Changeset 1364
- Timestamp:
- 10/14/11 23:07:26 (19 months ago)
- Location:
- trunk/platform
- Files:
-
- 10 edited
-
d10/platform_camera.h (modified) (3 diffs)
-
g10/platform_camera.h (modified) (1 diff)
-
ixus100_sd780/platform_camera.h (modified) (2 diffs)
-
ixus120_sd940/platform_camera.h (modified) (2 diffs)
-
ixus200_sd980/platform_camera.h (modified) (2 diffs)
-
ixus300_sd4000/platform_camera.h (modified) (2 diffs, 1 prop)
-
ixus95_sd1200/platform_camera.h (modified) (2 diffs)
-
ixus980_sd990/platform_camera.h (modified) (3 diffs)
-
sx220hs/platform_camera.h (modified) (1 diff)
-
sx230hs/platform_camera.h (modified) (1 diff)
Legend:
- Unmodified
- Added
- Removed
-
trunk/platform/d10/platform_camera.h
r1224 r1364 68 68 #undef CAM_SENSOR_BITS_PER_PIXEL 69 69 #define CAM_SENSOR_BITS_PER_PIXEL 12 70 #undef CAM_WHITE_LEVEL71 #define CAM_WHITE_LEVEL ((1<<CAM_SENSOR_BITS_PER_PIXEL)-1)72 #undef CAM_BLACK_LEVEL73 #define CAM_BLACK_LEVEL 12774 70 75 71 #define cam_CFAPattern 0x01000201 // Green Blue Red Green … … 94 90 // XXXX 95 91 #undef CAM_USES_ASPECT_CORRECTION 96 #undef CAM_USES_ASPECT_YCORRECTION97 92 #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 coordinate99 100 #undef ASPECT_XCORRECTION101 #define ASPECT_XCORRECTION(x) ( ((x)<<1) )102 103 // Note color palette affects grids!104 #undef ASPECT_GRID_XCORRECTION105 #define ASPECT_GRID_XCORRECTION(x) ( (x) )106 107 #undef ASPECT_GRID_YCORRECTION108 #define ASPECT_GRID_YCORRECTION(y) ( (y) )109 110 #undef ASPECT_VIEWPORT_XCORRECTION111 #define ASPECT_VIEWPORT_XCORRECTION(x) ASPECT_GRID_XCORRECTION(x)112 #undef ASPECT_VIEWPORT_YCORRECTION113 #define ASPECT_VIEWPORT_YCORRECTION(y) ( (y) )114 115 // Note color palette affects games!116 //games mappings117 #undef GAMES_SCREEN_WIDTH118 #undef GAMES_SCREEN_HEIGHT119 #define GAMES_SCREEN_WIDTH 360120 #define GAMES_SCREEN_HEIGHT 240121 #undef ASPECT_GAMES_XCORRECTION122 // 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 resolution123 // 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 for124 // 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_YCORRECTION127 #define ASPECT_GAMES_YCORRECTION(y) ( (y) ) //none128 93 129 94 #define CAM_ZEBRA_ASPECT_ADJUST 1 … … 131 96 #define CAM_CHDK_PTP 1 // include CHDK PTP support 132 97 133 #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. 134 99 135 100 #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 61 61 62 62 #define PARAM_CAMERA_NAME 4 // parameter number for GetParameterData 63 #undef CAM_SENSOR_BITS_PER_PIXEL64 63 65 64 #undef CAM_BITMAP_PALETTE 66 65 #define CAM_BITMAP_PALETTE 2 67 66 68 #undef CAM_WHITE_LEVEL 69 #undef CAM_BLACK_LEVEL 67 #undef CAM_SENSOR_BITS_PER_PIXEL 70 68 #define CAM_SENSOR_BITS_PER_PIXEL 12 71 #define CAM_WHITE_LEVEL ((1<<CAM_SENSOR_BITS_PER_PIXEL)-1)72 #define CAM_BLACK_LEVEL 12773 69 74 70 #undef CAM_USES_ASPECT_CORRECTION 75 #undef CAM_USES_ASPECT_YCORRECTION76 71 #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 coordinate78 //games mappings79 #undef GAMES_SCREEN_WIDTH80 #undef GAMES_SCREEN_HEIGHT81 #define GAMES_SCREEN_WIDTH 36082 #define GAMES_SCREEN_HEIGHT 24083 72 84 85 #undef ASPECT_XCORRECTION86 #define ASPECT_XCORRECTION(x) ((x)<<1) // 9/4 = ( ( ((x)<<3) + (x) ) >>2 )87 #undef ASPECT_GAMES_XCORRECTION88 #define ASPECT_GAMES_XCORRECTION(x) ((x)<<1)89 #undef ASPECT_GAMES_YCORRECTION90 #define ASPECT_GAMES_YCORRECTION(y) (y) //none91 92 #undef ASPECT_GRID_XCORRECTION93 #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*8/994 #undef ASPECT_GRID_YCORRECTION95 #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_XCORRECTION98 #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 edgeoverlay99 #undef ASPECT_VIEWPORT_YCORRECTION100 #define ASPECT_VIEWPORT_YCORRECTION(y) (y)101 73 #undef EDGE_HMARGIN 102 74 #define EDGE_HMARGIN 28 -
trunk/platform/ixus100_sd780/platform_camera.h
r1259 r1364 68 68 #undef CAM_SENSOR_BITS_PER_PIXEL 69 69 #define CAM_SENSOR_BITS_PER_PIXEL 12 70 #undef CAM_WHITE_LEVEL71 #define CAM_WHITE_LEVEL ((1<<CAM_SENSOR_BITS_PER_PIXEL)-1)72 #undef CAM_BLACK_LEVEL73 #define CAM_BLACK_LEVEL 12774 70 75 71 // pattern … … 102 98 103 99 #undef CAM_USES_ASPECT_CORRECTION 104 #undef CAM_USES_ASPECT_YCORRECTION105 100 #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 coordinate107 101 108 #undef ASPECT_XCORRECTION109 #define ASPECT_XCORRECTION(x) ( ((x)<<1) )110 111 // Note color palette affects grids!112 #undef ASPECT_GRID_XCORRECTION113 #define ASPECT_GRID_XCORRECTION(x) ( (x) )114 115 #undef ASPECT_GRID_YCORRECTION116 #define ASPECT_GRID_YCORRECTION(y) ( (y) )117 118 #undef ASPECT_VIEWPORT_XCORRECTION119 #define ASPECT_VIEWPORT_XCORRECTION(x) ASPECT_GRID_XCORRECTION(x)120 #undef ASPECT_VIEWPORT_YCORRECTION121 #define ASPECT_VIEWPORT_YCORRECTION(y) ( (y) )122 123 // Note color palette affects games!124 //games mappings125 #undef GAMES_SCREEN_WIDTH126 #undef GAMES_SCREEN_HEIGHT127 #define GAMES_SCREEN_WIDTH 360128 #define GAMES_SCREEN_HEIGHT 240129 #undef ASPECT_GAMES_XCORRECTION130 // 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 resolution131 // 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 for132 // 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_YCORRECTION135 #define ASPECT_GAMES_YCORRECTION(y) ( (y) ) //none136 102 #define CAM_ZEBRA_ASPECT_ADJUST 1 137 103 // camera has little free memory -
trunk/platform/ixus120_sd940/platform_camera.h
r1334 r1364 73 73 #define PARAM_CAMERA_NAME 4 // parameter number for GetParameterData 74 74 #undef CAM_SENSOR_BITS_PER_PIXEL 75 #undef CAM_WHITE_LEVEL76 #undef CAM_BLACK_LEVEL77 75 #define CAM_SENSOR_BITS_PER_PIXEL 12 78 #define CAM_WHITE_LEVEL ((1<<CAM_SENSOR_BITS_PER_PIXEL)-1)79 #define CAM_BLACK_LEVEL 12780 76 81 77 #define CAM_EXT_TV_RANGE 1 … … 83 79 #define CAM_SHOW_OSD_IN_SHOOT_MENU 1 84 80 85 //nandoide sept-200986 81 #undef CAM_USES_ASPECT_CORRECTION 87 #undef CAM_USES_ASPECT_YCORRECTION88 82 #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 coordinate90 83 91 92 #undef ASPECT_XCORRECTION93 #define ASPECT_XCORRECTION(x) (((x)<<1)) //correction x*screen_buffer_width/screen_width94 #undef ASPECT_GRID_XCORRECTION95 #define ASPECT_GRID_XCORRECTION(x) ( (x) ) //grids are designed on a 360x240 basis96 #undef ASPECT_GRID_YCORRECTION97 #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_XCORRECTION100 #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 edgeoverlay101 #undef ASPECT_VIEWPORT_YCORRECTION102 #define ASPECT_VIEWPORT_YCORRECTION(y) ( (y) )103 84 #undef EDGE_HMARGIN 104 85 #define EDGE_HMARGIN 20 105 86 106 //games mappings107 // renamed GAMES_SCREEN_WIDTH / GAMES_SCREEN_HEIGHT108 #undef GAMES_SCREEN_WIDTH109 #undef GAMES_SCREEN_HEIGHT110 #define GAMES_SCREEN_WIDTH 360111 #define GAMES_SCREEN_HEIGHT 240112 #undef ASPECT_GAMES_XCORRECTION113 // 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 resolution114 // 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 for115 // 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_YCORRECTION118 #define ASPECT_GAMES_YCORRECTION(y) ( (y) ) //none119 120 87 //zebra letterbox for saving memory 121 122 88 #undef ZEBRA_HMARGIN0 123 89 #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 67 67 #define PARAM_CAMERA_NAME 4 // parameter number for GetParameterData 68 68 #undef CAM_SENSOR_BITS_PER_PIXEL 69 #undef CAM_WHITE_LEVEL70 #undef CAM_BLACK_LEVEL71 69 #define CAM_SENSOR_BITS_PER_PIXEL 12 72 #define CAM_WHITE_LEVEL ((1<<CAM_SENSOR_BITS_PER_PIXEL)-1)73 #define CAM_BLACK_LEVEL 12774 70 75 71 #define CAM_EXT_TV_RANGE 1 … … 77 73 #define CAM_SHOW_OSD_IN_SHOOT_MENU 1 78 74 79 //nandoide sept-200980 75 #undef CAM_USES_ASPECT_CORRECTION 81 #undef CAM_USES_ASPECT_YCORRECTION82 76 #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 coordinate84 77 85 86 #undef ASPECT_XCORRECTION87 #define ASPECT_XCORRECTION(x) (((x)<<1)) //correction x*screen_buffer_width/screen_width = x*960/480 = x*2/188 89 #undef ASPECT_GRID_XCORRECTION90 #define ASPECT_GRID_XCORRECTION(x) (x) //grids are designed on a 360x240 basis and screen is 360x24091 #undef ASPECT_GRID_YCORRECTION92 #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_XCORRECTION96 #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 edgeoverlay97 #undef ASPECT_VIEWPORT_YCORRECTION98 #define ASPECT_VIEWPORT_YCORRECTION(y) ( (y) )99 78 #undef EDGE_HMARGIN 100 79 #define EDGE_HMARGIN 20 101 80 102 //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). 119 84 120 85 #define CAM_ZEBRA_ASPECT_ADJUST 1 -
trunk/platform/ixus300_sd4000/platform_camera.h
- Property svn:eol-style set to native
r1271 r1364 112 112 #undef CAM_SENSOR_BITS_PER_PIXEL 113 113 #define CAM_SENSOR_BITS_PER_PIXEL 12 114 #undef CAM_WHITE_LEVEL115 #define CAM_WHITE_LEVEL ((1<<CAM_SENSOR_BITS_PER_PIXEL)-1)116 #undef CAM_BLACK_LEVEL117 #define CAM_BLACK_LEVEL 127118 114 119 115 #define PARAM_CAMERA_NAME 4 // parameter number (index) for GetParameterData to get Camera Name … … 126 122 #undef CAM_USES_ASPECT_CORRECTION 127 123 #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_YCORRECTION129 #define CAM_USES_ASPECT_YCORRECTION 0 // only uses mappings on x coordinate130 131 // default mappings132 #undef ASPECT_XCORRECTION133 #define ASPECT_XCORRECTION(x) (((x)<<1)) // correction x*screen_buffer_width/screen_width = x*960/480 = x*2/1134 135 // grids136 #undef ASPECT_GRID_XCORRECTION137 #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 sx210138 #undef ASPECT_GRID_YCORRECTION139 #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 // viewport142 #undef ASPECT_VIEWPORT_XCORRECTION143 #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 edgeoverlay144 #undef ASPECT_VIEWPORT_YCORRECTION145 #define ASPECT_VIEWPORT_YCORRECTION(y) ( (y) )146 124 147 125 // Not required 148 126 //#undef EDGE_HMARGIN 149 127 //#define EDGE_HMARGIN 10 // 10 fits video mode of sx210 150 151 //games mappings152 #undef GAMES_SCREEN_WIDTH153 #undef GAMES_SCREEN_HEIGHT154 #define GAMES_SCREEN_WIDTH 360155 #define GAMES_SCREEN_HEIGHT 240156 #undef ASPECT_GAMES_XCORRECTION157 // 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 resolution158 // 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 for159 // 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_YCORRECTION162 #define ASPECT_GAMES_YCORRECTION(y) ( (y) ) //none -
trunk/platform/ixus95_sd1200/platform_camera.h
r1224 r1364 62 62 #undef CAM_SENSOR_BITS_PER_PIXEL 63 63 #define CAM_SENSOR_BITS_PER_PIXEL 12 64 #undef CAM_WHITE_LEVEL65 #define CAM_WHITE_LEVEL ((1<<CAM_SENSOR_BITS_PER_PIXEL)-1)66 #undef CAM_BLACK_LEVEL67 #define CAM_BLACK_LEVEL 12768 64 69 65 // pattern … … 92 88 // aspect correction 93 89 #undef CAM_USES_ASPECT_CORRECTION 94 #undef CAM_USES_ASPECT_YCORRECTION95 90 #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 coordinate97 98 #undef ASPECT_XCORRECTION99 #define ASPECT_XCORRECTION(x) ( ((x)<<1) )100 101 // Note color palette affects grids!102 #undef ASPECT_GRID_XCORRECTION103 #define ASPECT_GRID_XCORRECTION(x) ( (x) )104 105 #undef ASPECT_GRID_YCORRECTION106 #define ASPECT_GRID_YCORRECTION(y) ( (y) )107 108 #undef ASPECT_VIEWPORT_XCORRECTION109 #define ASPECT_VIEWPORT_XCORRECTION(x) ASPECT_GRID_XCORRECTION(x)110 #undef ASPECT_VIEWPORT_YCORRECTION111 #define ASPECT_VIEWPORT_YCORRECTION(y) ( (y) )112 113 //games mappings114 #undef GAMES_SCREEN_WIDTH115 #undef GAMES_SCREEN_HEIGHT116 #define GAMES_SCREEN_WIDTH 360117 #define GAMES_SCREEN_HEIGHT 240118 #undef ASPECT_GAMES_XCORRECTION119 // 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 resolution120 // 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 for121 // 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_YCORRECTION124 #define ASPECT_GAMES_YCORRECTION(y) ( (y) ) //none125 91 126 92 #define CAM_ZEBRA_ASPECT_ADJUST 1 -
trunk/platform/ixus980_sd990/platform_camera.h
r1140 r1364 42 42 #define CAM_BITMAP_PALETTE 2 43 43 44 #undef CAM_BLACK_LEVEL45 #define CAM_BLACK_LEVEL 12746 44 #define CAM_HAS_JOGDIAL 1 47 45 // #define CAM_AF_SCAN_DURING_VIDEO_RECORD 1 … … 50 48 #undef CAM_SENSOR_BITS_PER_PIXEL 51 49 #define CAM_SENSOR_BITS_PER_PIXEL 12 52 #undef CAM_WHITE_LEVEL53 #define CAM_WHITE_LEVEL ((1<<CAM_SENSOR_BITS_PER_PIXEL)-1)54 50 55 51 // pattern … … 74 70 // copied from DavidBs D10 stuff 75 71 #undef CAM_USES_ASPECT_CORRECTION 76 #undef CAM_USES_ASPECT_YCORRECTION77 72 #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 coordinate79 73 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 1 110 75 111 76 // #define DNG_EXT_FROM ".CR2" -
trunk/platform/sx220hs/platform_camera.h
r1304 r1364 73 73 #define CAM_HAS_VARIABLE_ASPECT 1 74 74 #undef CAM_USES_ASPECT_CORRECTION 75 #undef CAM_USES_ASPECT_YCORRECTION76 75 #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 coordinate78 76 79 #undef ASPECT_XCORRECTION80 #define ASPECT_XCORRECTION(x) (((x)<<1)) //correction x*screen_buffer_width/screen_width = x*960/480 = x*2/181 #undef ASPECT_GRID_XCORRECTION82 #define ASPECT_GRID_XCORRECTION(x) ( (x)+60 ) //+ shift the grid 60 pixels right for 16:9 displays83 #undef ASPECT_GRID_YCORRECTION84 #define ASPECT_GRID_YCORRECTION(y) ( (y) )85 86 #undef ASPECT_VIEWPORT_XCORRECTION87 #define ASPECT_VIEWPORT_XCORRECTION(x) ( (x) )88 #undef ASPECT_VIEWPORT_YCORRECTION89 #define ASPECT_VIEWPORT_YCORRECTION(y) ( (y) )90 91 77 #undef EDGE_HMARGIN 92 78 #define EDGE_HMARGIN 10 93 94 #undef GAMES_SCREEN_WIDTH95 #undef GAMES_SCREEN_HEIGHT96 #define GAMES_SCREEN_WIDTH 36097 #define GAMES_SCREEN_HEIGHT 24098 #undef ASPECT_GAMES_XCORRECTION99 #define ASPECT_GAMES_XCORRECTION(x) ( ((x)<<1) )100 #undef ASPECT_GAMES_YCORRECTION101 #define ASPECT_GAMES_YCORRECTION(y) ( (y) )102 79 103 80 #undef ZEBRA_HMARGIN0 -
trunk/platform/sx230hs/platform_camera.h
r1328 r1364 85 85 #define CAM_HAS_VARIABLE_ASPECT 1 86 86 #undef CAM_USES_ASPECT_CORRECTION 87 #undef CAM_USES_ASPECT_YCORRECTION88 87 #define CAM_USES_ASPECT_CORRECTION 1 89 #define CAM_USES_ASPECT_YCORRECTION 090 88 91 #undef ASPECT_XCORRECTION92 #define ASPECT_XCORRECTION(x) (((x)<<1))93 94 #undef ASPECT_GRID_XCORRECTION95 #define ASPECT_GRID_XCORRECTION(x) ( (x)+60 )96 #undef ASPECT_GRID_YCORRECTION97 #define ASPECT_GRID_YCORRECTION(y) ( (y) )98 99 #undef ASPECT_VIEWPORT_XCORRECTION100 #define ASPECT_VIEWPORT_XCORRECTION(x) ( (x) )101 #undef ASPECT_VIEWPORT_YCORRECTION102 #define ASPECT_VIEWPORT_YCORRECTION(y) ( (y) )103 104 89 #undef EDGE_HMARGIN 105 90 #define EDGE_HMARGIN 10 106 107 #undef GAMES_SCREEN_WIDTH108 #undef GAMES_SCREEN_HEIGHT109 #define GAMES_SCREEN_WIDTH 360110 #define GAMES_SCREEN_HEIGHT 240111 #undef ASPECT_GAMES_XCORRECTION112 // 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 resolution113 // 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 for114 // 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_YCORRECTION117 #define ASPECT_GAMES_YCORRECTION(y) ( (y) )118 91 119 92 #undef ZEBRA_HMARGIN0
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