEN_HEIGHT 240 
    112    #undef ASPECT_GAMES_XCORRECTION 
    113    // 720/360=2 same aspect than grids and viewport but another approach: there is a lot of corrections to do in game's code, and we decide to paint directly on display buffer wirh another resolution 
    114    // used by gui.c that configures the draw environment (trhough new draw_gui function) depending on gui_mode: we have then 360x240 for games (but deformed output:circles are not circles) and 320x240 for 
    115    // other modes in perfect aspect ratio 4/3: slightly better visualization: file menus more readable, ... 
    116    #define ASPECT_GAMES_XCORRECTION(x)   ( ((x)<<1) ) 
    117    #undef ASPECT_GAMES_YCORRECTION 
    118    #define ASPECT_GAMES_YCORRECTION(y)   ( (y) )  //none 
    119  
    12087   //zebra letterbox for saving memory 
    121  
    12288   #undef ZEBRA_HMARGIN0 
    12389   #define ZEBRA_HMARGIN0  30 //this 30 rows are not used by the display buffer is 720x240 effective, no 960x270, i.e. (270-240) reduction in widht possible but not done (more difficult to manage it and slower). 
  • trunk/platform/ixus200_sd980/platform_camera.h

    r1257 r1364  
    6767    #define PARAM_CAMERA_NAME 4 // parameter number for GetParameterData 
    6868    #undef  CAM_SENSOR_BITS_PER_PIXEL 
    69     #undef  CAM_WHITE_LEVEL 
    70     #undef  CAM_BLACK_LEVEL 
    7169    #define CAM_SENSOR_BITS_PER_PIXEL   12 
    72     #define CAM_WHITE_LEVEL             ((1<<CAM_SENSOR_BITS_PER_PIXEL)-1) 
    73     #define CAM_BLACK_LEVEL             127 
    7470 
    7571    #define CAM_EXT_TV_RANGE            1 
     
    7773    #define  CAM_SHOW_OSD_IN_SHOOT_MENU  1 
    7874 
    79     //nandoide sept-2009 
    8075    #undef CAM_USES_ASPECT_CORRECTION 
    81     #undef CAM_USES_ASPECT_YCORRECTION 
    8276    #define CAM_USES_ASPECT_CORRECTION  1  //camera uses the modified graphics primitives to map screens an viewports to buffers more sized 
    83     #define CAM_USES_ASPECT_YCORRECTION  0  //only uses mappings on x coordinate 
    8477 
    85  
    86     #undef ASPECT_XCORRECTION 
    87     #define ASPECT_XCORRECTION(x)  (((x)<<1))   //correction x*screen_buffer_width/screen_width = x*960/480 = x*2/1 
    88  
    89     #undef ASPECT_GRID_XCORRECTION 
    90     #define ASPECT_GRID_XCORRECTION(x)  (x)        //grids are designed on a 360x240 basis and screen is 360x240 
    91     #undef ASPECT_GRID_YCORRECTION 
    92     #define ASPECT_GRID_YCORRECTION(y)  (y)        //y correction for grids  made on a 360x240 As the buffer is 720x240 we have no correction here. 
    93  
    94  
    95     #undef ASPECT_VIEWPORT_XCORRECTION 
    96     #define ASPECT_VIEWPORT_XCORRECTION(x) ASPECT_GRID_XCORRECTION(x) //viewport is 360x240 and screen 320x240, we need x*320/360=x*8/9, equal than grids, used by edgeoverlay 
    97     #undef ASPECT_VIEWPORT_YCORRECTION 
    98     #define ASPECT_VIEWPORT_YCORRECTION(y) ( (y) ) 
    9978    #undef EDGE_HMARGIN 
    10079    #define EDGE_HMARGIN 20 
    10180 
    102     //games mappings 
    103         // renamed GAMES_SCREEN_WIDTH / GAMES_SCREEN_HEIGHT 
    104    #undef GAMES_SCREEN_WIDTH 
    105    #undef GAMES_SCREEN_HEIGHT 
    106    #define GAMES_SCREEN_WIDTH 360 
    107    #define GAMES_SCREEN_HEIGHT 240 
    108    #undef ASPECT_GAMES_XCORRECTION 
    109    // 720/360=2 same aspect than grids and viewport but another approach: there is a lot of corrections to do in game's code, and we decide to paint directly on display buffer wirh another resolution 
    110    // used by gui.c that configures the draw environment (trhough new draw_gui function) depending on gui_mode: we have then 360x240 for games (but deformed output:circles are not circles) and 320x240 for 
    111    // other modes in perfect aspect ratio 4/3: slightly better visualization: file menus more readable, ... 
    112    #define ASPECT_GAMES_XCORRECTION(x)   ( ((x)<<1) ) 
    113    #undef ASPECT_GAMES_YCORRECTION 
    114    #define ASPECT_GAMES_YCORRECTION(y)   ( (y) )  //none 
    115  
    116    //zebra letterbox for saving memory 
    117    #undef ZEBRA_HMARGIN0 
    118    #define ZEBRA_HMARGIN0  30 //this 30 rows are not used by the display buffer is 720x240 effective, no 960x270, i.e. (270-240) reduction in widht possible but not done (more difficult to manage it and slower). 
     81    //zebra letterbox for saving memory 
     82    #undef ZEBRA_HMARGIN0 
     83    #define ZEBRA_HMARGIN0  30 //this 30 rows are not used by the display buffer is 720x240 effective, no 960x270, i.e. (270-240) reduction in widht possible but not done (more difficult to manage it and slower). 
    11984         
    12085        #define CAM_ZEBRA_ASPECT_ADJUST 1 
  • trunk/platform/ixus300_sd4000/platform_camera.h

    • Property svn:eol-style set to native
    r1271 r1364  
    112112    #undef  CAM_SENSOR_BITS_PER_PIXEL 
    113113    #define CAM_SENSOR_BITS_PER_PIXEL   12 
    114     #undef  CAM_WHITE_LEVEL 
    115     #define CAM_WHITE_LEVEL             ((1<<CAM_SENSOR_BITS_PER_PIXEL)-1) 
    116     #undef  CAM_BLACK_LEVEL 
    117     #define CAM_BLACK_LEVEL             127 
    118114 
    119115    #define PARAM_CAMERA_NAME           4           // parameter number (index) for GetParameterData to get Camera Name 
     
    126122    #undef CAM_USES_ASPECT_CORRECTION 
    127123    #define CAM_USES_ASPECT_CORRECTION  1    // camera uses the modified graphics primitives to map screens an viewports to buffers more sized 
    128     #undef CAM_USES_ASPECT_YCORRECTION 
    129     #define CAM_USES_ASPECT_YCORRECTION  0    // only uses mappings on x coordinate 
    130  
    131     // default mappings 
    132     #undef ASPECT_XCORRECTION 
    133     #define ASPECT_XCORRECTION(x)  (((x)<<1))    // correction x*screen_buffer_width/screen_width = x*960/480 = x*2/1 
    134  
    135     // grids 
    136     #undef ASPECT_GRID_XCORRECTION 
    137     #define ASPECT_GRID_XCORRECTION(x)  ( ((x)<<3)/8  )    // grids are designed on a 360x240 basis and screen is 320x240, we need x*320/360=x*8/9  ,  8 is the right value for sx210 
    138     #undef ASPECT_GRID_YCORRECTION 
    139     #define ASPECT_GRID_YCORRECTION(y)  ( (y) )       // y correction for grids  made on a 360x240 As the buffer is 720x240 we have no correction here. 
    140  
    141     // viewport 
    142     #undef ASPECT_VIEWPORT_XCORRECTION 
    143     #define ASPECT_VIEWPORT_XCORRECTION(x) ASPECT_GRID_XCORRECTION(x)    // viewport is 360x240 and screen 320x240, we need x*320/360=x*8/9, equal than grids, used by edgeoverlay 
    144     #undef ASPECT_VIEWPORT_YCORRECTION 
    145     #define ASPECT_VIEWPORT_YCORRECTION(y) ( (y) ) 
    146124 
    147125    // Not required 
    148126    //#undef EDGE_HMARGIN 
    149127    //#define EDGE_HMARGIN 10    // 10 fits video mode of sx210 
    150  
    151     //games mappings 
    152     #undef GAMES_SCREEN_WIDTH 
    153     #undef GAMES_SCREEN_HEIGHT 
    154     #define GAMES_SCREEN_WIDTH 360 
    155     #define GAMES_SCREEN_HEIGHT 240 
    156     #undef ASPECT_GAMES_XCORRECTION 
    157     // 720/360=2 same aspect than grids and viewport but another approach: there is a lot of corrections to do in game's code, and we decide to paint directly on display buffer with another resolution 
    158     // used by gui.c that configures the draw environment (through new draw_gui function) depending on gui_mode: we have then 360x240 for games (but deformed output:circles are not circles) and 320x240 for 
    159     // other modes in perfect aspect ratio 4/3: slightly better visualization: file menus more readable, ... 
    160     #define ASPECT_GAMES_XCORRECTION(x)   ( ((x)<<1) ) 
    161     #undef ASPECT_GAMES_YCORRECTION 
    162     #define ASPECT_GAMES_YCORRECTION(y)   ( (y) )  //none 
  • trunk/platform/ixus95_sd1200/platform_camera.h

    r1224 r1364  
    6262        #undef   CAM_SENSOR_BITS_PER_PIXEL 
    6363        #define  CAM_SENSOR_BITS_PER_PIXEL   12 
    64         #undef   CAM_WHITE_LEVEL 
    65         #define  CAM_WHITE_LEVEL             ((1<<CAM_SENSOR_BITS_PER_PIXEL)-1) 
    66         #undef   CAM_BLACK_LEVEL 
    67         #define  CAM_BLACK_LEVEL             127 
    6864 
    6965        // pattern 
     
    9288        // aspect correction 
    9389    #undef CAM_USES_ASPECT_CORRECTION 
    94     #undef CAM_USES_ASPECT_YCORRECTION 
    9590    #define CAM_USES_ASPECT_CORRECTION          1  //camera uses the modified graphics primitives to map screens an viewports to buffers more sized  
    96     #define CAM_USES_ASPECT_YCORRECTION         0  //only uses mappings on x coordinate 
    97  
    98     #undef ASPECT_XCORRECTION 
    99     #define ASPECT_XCORRECTION(x)   ( ((x)<<1) ) 
    100  
    101     // Note color palette affects grids! 
    102     #undef ASPECT_GRID_XCORRECTION 
    103     #define ASPECT_GRID_XCORRECTION(x)   ( (x) ) 
    104  
    105     #undef ASPECT_GRID_YCORRECTION 
    106     #define ASPECT_GRID_YCORRECTION(y)  ( (y) ) 
    107  
    108     #undef ASPECT_VIEWPORT_XCORRECTION  
    109     #define ASPECT_VIEWPORT_XCORRECTION(x) ASPECT_GRID_XCORRECTION(x) 
    110     #undef ASPECT_VIEWPORT_YCORRECTION  
    111     #define ASPECT_VIEWPORT_YCORRECTION(y) ( (y) ) 
    112  
    113         //games mappings 
    114         #undef GAMES_SCREEN_WIDTH 
    115         #undef GAMES_SCREEN_HEIGHT 
    116         #define GAMES_SCREEN_WIDTH              360 
    117         #define GAMES_SCREEN_HEIGHT             240 
    118         #undef ASPECT_GAMES_XCORRECTION 
    119         // 720/360=2 same aspect than grids and viewport but another approach: there is a lot of corrections to do in game's code, and we decide to paint directly on display buffer wirh another resolution 
    120         // used by gui.c that configures the draw environment (trhough new draw_gui function) depending on gui_mode: we have then 360x240 for games (but deformed output:circles are not circles) and 320x240 for 
    121         // other modes in perfect aspect ratio 4/3: slightly better visualization: file menus more readable, ... 
    122         #define ASPECT_GAMES_XCORRECTION(x)   ( ((x)<<1) ) 
    123         #undef ASPECT_GAMES_YCORRECTION 
    124         #define ASPECT_GAMES_YCORRECTION(y)   ( (y) )  //none 
    12591 
    12692    #define CAM_ZEBRA_ASPECT_ADJUST 1 
  • trunk/platform/ixus980_sd990/platform_camera.h

    r1140 r1364  
    4242    #define CAM_BITMAP_PALETTE    2 
    4343 
    44         #undef CAM_BLACK_LEVEL 
    45     #define CAM_BLACK_LEVEL             127 
    4644    #define CAM_HAS_JOGDIAL             1 
    4745//    #define CAM_AF_SCAN_DURING_VIDEO_RECORD 1 
     
    5048        #undef CAM_SENSOR_BITS_PER_PIXEL 
    5149    #define CAM_SENSOR_BITS_PER_PIXEL   12 
    52         #undef CAM_WHITE_LEVEL 
    53     #define CAM_WHITE_LEVEL             ((1<<CAM_SENSOR_BITS_PER_PIXEL)-1) 
    5450 
    5551    // pattern 
     
    7470    // copied from DavidBs D10 stuff 
    7571    #undef CAM_USES_ASPECT_CORRECTION 
    76     #undef CAM_USES_ASPECT_YCORRECTION 
    7772    #define CAM_USES_ASPECT_CORRECTION          1  //camera uses the modified graphics primitives to map screens an viewports to buffers more sized  
    78     #define CAM_USES_ASPECT_YCORRECTION         0  //only uses mappings on x coordinate 
    7973 
    80     #undef ASPECT_XCORRECTION 
    81     #define ASPECT_XCORRECTION(x)   ( ((x)<<1) ) 
    82  
    83     // Note color palette affects grids! 
    84     #undef ASPECT_GRID_XCORRECTION 
    85     #define ASPECT_GRID_XCORRECTION(x)   ( (x) ) 
    86  
    87     #undef ASPECT_GRID_YCORRECTION 
    88     #define ASPECT_GRID_YCORRECTION(y)  ( (y) ) 
    89  
    90     #undef ASPECT_VIEWPORT_XCORRECTION  
    91     #define ASPECT_VIEWPORT_XCORRECTION(x) ASPECT_GRID_XCORRECTION(x) 
    92     #undef ASPECT_VIEWPORT_YCORRECTION  
    93     #define ASPECT_VIEWPORT_YCORRECTION(y) ( (y) ) 
    94  
    95     // Note color palette affects games! 
    96         //games mappings 
    97         #undef GAMES_SCREEN_WIDTH 
    98         #undef GAMES_SCREEN_HEIGHT 
    99         #define GAMES_SCREEN_WIDTH              360 
    100         #define GAMES_SCREEN_HEIGHT             240 
    101         #undef ASPECT_GAMES_XCORRECTION 
    102         // 720/360=2 same aspect than grids and viewport but another approach: there is a lot of corrections to do in game's code, and we decide to paint directly on display buffer wirh another resolution 
    103         // used by gui.c that configures the draw environment (through new draw_gui function) depending on gui_mode: we have then 360x240 for games (but deformed output:circles are not circles) and 320x240 for 
    104         // other modes in perfect aspect ratio 4/3: slightly better visualization: file menus more readable, ... 
    105         #define ASPECT_GAMES_XCORRECTION(x)   ( ((x)<<1) ) 
    106         #undef ASPECT_GAMES_YCORRECTION 
    107         #define ASPECT_GAMES_YCORRECTION(y)   ( (y) )  //none 
    108  
    109    #define CAM_ZEBRA_ASPECT_ADJUST 1 
     74    #define CAM_ZEBRA_ASPECT_ADJUST 1 
    11075 
    11176//    #define DNG_EXT_FROM ".CR2" 
  • trunk/platform/sx220hs/platform_camera.h

    r1304 r1364  
    7373    #define CAM_HAS_VARIABLE_ASPECT 1 
    7474    #undef CAM_USES_ASPECT_CORRECTION 
    75     #undef CAM_USES_ASPECT_YCORRECTION 
    7675    #define CAM_USES_ASPECT_CORRECTION  1  //camera uses the modified graphics primitives to map screens an viewports to buffers more sized 
    77     #define CAM_USES_ASPECT_YCORRECTION  0  //only uses mappings on x coordinate 
    7876 
    79     #undef ASPECT_XCORRECTION 
    80         #define ASPECT_XCORRECTION(x)  (((x)<<1))   //correction x*screen_buffer_width/screen_width = x*960/480 = x*2/1 
    81         #undef ASPECT_GRID_XCORRECTION 
    82         #define ASPECT_GRID_XCORRECTION(x)  ( (x)+60  )  //+ shift the grid 60 pixels right for 16:9 displays 
    83         #undef ASPECT_GRID_YCORRECTION 
    84         #define ASPECT_GRID_YCORRECTION(y)  ( (y) ) 
    85  
    86         #undef ASPECT_VIEWPORT_XCORRECTION 
    87         #define ASPECT_VIEWPORT_XCORRECTION(x) ( (x)  ) 
    88         #undef ASPECT_VIEWPORT_YCORRECTION 
    89     #define ASPECT_VIEWPORT_YCORRECTION(y) ( (y) ) 
    90          
    9177    #undef EDGE_HMARGIN 
    9278    #define EDGE_HMARGIN 10 
    93  
    94     #undef GAMES_SCREEN_WIDTH 
    95     #undef GAMES_SCREEN_HEIGHT 
    96     #define GAMES_SCREEN_WIDTH 360 
    97     #define GAMES_SCREEN_HEIGHT 240 
    98     #undef ASPECT_GAMES_XCORRECTION 
    99     #define ASPECT_GAMES_XCORRECTION(x)   ( ((x)<<1) ) 
    100     #undef ASPECT_GAMES_YCORRECTION 
    101     #define ASPECT_GAMES_YCORRECTION(y)   ( (y) ) 
    10279 
    10380    #undef ZEBRA_HMARGIN0 
  • trunk/platform/sx230hs/platform_camera.h

    r1328 r1364  
    8585        #define CAM_HAS_VARIABLE_ASPECT 1 
    8686    #undef CAM_USES_ASPECT_CORRECTION 
    87     #undef CAM_USES_ASPECT_YCORRECTION 
    8887    #define CAM_USES_ASPECT_CORRECTION  1 
    89     #define CAM_USES_ASPECT_YCORRECTION  0 
    9088 
    91         #undef ASPECT_XCORRECTION 
    92         #define ASPECT_XCORRECTION(x)  (((x)<<1)) 
    93  
    94         #undef ASPECT_GRID_XCORRECTION 
    95         #define ASPECT_GRID_XCORRECTION(x)      ( (x)+60  ) 
    96         #undef ASPECT_GRID_YCORRECTION 
    97         #define ASPECT_GRID_YCORRECTION(y)  ( (y) )     
    98          
    99         #undef ASPECT_VIEWPORT_XCORRECTION 
    100     #define ASPECT_VIEWPORT_XCORRECTION(x)  ( (x)  ) 
    101         #undef ASPECT_VIEWPORT_YCORRECTION 
    102     #define ASPECT_VIEWPORT_YCORRECTION(y) ( (y) ) 
    103          
    10489        #undef EDGE_HMARGIN 
    10590    #define EDGE_HMARGIN 10 
    106  
    107     #undef GAMES_SCREEN_WIDTH 
    108     #undef GAMES_SCREEN_HEIGHT 
    109     #define GAMES_SCREEN_WIDTH 360 
    110     #define GAMES_SCREEN_HEIGHT 240 
    111     #undef ASPECT_GAMES_XCORRECTION 
    112     // 720/360=2 same aspect than grids and viewport but another approach: there is a lot of corrections to do in game's code, and we decide to paint directly on display buffer wirh another resolution 
    113     // used by gui.c that configures the draw environment (trhough new draw_gui function) depending on gui_mode: we have then 360x240 for games (but deformed output:circles are not circles) and 320x240 for 
    114     // other modes in perfect aspect ratio 4/3: slightly better visualization: file menus more readable, ... 
    115     #define ASPECT_GAMES_XCORRECTION(x)   ( ((x)<<1) ) 
    116     #undef ASPECT_GAMES_YCORRECTION 
    117     #define ASPECT_GAMES_YCORRECTION(y)   ( (y) )  
    11891 
    11992    #undef ZEBRA_HMARGIN0 
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