forked from suyu/suyu
Add 4:3 aspect ratio and address feedback
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20dc2e3622
commit
c3d0a0d627
5 changed files with 20 additions and 12 deletions
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@ -28,8 +28,8 @@ FramebufferLayout DefaultFrameLayout(u32 width, u32 height) {
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FramebufferLayout res{width, height};
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FramebufferLayout res{width, height};
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const float window_aspect_ratio = static_cast<float>(height) / width;
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const float window_aspect_ratio = static_cast<float>(height) / width;
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float emulation_aspect_ratio = EmulationAspectRatio(
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const float emulation_aspect_ratio = EmulationAspectRatio(
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static_cast<Aspect>(Settings::values.aspect_ratio), window_aspect_ratio);
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static_cast<AspectRatio>(Settings::values.aspect_ratio), window_aspect_ratio);
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const Common::Rectangle<u32> screen_window_area{0, 0, width, height};
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const Common::Rectangle<u32> screen_window_area{0, 0, width, height};
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Common::Rectangle<u32> screen = MaxRectangle(screen_window_area, emulation_aspect_ratio);
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Common::Rectangle<u32> screen = MaxRectangle(screen_window_area, emulation_aspect_ratio);
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@ -58,13 +58,15 @@ FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale) {
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return DefaultFrameLayout(width, height);
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return DefaultFrameLayout(width, height);
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}
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}
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float EmulationAspectRatio(Aspect aspect, float window_aspect_ratio) {
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float EmulationAspectRatio(AspectRatio aspect, float window_aspect_ratio) {
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switch (aspect) {
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switch (aspect) {
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case Aspect::Default:
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case AspectRatio::Default:
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return static_cast<float>(ScreenUndocked::Height) / ScreenUndocked::Width;
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return static_cast<float>(ScreenUndocked::Height) / ScreenUndocked::Width;
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case Aspect::Aspect21by9:
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case AspectRatio::R4_3:
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return 3.0f / 4.0f;
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case AspectRatio::R21_9:
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return 9.0f / 21.0f;
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return 9.0f / 21.0f;
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case Aspect::StretchToWindow:
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case AspectRatio::StretchToWindow:
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return window_aspect_ratio;
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return window_aspect_ratio;
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default:
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default:
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return static_cast<float>(ScreenUndocked::Height) / ScreenUndocked::Width;
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return static_cast<float>(ScreenUndocked::Height) / ScreenUndocked::Width;
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@ -18,9 +18,10 @@ enum ScreenDocked : u32 {
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HeightDocked = 1080,
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HeightDocked = 1080,
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};
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};
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enum class Aspect {
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enum class AspectRatio {
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Default,
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Default,
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Aspect21by9,
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R4_3,
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R21_9,
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StretchToWindow,
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StretchToWindow,
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};
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};
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@ -56,10 +57,10 @@ FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale);
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/**
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/**
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* Convenience method to determine emulation aspect ratio
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* Convenience method to determine emulation aspect ratio
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* @param aspect Represents the index of aspect ratio in Settings::values.aspect_ratio
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* @param aspect Represents the index of aspect ratio stored in Settings::values.aspect_ratio
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* @param window_aspect_ratio Current window aspect ratio
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* @param window_aspect_ratio Current window aspect ratio
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* @return Emulation render window aspect ratio
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* @return Emulation render window aspect ratio
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*/
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*/
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float EmulationAspectRatio(Aspect aspect, float window_aspect_ratio);
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float EmulationAspectRatio(AspectRatio aspect, float window_aspect_ratio);
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} // namespace Layout
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} // namespace Layout
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@ -154,6 +154,11 @@
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<string>Default (16:9)</string>
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<string>Default (16:9)</string>
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</property>
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</property>
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</item>
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</item>
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<item>
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<property name="text">
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<string>Force 4:3</string>
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</property>
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</item>
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<item>
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<item>
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<property name="text">
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<property name="text">
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<string>Force 21:9</string>
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<string>Force 21:9</string>
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@ -123,7 +123,7 @@ use_shader_jit =
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resolution_factor =
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resolution_factor =
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# Aspect ratio
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# Aspect ratio
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# 0: Default (16:9), 1: Force 21:9, 2: Stretch to Window
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# 0: Default (16:9), 1: Force 4:3, 2: Force 21:9, 3: Stretch to Window
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aspect_ratio =
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aspect_ratio =
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# Whether to enable V-Sync (caps the framerate at 60FPS) or not.
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# Whether to enable V-Sync (caps the framerate at 60FPS) or not.
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@ -27,7 +27,7 @@ use_shader_jit =
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resolution_factor =
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resolution_factor =
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# Aspect ratio
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# Aspect ratio
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# 0: Default (16:9), 1: Force 21:9, 2: Stretch to Window
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# 0: Default (16:9), 1: Force 4:3, 2: Force 21:9, 3: Stretch to Window
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aspect_ratio =
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aspect_ratio =
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# Whether to enable V-Sync (caps the framerate at 60FPS) or not.
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# Whether to enable V-Sync (caps the framerate at 60FPS) or not.
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