Changeset 1364 for trunk/platform/ixus200_sd980/platform_camera.h
- Timestamp:
- 10/14/11 23:07:26 (20 months ago)
- File:
-
- 1 edited
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trunk/platform/ixus200_sd980/platform_camera.h (modified) (2 diffs)
Legend:
- Unmodified
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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
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