chore: cleanup names
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@@ -888,7 +888,7 @@ int APIENTRY _tWinMain(_In_ HINSTANCE hInstance,
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ui.CheckMenuDisplayed();
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// Any threading type things to deal with from the xui side?
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app.HandleXuiActions();
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app.HandleUIActions();
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isF11Pressed = (GetAsyncKeyState(VK_F11) & 0x8000) != 0;
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@@ -95,12 +95,37 @@ void ConsoleUIController::render()
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#endif
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}
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//str1k3r - update gdraw resolution
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void ConsoleUIController::updateResolution(S32 w, S32 h)
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{
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#ifdef _ENABLEIGGY
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gdraw_D3D11_SetRendertargetSize(w, h);
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#endif
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//str1k3r - since we have to update the resolution in 3 spots this just updates them all
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void ConsoleUIController::updateResolution(int w, int h)
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{
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#ifdef _ENABLEIGGY
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S32 currentWidth = ui.getScreenWidth();
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S32 currentHeight = ui.getScreenHeight();
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ui.setScreenWidth(w);
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ui.setScreenHeight(h);
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gdraw_D3D11_SetRendertargetSize(w, h);
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/*gdraw_D3D11_setViewport_4J();
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if(w != currentWidth || h != currentHeight)
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{
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// PIEBOT: we buy junk code
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int argumentRes = (w >= 1920.0f) ? 1920 :
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(w >= 1280) ? 1280 :
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(w >= 960.0f) ? 960 :
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480;
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int currentRes = (currentWidth >= 1920.0f) ? 1920 :
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(currentWidth >= 1280.0f) ? 1280 :
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(currentWidth >= 960.0f) ? 960 :
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480;
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if (argumentRes != currentRes)
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ui.ReloadSkins();
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}*/
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#endif
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RenderManager.setResolution(w, h);
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}
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void ConsoleUIController::beginIggyCustomDraw4J(IggyCustomDrawCallbackRegion *region, CustomDrawData *customDrawRegion)
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@@ -12,7 +12,7 @@ public:
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void render();
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//str1k3r - updateResolution is a Windows64 exlusive thingy :3
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void updateResolution(S32 w, S32 h);
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void updateResolution(int w, int h);
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void beginIggyCustomDraw4J(IggyCustomDrawCallbackRegion *region, CustomDrawData *customDrawRegion);
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virtual CustomDrawData *setupCustomDraw(UIScene *scene, IggyCustomDrawCallbackRegion *region);
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virtual CustomDrawData *calculateCustomDraw(IggyCustomDrawCallbackRegion *region);
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