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Diffstat (limited to 'src/port/ui/ResolutionEditor.cpp')
-rw-r--r--src/port/ui/ResolutionEditor.cpp18
1 files changed, 9 insertions, 9 deletions
diff --git a/src/port/ui/ResolutionEditor.cpp b/src/port/ui/ResolutionEditor.cpp
index ca47cb15e..63cb1e41f 100644
--- a/src/port/ui/ResolutionEditor.cpp
+++ b/src/port/ui/ResolutionEditor.cpp
@@ -102,8 +102,8 @@ void RegisterResolutionWidgets() {
});
mPortMenu->AddWidget(path, "Internal resolution: {} x {}", WIDGET_TEXT).PreFunc([](WidgetInfo& info) {
auto captured_current_dimensions = GetInterpreter()->mCurDimensions;
- info.name =
- fmt::format("Internal resolution: {} x {}", captured_current_dimensions.width, captured_current_dimensions.height);
+ info.name = fmt::format("Internal resolution: {} x {}", captured_current_dimensions.width,
+ captured_current_dimensions.height);
});
// UIWidgets::PaddedSeparator(true, true, 3.0f, 3.0f);
@@ -177,7 +177,7 @@ void RegisterResolutionWidgets() {
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;
+ const float resolvedAspectRatio = (float) gfx_current_dimensions.width / gfx_current_dimensions.height;
ImGui::Text("Aspect ratio: %.2f:1", resolvedAspectRatio);
}
}
@@ -314,7 +314,7 @@ void RegisterResolutionWidgets() {
// if (ImGui::CollapsingHeader("Additional Settings")) {
// UIWidgets::Spacer(0);
//
- //#if defined(__SWITCH__) || defined(__WIIU__)
+ // #if defined(__SWITCH__) || defined(__WIIU__)
// // Disable aspect correction, stretching the framebuffer to fill the viewport.
// // This option is only really needed on systems limited to 16:9 TV resolutions, such as consoles.
// // The associated cvar is still functional on PC platforms if you want to use it though.
@@ -326,7 +326,7 @@ void RegisterResolutionWidgets() {
// ".PixelPerfectMode", 0) ||
// disabled_everything,
// "", UIWidgets::CheckboxGraphics::Cross, false);
- //#else
+ // #else
// if (CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IgnoreAspectCorrection", 0)) {
// // This setting is intentionally not exposed on PC platforms,
// // but may be accidentally activated for varying reasons.
@@ -339,7 +339,7 @@ void RegisterResolutionWidgets() {
// }
// UIWidgets::Spacer(2);
// }
- //#endif
+ // #endif
//
// // A requested addition; an alternative way of displaying the resolution field.
// if (ImGui::Checkbox("Show a horizontal resolution field, instead of aspect ratio.",
@@ -504,8 +504,8 @@ void UpdateResolutionVars() {
// This is mostly just for UX purposes, as Fit Automatically logic is part of LUS.
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)) {
+ 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
integerScale_maximumBounds = gfx_current_game_window_viewport.height / gfx_current_game_window_viewport.height;
} else {
@@ -546,4 +546,4 @@ bool IsDroppingFrames() {
static RegisterMenuUpdateFunc updateFunc(UpdateResolutionVars, "Settings", "Graphics");
static RegisterMenuInitFunc initFunc(RegisterResolutionWidgets);
-} // namespace BenGui
+} // namespace GameUI