summaryrefslogtreecommitdiff
path: root/src/port/ui/ResolutionEditor.cpp
diff options
context:
space:
mode:
authorMegaMech <MegaMech@users.noreply.github.com>2025-05-15 15:25:18 -0600
committerGitHub <noreply@github.com>2025-05-15 15:25:18 -0600
commit7cc9894aa12175f10ad91174cff41ef1701df166 (patch)
tree8a24f90b69a06ed36d5aa8e53a003ae4f0f8aaa6 /src/port/ui/ResolutionEditor.cpp
parente7415ec072ee1cdc99a49db658062d4de0b3301c (diff)
Fix compile (#199)
* Fixes made so far * Fixes up until linking * Moved GetInterpreter() to a single function under the Engine.h * Updated shader files included with assets, added exception for Linux for including SDL2_net * Removed osSetTime stub(for now) * Adjustments to get it to compile + run * Decoupled GetInterpreter() from the GameEngine Class, corrected a invalid include in SpaghettiGui.cpp --------- Co-authored-by: sitton76 <58642183+sitton76@users.noreply.github.com>
Diffstat (limited to 'src/port/ui/ResolutionEditor.cpp')
-rw-r--r--src/port/ui/ResolutionEditor.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/port/ui/ResolutionEditor.cpp b/src/port/ui/ResolutionEditor.cpp
index 4bf44ee7e..ca47cb15e 100644
--- a/src/port/ui/ResolutionEditor.cpp
+++ b/src/port/ui/ResolutionEditor.cpp
@@ -96,12 +96,12 @@ void RegisterResolutionWidgets() {
// Resolution visualiser
mPortMenu->AddWidget(path, "Viewport dimensions: {} x {}", WIDGET_TEXT).PreFunc([](WidgetInfo& info) {
- auto captured_window_viewport = GameEngine::GetInterpreter().get()->mGameWindowViewport;
+ auto captured_window_viewport = GetInterpreter()->mGameWindowViewport;
info.name = fmt::format("Viewport dimensions: {} x {}", captured_window_viewport.width,
captured_window_viewport.height);
});
mPortMenu->AddWidget(path, "Internal resolution: {} x {}", WIDGET_TEXT).PreFunc([](WidgetInfo& info) {
- auto captured_current_dimensions = GameEngine::GetInterpreter().get()->mCurDimensions;
+ auto captured_current_dimensions = GetInterpreter()->mCurDimensions;
info.name =
fmt::format("Internal resolution: {} x {}", captured_current_dimensions.width, captured_current_dimensions.height);
});
@@ -174,8 +174,8 @@ void RegisterResolutionWidgets() {
}
} else if (showHorizontalResField) { // Show calculated aspect ratio
if (item_aspectRatio) {
- auto gfx_current_game_window_viewport = GameEngine::GetInterpreter().get()->mGameWindowViewport;
- auto gfx_current_dimensions = GameEngine::GetInterpreter().get()->mCurDimensions;
+ auto gfx_current_game_window_viewport = GetInterpreter()->mGameWindowViewport;
+ auto gfx_current_dimensions = GetInterpreter()->mCurDimensions;
ImGui::Dummy({ 0, 2 });
const float resolvedAspectRatio = (float)gfx_current_dimensions.width / gfx_current_dimensions.height;
ImGui::Text("Aspect ratio: %.2f:1", resolvedAspectRatio);
@@ -502,8 +502,8 @@ void UpdateResolutionVars() {
short integerScale_maximumBounds = 1; // can change when window is resized
// This is mostly just for UX purposes, as Fit Automatically logic is part of LUS.
- auto gfx_current_game_window_viewport = GameEngine::GetInterpreter().get()->mGameWindowViewport;
- auto gfx_current_dimensions = GameEngine::GetInterpreter().get()->mCurDimensions;
+ auto gfx_current_game_window_viewport = GetInterpreter()->mGameWindowViewport;
+ auto gfx_current_dimensions = GetInterpreter()->mCurDimensions;
if (((float)gfx_current_game_window_viewport.width / gfx_current_game_window_viewport.height) >
((float)gfx_current_dimensions.width / gfx_current_dimensions.height)) {
// Scale to window height