diff options
Diffstat (limited to 'src/port/ui/ResolutionEditor.cpp')
| -rw-r--r-- | src/port/ui/ResolutionEditor.cpp | 18 |
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 |
