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path: root/src/port/ui/ResolutionEditor.cpp
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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