fix: HighDef check? & add setres thing
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@@ -131,9 +131,9 @@ void C4JRender::DoScreenGrabOnNextPresent()
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InternalRenderManager.DoScreenGrabOnNextPresent();
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}
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void C4JRender::Present(int ScreenWidth, int ScreenHeight)
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void C4JRender::Present()
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{
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InternalRenderManager.Present(ScreenWidth, ScreenHeight);
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InternalRenderManager.Present();
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}
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void C4JRender::Clear(int flags, D3D11_RECT* pRect)
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@@ -146,6 +146,11 @@ void C4JRender::SetClearColour(const float colourRGBA[4])
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InternalRenderManager.SetClearColour(colourRGBA);
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}
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void C4JRender::setResolution(int ScreenWidth, int ScreenHeight)
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{
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InternalRenderManager.setResolution(ScreenWidth, ScreenHeight);
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}
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bool C4JRender::IsWidescreen()
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{
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return InternalRenderManager.IsWidescreen();
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@@ -72,9 +72,10 @@ public:
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ID3D11DeviceContext *InitialiseContext(bool fromPresent);
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void StartFrame();
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void DoScreenGrabOnNextPresent();
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void Present(int ScreenWidth, int ScreenHeight);
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void Present();
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void Clear(int flags, D3D11_RECT *pRect);
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void SetClearColour(const float colourRGBA[4]);
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void setResolution(int ScreenWidth, int ScreenHeight);
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bool IsWidescreen();
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bool IsHiDef();
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void CaptureThumbnail(ImageFileBuffer *pngOut);
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@@ -854,16 +854,19 @@ ID3D11DeviceContext *Renderer::InitialiseContext(bool fromPresent)
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return deviceContext;
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}
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//str1k3r - yo fuck you 4J and your hardcoded ass game
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void Renderer::setResolution(int ScreenWidth, int ScreenHeight)
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{
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if(kScreenHeight != ScreenHeight && kScreenWidth != ScreenWidth)
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{
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kScreenHeight = ScreenHeight;
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kScreenWidth = ScreenWidth;
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}
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}
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bool Renderer::IsHiDef()
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{
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if(kScreenHeight >= 720 && kScreenWidth >= 1280)
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{
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return true;
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}
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else
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{
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return false;
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}
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return (kScreenHeight >= 720 && kScreenWidth >= 1280);
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}
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bool Renderer::IsWidescreen()
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@@ -871,10 +874,10 @@ bool Renderer::IsWidescreen()
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if (kScreenHeight == 0) return false;
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float aspectRatio = static_cast<float>(kScreenWidth) / kScreenHeight;
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return (aspectRatio >= 1.6f);
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return (aspectRatio >= 1.56f);
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}
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void Renderer::Present(int ScreenWidth, int ScreenHeight)
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void Renderer::Present()
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{
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PROFILER_SCOPE("Renderer::Present", "Present", MP_MAGENTA);
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@@ -882,9 +885,6 @@ void Renderer::Present(int ScreenWidth, int ScreenHeight)
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{
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PROFILER_SCOPE("Renderer::Present", "ScreenGrab", MP_MAGENTA);
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kScreenHeight = ScreenHeight;
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kScreenWidth = ScreenWidth;
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unsigned char *linearData = new unsigned char[kScreenWidth * kScreenHeight * 4];
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ID3D11Resource *backBufferResource = NULL;
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@@ -81,9 +81,10 @@ public:
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void InitialiseContext();
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void StartFrame();
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void DoScreenGrabOnNextPresent();
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void Present(int ScreenWidth, int ScreenHeight);
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void Present();
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void Clear(int flags, D3D11_RECT *pRect = NULL);
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void SetClearColour(const float colourRGBA[4]);
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void setResolution(int ScreenWidth, int ScreenHeight);
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bool IsWidescreen();
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bool IsHiDef();
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void CaptureThumbnail(ImageFileBuffer *pngOut);
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