Make aspect ratio a global variable.

This commit is contained in:
Skyth 2025-01-09 21:47:34 +03:00
parent 97bc5d1999
commit f67895253e

View file

@ -178,11 +178,11 @@ static constexpr float STEAM_DECK_ASPECT_RATIO = 16.0f / 10.0f;
static constexpr float TALL_ASPECT_RATIO = 1.0f / WIDE_ASPECT_RATIO;
static constexpr float TALL_SCALE = 1280.0f / 960.0f;
static float g_aspectRatio;
static float g_offsetX;
static float g_offsetY;
static float g_scale;
static float g_worldMapOffset;
static bool g_ultrawide;
static float ComputeScale(float aspectRatio)
{
@ -191,23 +191,23 @@ static float ComputeScale(float aspectRatio)
static void ComputeOffsets(float width, float height)
{
float aspectRatio = width / height;
g_aspectRatio = width / height;
g_scale = 1.0f;
if (aspectRatio >= NARROW_ASPECT_RATIO)
if (g_aspectRatio >= NARROW_ASPECT_RATIO)
{
// height is locked to 720 in this case
g_offsetX = 0.5f * (aspectRatio * 720.0f - 1280.0f);
g_offsetX = 0.5f * (g_aspectRatio * 720.0f - 1280.0f);
g_offsetY = 0.0f;
// keep same scale above Steam Deck aspect ratio
if (aspectRatio < WIDE_ASPECT_RATIO)
if (g_aspectRatio < WIDE_ASPECT_RATIO)
{
// interpolate to original 4:3 scale
float steamDeckScale = aspectRatio / WIDE_ASPECT_RATIO;
float steamDeckScale = g_aspectRatio / WIDE_ASPECT_RATIO;
float narrowScale = ComputeScale(NARROW_ASPECT_RATIO);
float lerpFactor = std::clamp((aspectRatio - NARROW_ASPECT_RATIO) / (STEAM_DECK_ASPECT_RATIO - NARROW_ASPECT_RATIO), 0.0f, 1.0f);
float lerpFactor = std::clamp((g_aspectRatio - NARROW_ASPECT_RATIO) / (STEAM_DECK_ASPECT_RATIO - NARROW_ASPECT_RATIO), 0.0f, 1.0f);
g_scale = narrowScale + (steamDeckScale - narrowScale) * lerpFactor;
}
}
@ -215,15 +215,14 @@ static void ComputeOffsets(float width, float height)
{
// width is locked to 960 in this case to have 4:3 crop
g_offsetX = 0.5f * (960.0f - 1280.0f);
g_offsetY = 0.5f * (960.0f / aspectRatio - 720.0f);
g_offsetY = 0.5f * (960.0f / g_aspectRatio - 720.0f);
// scale to 16:9 as the aspect ratio becomes 9:16
float factor = std::clamp((aspectRatio - TALL_ASPECT_RATIO) / (NARROW_ASPECT_RATIO - TALL_ASPECT_RATIO), 0.0f, 1.0f);
float factor = std::clamp((g_aspectRatio - TALL_ASPECT_RATIO) / (NARROW_ASPECT_RATIO - TALL_ASPECT_RATIO), 0.0f, 1.0f);
g_scale = TALL_SCALE + factor * (ComputeScale(NARROW_ASPECT_RATIO) - TALL_SCALE);
}
g_worldMapOffset = std::clamp((aspectRatio - NARROW_ASPECT_RATIO) / (WIDE_ASPECT_RATIO - NARROW_ASPECT_RATIO), 0.0f, 1.0f);
g_ultrawide = aspectRatio > WIDE_ASPECT_RATIO;
g_worldMapOffset = std::clamp((g_aspectRatio - NARROW_ASPECT_RATIO) / (WIDE_ASPECT_RATIO - NARROW_ASPECT_RATIO), 0.0f, 1.0f);
}
static class SDLEventListenerForCSD : public SDLEventListener
@ -770,7 +769,7 @@ static void Draw(PPCContext& ctx, uint8_t* base, PPCFunc* original, uint32_t str
}
}
if (g_ultrawide && g_sceneModifier.has_value())
if (g_aspectRatio > WIDE_ASPECT_RATIO && g_sceneModifier.has_value())
{
if ((g_sceneModifier->flags & OFFSET_SCALE_LEFT) != 0)
offsetX *= g_corner / g_sceneModifier->cornerMax;