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@ -27,22 +27,9 @@ FramebufferLayout DefaultFrameLayout(u32 width, u32 height) {
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// so just calculate them both even if the other isn't showing.
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FramebufferLayout res{width, height};
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const auto window_aspect_ratio = static_cast<float>(height) / width;
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float emulation_aspect_ratio;
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switch (static_cast<Aspect>(Settings::values.aspect_ratio)) {
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case Aspect::AspectDefault:
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emulation_aspect_ratio = static_cast<float>(ScreenUndocked::Height) / ScreenUndocked::Width;
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break;
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case Aspect::Aspect21by9:
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emulation_aspect_ratio = 9.f / 21;
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break;
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case Aspect::AspectStretch:
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emulation_aspect_ratio = window_aspect_ratio;
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break;
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default:
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emulation_aspect_ratio = static_cast<float>(ScreenUndocked::Height) / ScreenUndocked::Width;
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}
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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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static_cast<Aspect>(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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Common::Rectangle<u32> screen = MaxRectangle(screen_window_area, emulation_aspect_ratio);
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@ -71,4 +58,17 @@ FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale) {
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return DefaultFrameLayout(width, height);
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}
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float EmulationAspectRatio(Aspect aspect, float window_aspect_ratio) {
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switch (aspect) {
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case Aspect::Default:
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return static_cast<float>(ScreenUndocked::Height) / ScreenUndocked::Width;
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case Aspect::Aspect21by9:
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return 9.0f / 21.0f;
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case Aspect::StretchToWindow:
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return window_aspect_ratio;
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default:
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return static_cast<float>(ScreenUndocked::Height) / ScreenUndocked::Width;
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}
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}
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} // namespace Layout
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