/dports/devel/sfml/SFML-2.5.1/examples/pong/ |
H A D | Pong.cpp | 25 const int gameHeight = 600; in main() local 30 sf::RenderWindow window(sf::VideoMode(gameWidth, gameHeight, 32), "SFML Pong", in main() 111 leftPaddle.setPosition(10 + paddleSize.x / 2, gameHeight / 2); in main() 112 rightPaddle.setPosition(gameWidth - 10 - paddleSize.x / 2, gameHeight / 2); in main() 113 ball.setPosition(gameWidth / 2, gameHeight / 2); in main() 137 (leftPaddle.getPosition().y + paddleSize.y / 2 < gameHeight - 5.f)) in main() 144 … ((rightPaddleSpeed > 0.f) && (rightPaddle.getPosition().y + paddleSize.y / 2 < gameHeight - 5.f))) in main() 182 if (ball.getPosition().y + ballRadius > gameHeight) in main() 186 ball.setPosition(ball.getPosition().x, gameHeight - ballRadius - 0.1f); in main()
|
/dports/games/scummvm/scummvm-2.5.1/backends/platform/ds/ |
H A D | ds-graphics.cpp | 55 static int gameHeight = 200; variable 70 if (subScTargetY > gameHeight - subScreenHeight) subScTargetY = gameHeight - subScreenHeight; in setTopScreenTarget() 78 gameHeight = height; in setGameSize() 109 subScTargetY = CLIP(subScTargetY, 0, (gameHeight - subScreenHeight) << 8); in VBlankHandler() 124 if (scY + 192 > gameHeight - 1) { in VBlankHandler() 125 scY = gameHeight - 1 - 192; in VBlankHandler() 134 if (scY > gameHeight - 192 - 1) { in VBlankHandler() 135 scY = gameHeight - 192 - 1; in VBlankHandler() 142 …s_shakeXOffset << 8), (scY << 8) + (s_shakeYOffset << 8), gameWidth, ((gameHeight * (256 << 8)) / … in VBlankHandler()
|
/dports/games/residualvm/residualvm-0.3.1/backends/graphics/sdl/ |
H A D | resvm-sdl-graphics.cpp | 90 …raphicsManager::computeGameRect(GameRenderTarget gameRenderTarget, uint gameWidth, uint gameHeight, in computeGameRect() argument 99 Math::Vector2d((effectiveWidth - gameWidth) / 2, (effectiveHeight - gameHeight) / 2), in computeGameRect() 100 Math::Vector2d((effectiveWidth + gameWidth) / 2, (effectiveHeight + gameHeight) / 2) in computeGameRect() 105 float scale = MIN(effectiveHeight / float(gameHeight), effectiveWidth / float(gameWidth)); in computeGameRect() 107 float scaledH = scale * (gameHeight / float(effectiveHeight)); in computeGameRect()
|
H A D | resvm-sdl-graphics.h | 159 Math::Rect2d computeGameRect(GameRenderTarget gameRenderTarget, uint gameWidth, uint gameHeight,
|
/dports/games/libretro-fbneo/FBNeo-bbe3c05/src/intf/video/macos/ |
H A D | FBVideo.mm | 87 int gameHeight; 91 BurnDrvGetVisibleSize(&gameWidth, &gameHeight); 102 nVidImageHeight = gameHeight; 115 bufferHeight = gameHeight;
|
/dports/games/libretro-scummvm/scummvm-7b1e929/backends/graphics/opengl/ |
H A D | opengl-graphics.h | 173 VideoState() : valid(false), gameWidth(0), gameHeight(0), in VideoState() 182 uint gameWidth, gameHeight; member 191 return gameWidth == right.gameWidth && gameHeight == right.gameHeight
|
H A D | opengl-graphics.cpp | 296 || _oldState.gameHeight != _currentState.gameHeight) { in endGFXTransaction() 331 || _currentState.gameHeight > (uint)g_context.maxTextureSize)) { in endGFXTransaction() 338 || _oldState.gameHeight != _currentState.gameHeight) { in endGFXTransaction() 395 _gameScreen->allocate(_currentState.gameWidth, _currentState.gameHeight); in endGFXTransaction() 438 _currentState.gameHeight = height; in initSize() 448 return _currentState.gameHeight; in getHeight()
|
/dports/games/qonk/qonk-0.3.1/src/ |
H A D | settings.h | 22 static int screenWidth, screenHeight, gameWidth, gameHeight, gameOffsetX; variable 66 static int getGameHeight() { return gameHeight; } in getGameHeight()
|
H A D | settings.cpp | 33 int Settings::gameHeight = 0; member in Settings 182 gameHeight = height; in setScreenSize()
|
/dports/games/scummvm/scummvm-2.5.1/backends/graphics/opengl/ |
H A D | opengl-graphics.h | 181 VideoState() : valid(false), gameWidth(0), gameHeight(0), in VideoState() 191 uint gameWidth, gameHeight; member 203 return gameWidth == right.gameWidth && gameHeight == right.gameHeight
|
H A D | opengl-graphics.cpp | 351 || _oldState.gameHeight != _currentState.gameHeight) { in endGFXTransaction() 393 || _currentState.gameHeight > (uint)g_context.maxTextureSize)) { in endGFXTransaction() 400 || _oldState.gameHeight != _currentState.gameHeight) { in endGFXTransaction() 470 _gameScreen->allocate(_currentState.gameWidth, _currentState.gameHeight); in endGFXTransaction() 513 _currentState.gameHeight = height; in initSize() 523 return _currentState.gameHeight; in getHeight()
|
/dports/games/libretro-scummvm/scummvm-7b1e929/backends/platform/ds/arm9/source/ |
H A D | dsmain.cpp | 296 static int gameHeight = 200; variable 475 gameHeight = height; in setGameSize() 483 return gameHeight; in getGameHeight() 1278 for (int y = 0; y < gameHeight; y++) { in setKeyboardEnable() 2222 if (scY + 192 > gameHeight - 1) { in VBlankHandler() 2223 scY = gameHeight - 1 - 192; in VBlankHandler() 2239 if (scY > gameHeight - 192 - 1) { in VBlankHandler() 2240 scY = gameHeight - 192 - 1; in VBlankHandler() 2319 if (subScTargetY > gameHeight - subScreenHeight) subScTargetY = gameHeight - subScreenHeight; in setTopScreenTarget() 2750 y = y < 0? 0: (y > gameHeight - 1? gameHeight - 1: y); in getPenY() [all …]
|
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/ui/ |
H A D | clientwindow.cpp | 113 AnimationRule *gameHeight; in DENG2_PIMPL() local 135 , gameHeight(new AnimationRule(0, Animation::EaseBoth)) in DENG2_PIMPL() 162 releaseRef(gameHeight); in DENG2_PIMPL() 187 gameHeight->set(root.viewHeight()); in DENG2_PIMPL() 193 .setInput(Rule::Height, *gameHeight); in DENG2_PIMPL() 757 gameHeight->set(root.viewHeight()/4, SPAN); in DENG2_PIMPL() 758 homeDelta ->set(-*gameHeight - unit, SPAN); in DENG2_PIMPL() 764 gameHeight->set(root.viewHeight(), SPAN); in DENG2_PIMPL()
|
/dports/games/scummvm/scummvm-2.5.1/backends/graphics3d/openglsdl/ |
H A D | openglsdl-graphics3d.cpp | 316 …nGLSdlGraphics3dManager::computeGameRect(bool renderToFrameBuffer, uint gameWidth, uint gameHeight, in computeGameRect() argument 321 float scale = MIN(screenHeight / float(gameHeight), screenWidth / float(gameWidth)); in computeGameRect() 323 float scaledH = scale * (gameHeight / float(screenHeight)); in computeGameRect() 393 bool OpenGLSdlGraphics3dManager::createOrUpdateGLContext(uint gameWidth, uint gameHeight, in createOrUpdateGLContext() argument 469 _window->createOrUpdateWindow(gameWidth, gameHeight, sdlflags); in createOrUpdateGLContext()
|
H A D | openglsdl-graphics3d.h | 146 …bool createOrUpdateGLContext(uint gameWidth, uint gameHeight, uint effectiveWidth, uint effectiveH… 153 Math::Rect2d computeGameRect(bool renderToFrameBuffer, uint gameWidth, uint gameHeight,
|
/dports/games/residualvm/residualvm-0.3.1/backends/graphics/surfacesdl/ |
H A D | surfacesdl-graphics.cpp | 83 void SurfaceSdlGraphicsManager::setupScreen(uint gameWidth, uint gameHeight, bool fullscreen, bool … in setupScreen() argument 96 _engineRequestedHeight = gameHeight; in setupScreen() 103 …_subScreen = SDL_CreateRGBSurface(SDL_SWSURFACE, gameWidth, gameHeight, f->BitsPerPixel, f->Rmask,… in setupScreen()
|
H A D | surfacesdl-graphics.h | 43 virtual void setupScreen(uint gameWidth, uint gameHeight, bool fullscreen, bool accel3d) override;
|
/dports/games/residualvm/residualvm-0.3.1/backends/graphics/openglsdl/ |
H A D | openglsdl-graphics.h | 51 virtual void setupScreen(uint gameWidth, uint gameHeight, bool fullscreen, bool accel3d) override;
|
H A D | openglsdl-graphics.cpp | 100 void OpenGLSdlGraphicsManager::setupScreen(uint gameWidth, uint gameHeight, bool fullscreen, bool a… in setupScreen() argument 111 _engineRequestedHeight = gameHeight; in setupScreen()
|