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Add N3DS XL Loopy 3D Mode
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@@ -36,6 +36,8 @@
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#include "AudioDeviceMenu.hpp"
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#include "SeparatorMenu.hpp"
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#include "ColorCorrectionMenu.hpp"
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#include "Main3DMenu.hpp"
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#include "SecondScreen3DRelativePositionMenu.hpp"
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#include "display_structs.hpp"
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#include "event_structs.hpp"
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#include "shaders_list.hpp"
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@@ -99,16 +101,20 @@ private:
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bool use_non_int_scaling;
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int rotation;
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const PARData *par;
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bool divide_3d_par;
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};
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bool created_proper_folder;
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CaptureStatus* capture_status;
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std::string win_title;
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sf::RenderWindow m_win;
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int m_width, m_height;
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int m_width_no_manip, m_height_no_manip;
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int m_window_width, m_window_height;
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int m_prepare_load;
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int m_prepare_save;
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bool last_connected_status;
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bool last_enabled_3d;
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bool last_interleaved_3d;
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bool m_prepare_open;
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bool m_prepare_quit;
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bool m_scheduled_split;
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@@ -160,6 +166,8 @@ private:
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AudioDeviceMenu *audio_device_menu;
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SeparatorMenu *separator_menu;
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ColorCorrectionMenu *color_correction_menu;
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Main3DMenu *main_3d_menu;
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SecondScreen3DRelativePositionMenu *second_screen_3d_relpos_menu;
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std::vector<const CropData*> possible_crops;
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std::vector<const CropData*> possible_crops_ds;
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std::vector<const CropData*> possible_crops_with_games;
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@@ -192,8 +200,8 @@ private:
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volatile bool is_thread_done;
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bool was_last_frame_null;
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sf::RectangleShape m_in_rect_top, m_in_rect_bot;
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out_rect_data m_out_rect_top, m_out_rect_bot;
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sf::RectangleShape m_in_rect_top, m_in_rect_bot, m_in_rect_top_right;
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out_rect_data m_out_rect_top, m_out_rect_bot, m_out_rect_top_right;
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ScreenType m_stype;
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const ShaderColorEmulationData* sent_shader_color_data;
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@@ -237,6 +245,9 @@ private:
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void fast_poll_change();
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void padding_change();
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void game_crop_enable_change();
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void request_3d_change();
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void interleaved_3d_change();
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void squish_3d_change(bool is_top);
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void audio_device_change(audio_output_device_data new_device_data);
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void is_nitro_capture_type_change(bool positive);
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void is_nitro_capture_speed_change(bool positive);
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@@ -264,6 +275,8 @@ private:
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void separator_windowed_multiplier_change(bool positive);
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void separator_fullscreen_multiplier_change(bool positive);
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void color_correction_value_change(int new_color_correction_value);
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void second_screen_3d_pos_change(int new_second_screen_3d_pos);
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void second_screen_3d_match_bottom_pos_change();
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bool query_reset_request();
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void reset_held_times(bool force = true);
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void poll_window(bool do_everything);
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@@ -278,16 +291,20 @@ private:
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int _choose_color_emulation_shader(bool is_top);
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int _choose_shader(PossibleShaderTypes shader_type, bool is_top);
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int choose_shader(PossibleShaderTypes shader_type, bool is_top);
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void apply_shader_to_texture(out_rect_data &rect_data, PossibleShaderTypes shader_type, bool is_top);
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bool apply_shaders_to_input(out_rect_data &rect_data, const sf::RectangleShape &final_in_rect, bool is_top);
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void apply_shader_to_texture(sf::RectangleShape &rect_data, sf::RenderTexture &tex_data, PossibleShaderTypes shader_type, bool is_top);
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bool apply_shaders_to_input(sf::RectangleShape &rect_data, sf::RenderTexture &tex_data, const sf::RectangleShape &final_in_rect, bool is_top);
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void pre_texture_conversion_processing();
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void post_texture_conversion_processing(out_rect_data &rect_data, const sf::RectangleShape &in_rect, bool actually_draw, bool is_top, bool is_debug);
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void post_texture_conversion_processing(sf::RectangleShape &rect_data, sf::RenderTexture &tex_data, const sf::RectangleShape &in_rect, bool actually_draw, bool is_top, bool is_debug);
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void draw_rect_to_window(const sf::RectangleShape &out_rect, bool is_top);
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void window_bg_processing();
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void display_data_to_window(bool actually_draw, bool is_debug = false);
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void window_render_call();
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void set_position_screens(sf::Vector2f &curr_top_screen_size, sf::Vector2f &curr_bot_screen_size, int offset_x, int offset_y, int max_x, int max_y, int separator_size_x, int separator_size_y, bool do_work = true);
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float get_max_float_screen_multiplier(ResizingScreenData *own_screen, int width_limit, int height_limit, int other_rotation, bool is_two_screens_merged = false);
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bool get_divide_3d_par(bool is_top, ScreenInfo* info);
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sf::Vector2u get_3d_size_multiplier(ScreenInfo* info);
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sf::Vector2u get_desk_mode_3d_multiplied(ScreenInfo* info);
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sf::Vector2f get_3d_offset_out_rect(ScreenInfo* info, bool is_second_screen);
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int prepare_screen_ratio(ResizingScreenData *own_screen, int width_limit, int height_limit, int other_rotation);
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float get_ratio_compared_other_screen(ResizingScreenData *own_screen, ResizingScreenData* other_screen, float other_scaling);
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bool can_non_integerly_scale();
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@@ -339,6 +356,8 @@ private:
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void setup_input_menu(bool reset_data = true);
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void setup_separator_menu(bool reset_data = true);
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void setup_color_correction_menu(bool reset_data = true);
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void setup_main_3d_menu(bool reset_data = true);
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void setup_second_screen_3d_relpos_menu(bool reset_data = true);
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void update_connection();
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};
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@@ -367,8 +386,9 @@ void reset_screen_info(ScreenInfo &info);
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bool load_screen_info(std::string key, std::string value, std::string base, ScreenInfo &info);
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std::string save_screen_info(std::string base, const ScreenInfo &info);
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const PARData* get_base_par();
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void get_par_size(int &width, int &height, float multiplier_factor, const PARData *correction_factor);
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void get_par_size(float &width, float &height, float multiplier_factor, const PARData *correction_factor);
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void get_par_size(int &width, int &height, float multiplier_factor, const PARData *correction_factor, bool divide_3d_par);
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void get_par_size(float &width, float &height, float multiplier_factor, const PARData *correction_factor, bool divide_3d_par);
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SecondScreen3DRelativePosition get_second_screen_pos(ScreenInfo* info, ScreenType stype);
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void update_output(FrontendData* frontend_data, double frame_time = 0.0, VideoOutputData *out_buf = NULL);
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void update_connected_3ds_ds(FrontendData* frontend_data, const CaptureDevice &old_cc_device, const CaptureDevice &new_cc_device);
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void update_connected_specific_settings(FrontendData* frontend_data, const CaptureDevice &cc_device);
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