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BaseRenderer.cpp
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BaseRenderer.cpp
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/*
* Copyright (C) 2005-2008 Team XBMC
* http://www.xbmc.org
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with XBMC; see the file COPYING. If not, write to
* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "system.h"
#include <algorithm>
#include "BaseRenderer.h"
#include "settings/Settings.h"
#include "settings/GUISettings.h"
#include "guilib/GraphicContext.h"
#include "utils/log.h"
#include "utils/MathUtils.h"
#include "settings/AdvancedSettings.h"
CBaseRenderer::CBaseRenderer()
{
m_sourceFrameRatio = 1.0f;
m_sourceWidth = 720;
m_sourceHeight = 480;
m_resolution = RES_DESKTOP;
m_fps = 0.0f;
m_renderOrientation = 0;
m_oldRenderOrientation = 0;
m_oldDestRect.SetRect(0.0f, 0.0f, 0.0f, 0.0f);
for(int i=0; i < 4; i++)
{
m_rotatedDestCoords[i].x = 0;
m_rotatedDestCoords[i].y = 0;
}
m_RenderUpdateCallBackFn = NULL;
m_RenderUpdateCallBackCtx = NULL;
}
CBaseRenderer::~CBaseRenderer()
{
}
void CBaseRenderer::RegisterRenderUpdateCallBack(const void *ctx, RenderUpdateCallBackFn fn)
{
m_RenderUpdateCallBackFn = fn;
m_RenderUpdateCallBackCtx = ctx;
}
void CBaseRenderer::ChooseBestResolution(float fps)
{
if (fps == 0.0) return;
// Adjust refreshrate to match source fps
#if !defined(TARGET_DARWIN_IOS)
if (g_guiSettings.GetBool("videoplayer.adjustrefreshrate"))
{
float weight;
if (!FindResolutionFromOverride(fps, weight, false)) //find a refreshrate from overrides
{
if (!FindResolutionFromOverride(fps, weight, true))//if that fails find it from a fallback
FindResolutionFromFpsMatch(fps, weight);//if that fails use automatic refreshrate selection
}
CLog::Log(LOGNOTICE, "Display resolution ADJUST : %s (%d) (weight: %.3f)",
g_settings.m_ResInfo[m_resolution].strMode.c_str(), m_resolution, weight);
}
else
#endif
CLog::Log(LOGNOTICE, "Display resolution %s : %s (%d)",
m_resolution == RES_DESKTOP ? "DESKTOP" : "USER", g_settings.m_ResInfo[m_resolution].strMode.c_str(), m_resolution);
}
bool CBaseRenderer::FindResolutionFromOverride(float fps, float& weight, bool fallback)
{
//try to find a refreshrate from the override
for (int i = 0; i < (int)g_advancedSettings.m_videoAdjustRefreshOverrides.size(); i++)
{
RefreshOverride& override = g_advancedSettings.m_videoAdjustRefreshOverrides[i];
if (override.fallback != fallback)
continue;
//if we're checking for overrides, check if the fps matches
if (!fallback && (fps < override.fpsmin || fps > override.fpsmax))
continue;
for (size_t j = (int)RES_DESKTOP; j < g_settings.m_ResInfo.size(); j++)
{
if (g_settings.m_ResInfo[j].iWidth == g_settings.m_ResInfo[m_resolution].iWidth
&& g_settings.m_ResInfo[j].iHeight == g_settings.m_ResInfo[m_resolution].iHeight
&& g_settings.m_ResInfo[j].iScreen == g_settings.m_ResInfo[m_resolution].iScreen)
{
if (g_settings.m_ResInfo[j].fRefreshRate <= override.refreshmax
&& g_settings.m_ResInfo[j].fRefreshRate >= override.refreshmin)
{
m_resolution = (RESOLUTION)j;
if (fallback)
{
CLog::Log(LOGDEBUG, "Found Resolution %s (%d) from fallback (refreshmin:%.3f refreshmax:%.3f)",
g_settings.m_ResInfo[m_resolution].strMode.c_str(), m_resolution,
override.refreshmin, override.refreshmax);
}
else
{
CLog::Log(LOGDEBUG, "Found Resolution %s (%d) from override of fps %.3f (fpsmin:%.3f fpsmax:%.3f refreshmin:%.3f refreshmax:%.3f)",
g_settings.m_ResInfo[m_resolution].strMode.c_str(), m_resolution, fps,
override.fpsmin, override.fpsmax, override.refreshmin, override.refreshmax);
}
weight = RefreshWeight(g_settings.m_ResInfo[m_resolution].fRefreshRate, fps);
return true; //fps and refresh match with this override, use this resolution
}
}
}
}
return false; //no override found
}
void CBaseRenderer::FindResolutionFromFpsMatch(float fps, float& weight)
{
const float maxWeight = 0.0021f;
m_resolution = FindClosestResolution(fps, 1.0, m_resolution, weight);
if (weight >= maxWeight) //not a very good match, try a 2:3 cadence instead
{
CLog::Log(LOGDEBUG, "Resolution %s (%d) not a very good match for fps %.3f (weight: %.3f), trying 2:3 cadence",
g_settings.m_ResInfo[m_resolution].strMode.c_str(), m_resolution, fps, weight);
m_resolution = FindClosestResolution(fps, 2.5, m_resolution, weight);
if (weight >= maxWeight) //2:3 cadence not a good match
{
CLog::Log(LOGDEBUG, "Resolution %s (%d) not a very good match for fps %.3f with 2:3 cadence (weight: %.3f), choosing 60 hertz",
g_settings.m_ResInfo[m_resolution].strMode.c_str(), m_resolution, fps, weight);
//get the resolution with the refreshrate closest to 60 hertz
for (size_t i = (int)RES_DESKTOP; i < g_settings.m_ResInfo.size(); i++)
{
if (MathUtils::round_int(g_settings.m_ResInfo[i].fRefreshRate) == 60
&& g_settings.m_ResInfo[i].iWidth == g_settings.m_ResInfo[m_resolution].iWidth
&& g_settings.m_ResInfo[i].iHeight == g_settings.m_ResInfo[m_resolution].iHeight
&& g_settings.m_ResInfo[i].iScreen == g_settings.m_ResInfo[m_resolution].iScreen)
{
if (fabs(g_settings.m_ResInfo[i].fRefreshRate - 60.0) < fabs(g_settings.m_ResInfo[m_resolution].fRefreshRate - 60.0))
m_resolution = (RESOLUTION)i;
}
}
//60 hertz not available, get the highest refreshrate
if (MathUtils::round_int(g_settings.m_ResInfo[m_resolution].fRefreshRate) != 60)
{
CLog::Log(LOGDEBUG, "60 hertz refreshrate not available, choosing highest");
for (size_t i = (int)RES_DESKTOP; i < g_settings.m_ResInfo.size(); i++)
{
if (g_settings.m_ResInfo[i].fRefreshRate > g_settings.m_ResInfo[m_resolution].fRefreshRate
&& g_settings.m_ResInfo[i].iWidth == g_settings.m_ResInfo[m_resolution].iWidth
&& g_settings.m_ResInfo[i].iHeight == g_settings.m_ResInfo[m_resolution].iHeight
&& g_settings.m_ResInfo[i].iScreen == g_settings.m_ResInfo[m_resolution].iScreen)
{
m_resolution = (RESOLUTION)i;
}
}
}
weight = RefreshWeight(g_settings.m_ResInfo[m_resolution].fRefreshRate, fps);
}
}
}
RESOLUTION CBaseRenderer::FindClosestResolution(float fps, float multiplier, RESOLUTION current, float& weight)
{
// Find closest refresh rate
for (size_t i = (int)RES_DESKTOP; i < g_settings.m_ResInfo.size(); i++)
{
RESOLUTION_INFO &curr = g_settings.m_ResInfo[current];
RESOLUTION_INFO &info = g_settings.m_ResInfo[i];
//discard resolutions that are not the same width and height
//or have a too low refreshrate
if (info.iWidth != curr.iWidth
|| info.iHeight != curr.iHeight
|| info.iScreen != curr.iScreen
|| info.fRefreshRate < (fps * multiplier / 1.001) - 0.001)
continue;
int c_weight = MathUtils::round_int(RefreshWeight(curr.fRefreshRate, fps * multiplier) * 1000.0);
int i_weight = MathUtils::round_int(RefreshWeight(info.fRefreshRate, fps * multiplier) * 1000.0);
// Closer the better, prefer higher refresh rate if the same
if ((i_weight < c_weight)
|| (i_weight == c_weight && info.fRefreshRate > curr.fRefreshRate))
current = (RESOLUTION)i;
}
weight = RefreshWeight(g_settings.m_ResInfo[current].fRefreshRate, fps * multiplier);
return current;
}
//distance of refresh to the closest multiple of fps (multiple is 1 or higher), as a multiplier of fps
float CBaseRenderer::RefreshWeight(float refresh, float fps)
{
float div = refresh / fps;
int round = MathUtils::round_int(div);
if (round < 1)
return (fps - refresh) / fps;
else
return (float)fabs(div / round - 1.0);
}
RESOLUTION CBaseRenderer::GetResolution() const
{
if (g_graphicsContext.IsFullScreenRoot() && (g_graphicsContext.IsFullScreenVideo() || g_graphicsContext.IsCalibrating()))
return m_resolution;
return g_graphicsContext.GetVideoResolution();
}
float CBaseRenderer::GetAspectRatio() const
{
float width = (float)m_sourceWidth - g_settings.m_currentVideoSettings.m_CropLeft - g_settings.m_currentVideoSettings.m_CropRight;
float height = (float)m_sourceHeight - g_settings.m_currentVideoSettings.m_CropTop - g_settings.m_currentVideoSettings.m_CropBottom;
return m_sourceFrameRatio * width / height * m_sourceHeight / m_sourceWidth;
}
void CBaseRenderer::GetVideoRect(CRect &source, CRect &dest)
{
source = m_sourceRect;
dest = m_destRect;
}
inline void CBaseRenderer::ReorderDrawPoints()
{
// 0 - top left, 1 - top right, 2 - bottom right, 3 - bottom left
float origMat[4][2] = {{m_destRect.x1, m_destRect.y1},
{m_destRect.x2, m_destRect.y1},
{m_destRect.x2, m_destRect.y2},
{m_destRect.x1, m_destRect.y2}};
bool changeAspect = false;
int pointOffset = 0;
switch (m_renderOrientation)
{
case 90:
pointOffset = 1;
changeAspect = true;
break;
case 180:
pointOffset = 2;
break;
case 270:
pointOffset = 3;
changeAspect = true;
break;
}
// if renderer doesn't support rotation
// treat orientation as 0 degree so that
// ffmpeg might handle it.
if (!Supports(RENDERFEATURE_ROTATION))
{
pointOffset = 0;
changeAspect = false;
}
int diff = (m_destRect.Height() - m_destRect.Width()) / 2;
for (int destIdx=0, srcIdx=pointOffset; destIdx < 4; destIdx++)
{
m_rotatedDestCoords[destIdx].x = origMat[srcIdx][0];
m_rotatedDestCoords[destIdx].y = origMat[srcIdx][1];
if (changeAspect)
{
switch (srcIdx)
{
case 0:
m_rotatedDestCoords[destIdx].x -= diff;
m_rotatedDestCoords[destIdx].y += diff;
break;
case 1:
m_rotatedDestCoords[destIdx].x += diff;
m_rotatedDestCoords[destIdx].y += diff;
break;
case 2:
m_rotatedDestCoords[destIdx].x += diff;
m_rotatedDestCoords[destIdx].y -= diff;
break;
case 3:
m_rotatedDestCoords[destIdx].x -= diff;
m_rotatedDestCoords[destIdx].y -= diff;
break;
}
}
srcIdx++;
srcIdx = srcIdx % 4;
}
}
void CBaseRenderer::CalcNormalDisplayRect(float offsetX, float offsetY, float screenWidth, float screenHeight, float inputFrameRatio, float zoomAmount, float verticalShift)
{
// if view window is empty, set empty destination
if(screenHeight == 0 || screenWidth == 0)
{
m_destRect.SetRect(0.0f, 0.0f, 0.0f, 0.0f);
return;
}
// scale up image as much as possible
// and keep the aspect ratio (introduces with black bars)
// calculate the correct output frame ratio (using the users pixel ratio setting
// and the output pixel ratio setting)
float outputFrameRatio = inputFrameRatio / g_settings.m_ResInfo[GetResolution()].fPixelRatio;
// allow a certain error to maximize screen size
float fCorrection = screenWidth / screenHeight / outputFrameRatio - 1.0f;
float fAllowed = g_guiSettings.GetInt("videoplayer.errorinaspect") * 0.01f;
if(fCorrection > fAllowed) fCorrection = fAllowed;
if(fCorrection < - fAllowed) fCorrection = - fAllowed;
outputFrameRatio *= 1.0f + fCorrection;
// maximize the movie width
float newWidth = screenWidth;
float newHeight = newWidth / outputFrameRatio;
if (newHeight > screenHeight)
{
newHeight = screenHeight;
newWidth = newHeight * outputFrameRatio;
}
// Scale the movie up by set zoom amount
newWidth *= zoomAmount;
newHeight *= zoomAmount;
// Centre the movie
float posY = (screenHeight - newHeight) / 2;
float posX = (screenWidth - newWidth) / 2;
// vertical shift range -1 to 1 shifts within the top and bottom black bars
// if there are no top and bottom black bars, this range does nothing
float blackBarSize = std::max((screenHeight - newHeight) / 2.0f, 0.0f);
posY += blackBarSize * std::max(std::min(verticalShift, 1.0f), -1.0f);
// vertical shift ranges -2 to -1 and 1 to 2 will shift the image out of the screen
// if vertical shift is -2 it will be completely shifted out the top,
// if it's 2 it will be completely shifted out the bottom
float shiftRange = std::min(newHeight, newHeight - (newHeight - screenHeight) / 2.0f);
if (verticalShift > 1.0f)
posY += shiftRange * (verticalShift - 1.0f);
else if (verticalShift < -1.0f)
posY += shiftRange * (verticalShift + 1.0f);
m_destRect.x1 = (float)MathUtils::round_int(posX + offsetX);
m_destRect.x2 = m_destRect.x1 + MathUtils::round_int(newWidth);
m_destRect.y1 = (float)MathUtils::round_int(posY + offsetY);
m_destRect.y2 = m_destRect.y1 + MathUtils::round_int(newHeight);
// clip as needed
if (!(g_graphicsContext.IsFullScreenVideo() || g_graphicsContext.IsCalibrating()))
{
CRect original(m_destRect);
m_destRect.Intersect(CRect(offsetX, offsetY, offsetX + screenWidth, offsetY + screenHeight));
if (m_destRect != original)
{
float scaleX = m_sourceRect.Width() / original.Width();
float scaleY = m_sourceRect.Height() / original.Height();
m_sourceRect.x1 += (m_destRect.x1 - original.x1) * scaleX;
m_sourceRect.y1 += (m_destRect.y1 - original.y1) * scaleY;
m_sourceRect.x2 += (m_destRect.x2 - original.x2) * scaleX;
m_sourceRect.y2 += (m_destRect.y2 - original.y2) * scaleY;
}
}
if (m_oldDestRect != m_destRect || m_oldRenderOrientation != m_renderOrientation)
{
// adapt the drawing rect points if we have to rotate
// and either destrect or orientation changed
ReorderDrawPoints();
m_oldDestRect = m_destRect;
m_oldRenderOrientation = m_renderOrientation;
}
}
//***************************************************************************************
// CalculateFrameAspectRatio()
//
// Considers the source frame size and output frame size (as suggested by mplayer)
// to determine if the pixels in the source are not square. It calculates the aspect
// ratio of the output frame. We consider the cases of VCD, SVCD and DVD separately,
// as these are intended to be viewed on a non-square pixel TV set, so the pixels are
// defined to be the same ratio as the intended display pixels.
// These formats are determined by frame size.
//***************************************************************************************
void CBaseRenderer::CalculateFrameAspectRatio(unsigned int desired_width, unsigned int desired_height)
{
m_sourceFrameRatio = (float)desired_width / desired_height;
// Check whether mplayer has decided that the size of the video file should be changed
// This indicates either a scaling has taken place (which we didn't ask for) or it has
// found an aspect ratio parameter from the file, and is changing the frame size based
// on that.
if (m_sourceWidth == (unsigned int) desired_width && m_sourceHeight == (unsigned int) desired_height)
return ;
// mplayer is scaling in one or both directions. We must alter our Source Pixel Ratio
float imageFrameRatio = (float)m_sourceWidth / m_sourceHeight;
// OK, most sources will be correct now, except those that are intended
// to be displayed on non-square pixel based output devices (ie PAL or NTSC TVs)
// This includes VCD, SVCD, and DVD (and possibly others that we are not doing yet)
// For this, we can base the pixel ratio on the pixel ratios of PAL and NTSC,
// though we will need to adjust for anamorphic sources (ie those whose
// output frame ratio is not 4:3) and for SVCDs which have 2/3rds the
// horizontal resolution of the default NTSC or PAL frame sizes
// The following are the defined standard ratios for PAL and NTSC pixels
// NOTE: These aren't technically (in terms of BT601) correct - the commented values are,
// but it seems that many DVDs nowadays are mastered incorrectly, so two wrongs
// may indeed make a right. The "wrong" values here ensure the output frame is
// 4x3 (or 16x9)
const float PALPixelRatio = 16.0f / 15.0f; // 128.0f / 117.0f;
const float NTSCPixelRatio = 8.0f / 9.0f; // 4320.0f / 4739.0f;
// Calculate the correction needed for anamorphic sources
float Non4by3Correction = m_sourceFrameRatio / (4.0f / 3.0f);
// Finally, check for a VCD, SVCD or DVD frame size as these need special aspect ratios
if (m_sourceWidth == 352)
{ // VCD?
if (m_sourceHeight == 240) // NTSC
m_sourceFrameRatio = imageFrameRatio * NTSCPixelRatio;
if (m_sourceHeight == 288) // PAL
m_sourceFrameRatio = imageFrameRatio * PALPixelRatio;
}
if (m_sourceWidth == 480)
{ // SVCD?
if (m_sourceHeight == 480) // NTSC
m_sourceFrameRatio = imageFrameRatio * 3.0f / 2.0f * NTSCPixelRatio * Non4by3Correction;
if (m_sourceHeight == 576) // PAL
m_sourceFrameRatio = imageFrameRatio * 3.0f / 2.0f * PALPixelRatio * Non4by3Correction;
}
if (m_sourceWidth == 720)
{ // DVD?
if (m_sourceHeight == 480) // NTSC
m_sourceFrameRatio = imageFrameRatio * NTSCPixelRatio * Non4by3Correction;
if (m_sourceHeight == 576) // PAL
m_sourceFrameRatio = imageFrameRatio * PALPixelRatio * Non4by3Correction;
}
}
void CBaseRenderer::ManageDisplay()
{
const CRect view = g_graphicsContext.GetViewWindow();
m_sourceRect.x1 = (float)g_settings.m_currentVideoSettings.m_CropLeft;
m_sourceRect.y1 = (float)g_settings.m_currentVideoSettings.m_CropTop;
m_sourceRect.x2 = (float)m_sourceWidth - g_settings.m_currentVideoSettings.m_CropRight;
m_sourceRect.y2 = (float)m_sourceHeight - g_settings.m_currentVideoSettings.m_CropBottom;
CalcNormalDisplayRect(view.x1, view.y1, view.Width(), view.Height(), GetAspectRatio() * g_settings.m_fPixelRatio, g_settings.m_fZoomAmount, g_settings.m_fVerticalShift);
}
void CBaseRenderer::SetViewMode(int viewMode)
{
if (viewMode < VIEW_MODE_NORMAL || viewMode > VIEW_MODE_CUSTOM)
viewMode = VIEW_MODE_NORMAL;
g_settings.m_currentVideoSettings.m_ViewMode = viewMode;
// get our calibrated full screen resolution
RESOLUTION res = GetResolution();
float screenWidth = (float)(g_settings.m_ResInfo[res].Overscan.right - g_settings.m_ResInfo[res].Overscan.left);
float screenHeight = (float)(g_settings.m_ResInfo[res].Overscan.bottom - g_settings.m_ResInfo[res].Overscan.top);
// and the source frame ratio
float sourceFrameRatio = GetAspectRatio();
bool is43 = (sourceFrameRatio < 8.f/(3.f*sqrt(3.f)) &&
g_settings.m_currentVideoSettings.m_ViewMode == VIEW_MODE_NORMAL);
g_settings.m_fVerticalShift = 0.0f;
g_settings.m_bNonLinStretch = false;
if ( g_settings.m_currentVideoSettings.m_ViewMode == VIEW_MODE_ZOOM ||
(is43 && g_guiSettings.GetInt("videoplayer.stretch43") == VIEW_MODE_ZOOM))
{ // zoom image so no black bars
g_settings.m_fPixelRatio = 1.0;
// calculate the desired output ratio
float outputFrameRatio = sourceFrameRatio * g_settings.m_fPixelRatio / g_settings.m_ResInfo[res].fPixelRatio;
// now calculate the correct zoom amount. First zoom to full height.
float newHeight = screenHeight;
float newWidth = newHeight * outputFrameRatio;
g_settings.m_fZoomAmount = newWidth / screenWidth;
if (newWidth < screenWidth)
{ // zoom to full width
newWidth = screenWidth;
newHeight = newWidth / outputFrameRatio;
g_settings.m_fZoomAmount = newHeight / screenHeight;
}
}
else if (g_settings.m_currentVideoSettings.m_ViewMode == VIEW_MODE_STRETCH_4x3)
{ // stretch image to 4:3 ratio
g_settings.m_fZoomAmount = 1.0;
if (res == RES_PAL_4x3 || res == RES_PAL60_4x3 || res == RES_NTSC_4x3 || res == RES_HDTV_480p_4x3)
{ // stretch to the limits of the 4:3 screen.
// incorrect behaviour, but it's what the users want, so...
g_settings.m_fPixelRatio = (screenWidth / screenHeight) * g_settings.m_ResInfo[res].fPixelRatio / sourceFrameRatio;
}
else
{
// now we need to set g_settings.m_fPixelRatio so that
// fOutputFrameRatio = 4:3.
g_settings.m_fPixelRatio = (4.0f / 3.0f) / sourceFrameRatio;
}
}
else if ( g_settings.m_currentVideoSettings.m_ViewMode == VIEW_MODE_WIDE_ZOOM ||
(is43 && g_guiSettings.GetInt("videoplayer.stretch43") == VIEW_MODE_WIDE_ZOOM))
{ // super zoom
float stretchAmount = (screenWidth / screenHeight) * g_settings.m_ResInfo[res].fPixelRatio / sourceFrameRatio;
g_settings.m_fPixelRatio = pow(stretchAmount, float(2.0/3.0));
g_settings.m_fZoomAmount = pow(stretchAmount, float((stretchAmount < 1.0) ? -1.0/3.0 : 1.0/3.0));
g_settings.m_bNonLinStretch = true;
}
else if ( g_settings.m_currentVideoSettings.m_ViewMode == VIEW_MODE_STRETCH_16x9 ||
(is43 && g_guiSettings.GetInt("videoplayer.stretch43") == VIEW_MODE_STRETCH_16x9))
{ // stretch image to 16:9 ratio
g_settings.m_fZoomAmount = 1.0;
if (res == RES_PAL_4x3 || res == RES_PAL60_4x3 || res == RES_NTSC_4x3 || res == RES_HDTV_480p_4x3)
{ // now we need to set g_settings.m_fPixelRatio so that
// outputFrameRatio = 16:9.
g_settings.m_fPixelRatio = (16.0f / 9.0f) / sourceFrameRatio;
}
else
{ // stretch to the limits of the 16:9 screen.
// incorrect behaviour, but it's what the users want, so...
g_settings.m_fPixelRatio = (screenWidth / screenHeight) * g_settings.m_ResInfo[res].fPixelRatio / sourceFrameRatio;
}
}
else if (g_settings.m_currentVideoSettings.m_ViewMode == VIEW_MODE_ORIGINAL)
{ // zoom image so that the height is the original size
g_settings.m_fPixelRatio = 1.0;
// get the size of the media file
// calculate the desired output ratio
float outputFrameRatio = sourceFrameRatio * g_settings.m_fPixelRatio / g_settings.m_ResInfo[res].fPixelRatio;
// now calculate the correct zoom amount. First zoom to full width.
float newWidth = screenWidth;
float newHeight = newWidth / outputFrameRatio;
if (newHeight > screenHeight)
{ // zoom to full height
newHeight = screenHeight;
newWidth = newHeight * outputFrameRatio;
}
// now work out the zoom amount so that no zoom is done
g_settings.m_fZoomAmount = (m_sourceHeight - g_settings.m_currentVideoSettings.m_CropTop - g_settings.m_currentVideoSettings.m_CropBottom) / newHeight;
}
else if (g_settings.m_currentVideoSettings.m_ViewMode == VIEW_MODE_CUSTOM)
{
g_settings.m_fZoomAmount = g_settings.m_currentVideoSettings.m_CustomZoomAmount;
g_settings.m_fPixelRatio = g_settings.m_currentVideoSettings.m_CustomPixelRatio;
g_settings.m_bNonLinStretch = g_settings.m_currentVideoSettings.m_CustomNonLinStretch;
g_settings.m_fVerticalShift = g_settings.m_currentVideoSettings.m_CustomVerticalShift;
}
else // if (g_settings.m_currentVideoSettings.m_ViewMode == VIEW_MODE_NORMAL)
{
g_settings.m_fPixelRatio = 1.0;
g_settings.m_fZoomAmount = 1.0;
}
g_settings.m_currentVideoSettings.m_CustomZoomAmount = g_settings.m_fZoomAmount;
g_settings.m_currentVideoSettings.m_CustomPixelRatio = g_settings.m_fPixelRatio;
g_settings.m_currentVideoSettings.m_CustomNonLinStretch = g_settings.m_bNonLinStretch;
g_settings.m_currentVideoSettings.m_CustomVerticalShift = g_settings.m_fVerticalShift;
}