Keep UI scale same only above Steam Deck aspect ratio.

This commit is contained in:
Skyth 2025-01-06 00:47:58 +03:00
parent 6a709a358d
commit f29fc5e593
4 changed files with 27 additions and 23 deletions

View file

@ -188,7 +188,8 @@ CONFIG_DEFINE_ENUM_LOCALE(EAspectRatio)
{
ELanguage::English,
{
{ EAspectRatio::Auto, { "AUTO", "Auto: the aspect ratio will dynamically adjust to the window size." } }
{ EAspectRatio::Auto, { "AUTO", "Auto: the aspect ratio will dynamically adjust to the window size." } },
{ EAspectRatio::OriginalNarrow, { "ORIGINAL 4:3", "" } }
}
}
};

View file

@ -20,7 +20,7 @@ void CameraFieldOfViewMidAsmHook(PPCRegister& r31, PPCRegister& f31)
auto camera = (SWA::CCamera*)g_memory.Translate(r31.u32);
// Replicate the original incorrect field of view formula if requested.
if (Config::AspectRatio == EAspectRatio::OriginalSquare)
if (Config::AspectRatio == EAspectRatio::OriginalNarrow)
{
if (abs(camera->m_HorzAspectRatio - ORIGINAL_ASPECT_RATIO) < 0.001f)
{

View file

@ -152,11 +152,11 @@ void MakeCsdProjectMidAsmHook(PPCRegister& r3, PPCRegister& r29)
TraverseSceneNode(csdProject->m_pResource->pRootNode, name);
}
static constexpr float ORIGINAL_ASPECT_RATIO = 4.0f / 3.0f;
static constexpr float ORIGINAL_WIDESCREEN_ASPECT_RATIO = 16.0f / 9.0f;
static constexpr float INV_WIDESCREEN_ASPECT_RATIO = 1.0f / ORIGINAL_WIDESCREEN_ASPECT_RATIO;
static constexpr float INV_WIDESCREEN_SCALE = 1280.0f / 960.0f;
static constexpr float SQUARE_SCALE = 960.0f / 1280.0f;
static constexpr float NARROW_ASPECT_RATIO = 4.0f / 3.0f;
static constexpr float WIDE_ASPECT_RATIO = 16.0f / 9.0f;
static constexpr float STEAM_DECK_ASPECT_RATIO = 16.0f / 10.0f;
static constexpr float INV_WIDE_ASPECT_RATIO = 1.0f / WIDE_ASPECT_RATIO;
static constexpr float INV_WIDE_SCALE = 1280.0f / 960.0f;
static float g_offsetX;
static float g_offsetY;
@ -169,16 +169,19 @@ static void ComputeOffsets(float width, float height)
float aspectRatio = width / height;
g_scale = 1.0f;
if (aspectRatio >= ORIGINAL_ASPECT_RATIO)
if (aspectRatio >= NARROW_ASPECT_RATIO)
{
// height is locked to 720 in this case
g_offsetX = 0.5f * (aspectRatio * 720.0f - 1280.0f);
g_offsetY = 0.0f;
// narrow resolutions will zoom the UI in, but we
// want the gameplay UI to retain the same scale
if (aspectRatio < ORIGINAL_WIDESCREEN_ASPECT_RATIO)
g_scale = aspectRatio / ORIGINAL_WIDESCREEN_ASPECT_RATIO;
// narrow resolutions will zoom the UI in, but we want the gameplay
// UI to retain the same scale at Steam Deck's aspect ratio
if (aspectRatio < WIDE_ASPECT_RATIO)
{
float factor = std::clamp((aspectRatio - NARROW_ASPECT_RATIO) / (STEAM_DECK_ASPECT_RATIO - NARROW_ASPECT_RATIO), 0.0f, 1.0f);
g_scale = 1.0f + factor * (aspectRatio / WIDE_ASPECT_RATIO - 1.0f);
}
}
else
{
@ -187,18 +190,18 @@ static void ComputeOffsets(float width, float height)
g_offsetY = 0.5f * (960.0f / aspectRatio - 720.0f);
// scale to 16:9 as the aspect ratio becomes 9:16
float factor = std::clamp((aspectRatio - INV_WIDESCREEN_ASPECT_RATIO) / (ORIGINAL_ASPECT_RATIO - INV_WIDESCREEN_ASPECT_RATIO), 0.0f, 1.0f);
g_scale = INV_WIDESCREEN_SCALE + factor * (SQUARE_SCALE - INV_WIDESCREEN_SCALE);
float factor = std::clamp((aspectRatio - INV_WIDE_ASPECT_RATIO) / (NARROW_ASPECT_RATIO - INV_WIDE_ASPECT_RATIO), 0.0f, 1.0f);
g_scale = INV_WIDE_SCALE + factor * (1.0f - INV_WIDE_SCALE);
}
// use original 4:3 scaling if requested
if (Config::AspectRatio == EAspectRatio::OriginalSquare)
if (Config::AspectRatio == EAspectRatio::OriginalNarrow)
{
aspectRatio = std::clamp(aspectRatio, ORIGINAL_ASPECT_RATIO, ORIGINAL_WIDESCREEN_ASPECT_RATIO);
aspectRatio = std::clamp(aspectRatio, NARROW_ASPECT_RATIO, WIDE_ASPECT_RATIO);
g_scale = ((aspectRatio * 720.0f) / 1280.0f) / sqrt((aspectRatio * 720.0f) / 1280.0f);
}
g_worldMapOffset = std::clamp((aspectRatio - ORIGINAL_ASPECT_RATIO) / (ORIGINAL_WIDESCREEN_ASPECT_RATIO - ORIGINAL_ASPECT_RATIO), 0.0f, 1.0f);
g_worldMapOffset = std::clamp((aspectRatio - NARROW_ASPECT_RATIO) / (WIDE_ASPECT_RATIO - NARROW_ASPECT_RATIO), 0.0f, 1.0f);
}
static class SDLEventListenerForCSD : public SDLEventListener

View file

@ -148,17 +148,17 @@ CONFIG_DEFINE_ENUM_TEMPLATE(EWindowState)
enum class EAspectRatio : uint32_t
{
Auto,
Widescreen,
Square,
OriginalSquare
Wide,
Narrow,
OriginalNarrow
};
CONFIG_DEFINE_ENUM_TEMPLATE(EAspectRatio)
{
{ "Auto", EAspectRatio::Auto },
{ "16:9", EAspectRatio::Widescreen },
{ "4:3", EAspectRatio::Square },
{ "Original 4:3", EAspectRatio::OriginalSquare },
{ "16:9", EAspectRatio::Wide },
{ "4:3", EAspectRatio::Narrow },
{ "Original 4:3", EAspectRatio::OriginalNarrow },
};
enum class ETripleBuffering : uint32_t