void *pl_prepare_screenshot(int *w, int *h, int *bpp);
void pl_init(void);
void pl_switch_dispmode(void);
+void pl_force_clear(void);
void pl_timing_prepare(int is_pal);
void pl_frame_limit(void);
int abe_hack;
int no_light, no_blend;
int lineskip;
- } gpu_unai;
+ } gpu_unai_old;
struct {
int ilace_force;
int pixel_skip;
int blending;
int dithering;
int scale_hires;
- } gpu_senquack;
+ } gpu_unai;
struct {
int dwActFixes;
int bDrawDither, iFilterType, iFrameTexType;
} gpu_peopsgl;
// misc
int gpu_caps;
- int screen_centering_type; // 0 - auto, 1 - game conrolled, 2 - manual
+ int screen_centering_type;
+ int screen_centering_type_default;
int screen_centering_x;
int screen_centering_y;
};
extern struct rearmed_cbs pl_rearmed_cbs;
+enum centering_type { C_AUTO = 0, C_INGAME, C_BORDERLESS, C_MANUAL };
+
enum gpu_plugin_caps {
GPU_CAP_OWNS_DISPLAY = (1 << 0),
GPU_CAP_SUPPORTS_2X = (1 << 1),