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More scaling macro
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@ -200,10 +200,15 @@ inline uint32 ldb(uint32 p, uint32 s, uint32 w)
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#define SCALE_AND_CENTER_X(x) SCREEN_STRETCH_X(x)
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#endif
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// these are temp marcos while we don't implement all PSP UI coordinates
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#define PSP_DEFAULT_SCREEN_WIDTH (480)
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#define PSP_DEFAULT_SCREEN_HEIGHT (272)
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#define PSP_SCREEN_SCALE_X(a) SCREEN_SCALE_AR(SCREEN_STRETCH_X(a * ((float)DEFAULT_SCREEN_WIDTH / PSP_DEFAULT_SCREEN_WIDTH)))
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#define PSP_SCREEN_SCALE_Y(a) SCREEN_STRETCH_Y(a* ((float)DEFAULT_SCREEN_HEIGHT / PSP_DEFAULT_SCREEN_HEIGHT))
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#define PSP_SCALE_TO_PS2_X(a) (a * ((float)DEFAULT_SCREEN_WIDTH / PSP_DEFAULT_SCREEN_WIDTH))
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#define PSP_SCALE_TO_PS2_Y(a) (a * ((float)DEFAULT_SCREEN_HEIGHT / PSP_DEFAULT_SCREEN_HEIGHT))
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#define PSP_SCREEN_SCALE_X(a) SCREEN_STRETCH_X(PSP_SCALE_TO_PS2_X(a))
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#define PSP_SCREEN_SCALE_Y(a) SCREEN_STRETCH_Y(PSP_SCALE_TO_PS2_Y(a))
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#define PSP_SCREEN_SCALE_FROM_RIGHT(a) (SCREEN_WIDTH - PSP_SCREEN_SCALE_X(a))
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#define PSP_SCREEN_SCALE_FROM_BOTTOM(a) (SCREEN_HEIGHT - PSP_SCREEN_SCALE_Y(a))
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