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Author Topic: Screen Zooming  (Read 802 times)

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Offline utunnels

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Screen Zooming
« on: August 08, 2011, 07:35:11 pm »
I'm working on this based on Plombo's zoomscreen function.

Here's what I've done:

Code: [Select]
s_screen* zoombuffer = NULL;
int zoom_center_x = 0;
int zoom_center_y = 0;
int zoom_scale_x = 0;
int zoom_scale_y = 0;
int zoom_z = MIN_INT;


  • zoombuffer is a screen to hold the temporary result, before applying to the vscreen.
  • zoom_center_x/y is the zooming focus on your vscreen.
  • zoom_scale_x/y is the size factor, 256 means 1:1 (no zooming). Set to 0 if you want the engine to ignore it. When zoom_scale_x/y is present, zoombuffer will be allocated automatically, otherwise it will be freed.
  • zoom_z is the maximum depth in the sprite queue to be applied to zoombuffer. For example, give a value between your front panel and HUD will make the HUD unaffected by the zooming effect.

Problems

  • The actually display area is still the same as vscreen. So if you zoom out of set the focus near the borders, there will be a black area around.
  • No timing control. Currently the function is only available for script users. I'd like to add a zoom timer, but only after the other problems are solved.
  • Extra resources needed. The zoomscreen function uses an extra screen to transfer the data and there is also a zoombuffer in openbor.c Basically, the engine transfers the same screen 3 times, so more CPU power is needed.

Offline DJGameFreakTheIguana

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Re: Screen Zooming
« Reply #1 on: August 09, 2011, 12:01:37 am »
Even though I'm not a script user, I'd love to try this out. It would make my brawlers mod look better, for osme reason, and make Burnking's Warpath mod seem more like the original.

x)

Offline Plombo

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Re: Screen Zooming
« Reply #2 on: August 09, 2011, 10:26:26 am »
I'm working on this based on Plombo's zoomscreen function.

Thank you for picking this up! ;D

Offline yotatouch

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Re: Screen Zooming
« Reply #3 on: August 09, 2011, 01:47:46 pm »
I'm waiting for it for sooo long time ago... :)
Good luck on it !
If someone is better than you, admit your defeat, then rise and try to be better than him, with respect.

Offline Plombo

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Re: Screen Zooming
« Reply #4 on: August 09, 2011, 02:01:05 pm »
I'm waiting for it for sooo long time ago... :)
Good luck on it !

Sorry I didn't finish it before...

Offline utunnels

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Re: Screen Zooming
« Reply #5 on: October 26, 2011, 01:26:42 am »
 :-X

I removed these script function for reasons:

1. There are now functions which allow control the sprite queue directly. You can do what ever the engine supports to your screen (rotate, scale, water, repeat, blend, etc).

2. Zoom lacks of flexibilities: the area is limit to your main screen and you can't change that.

I'm sorry the manual is always delayed, I'll try writing something recently.

« Last Edit: October 26, 2011, 01:28:19 am by utunnels »

 



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