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https://github.com/Lime3DS/Lime3DS
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Round the rectangle size to prevent float to int casting issues
And other minor style changes
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3 changed files with 9 additions and 8 deletions
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@ -14,8 +14,6 @@ static const float TOP_SCREEN_ASPECT_RATIO =
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static_cast<float>(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth;
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static const float BOT_SCREEN_ASPECT_RATIO =
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static_cast<float>(VideoCore::kScreenBottomHeight) / VideoCore::kScreenBottomWidth;
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static const float BOT_TO_TOP_SCREEN_RATIO_DIFFERENCE =
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BOT_SCREEN_ASPECT_RATIO - TOP_SCREEN_ASPECT_RATIO;
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// Finds the largest size subrectangle contained in window area that is confined to the aspect ratio
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template <class T>
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@ -23,8 +21,8 @@ static MathUtil::Rectangle<T> maxRectangle(MathUtil::Rectangle<T> window_area,
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float screen_aspect_ratio) {
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float scale = std::min(static_cast<float>(window_area.GetWidth()),
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window_area.GetHeight() / screen_aspect_ratio);
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return MathUtil::Rectangle<T>{0, 0, static_cast<T>(scale),
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static_cast<T>(scale * screen_aspect_ratio)};
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return MathUtil::Rectangle<T>{0, 0, static_cast<T>(std::round(scale)),
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static_cast<T>(std::round(scale * screen_aspect_ratio))};
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}
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FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool swapped) {
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@ -20,14 +20,16 @@ struct FramebufferLayout {
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* Factory method for constructing a default FramebufferLayout
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* @param width Window framebuffer width in pixels
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* @param height Window framebuffer height in pixels
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* @param is_swapped if true, the bottom screen will be displayed above the top screen
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* @return Newly created FramebufferLayout object with default screen regions initialized
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*/
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FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool is_swapped);
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/**
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* Factory method for constructing a FramebufferLayout with only the top screen
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* Factory method for constructing a FramebufferLayout with only the top or bottom screen
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* @param width Window framebuffer width in pixels
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* @param height Window framebuffer height in pixels
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* @param is_swapped if true, the bottom screen will be displayed (and the top won't be displayed)
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* @return Newly created FramebufferLayout object with default screen regions initialized
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*/
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FramebufferLayout SingleFrameLayout(unsigned width, unsigned height, bool is_swapped);
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@ -38,7 +40,8 @@ FramebufferLayout SingleFrameLayout(unsigned width, unsigned height, bool is_swa
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* This is useful in particular because it matches well with a 1920x1080 resolution monitor
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* @param width Window framebuffer width in pixels
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* @param height Window framebuffer height in pixels
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* @param is_swapped if true, the bottom screen will be the large display
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* @return Newly created FramebufferLayout object with default screen regions initialized
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*/
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FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool is_swapped);
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}
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}
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@ -45,8 +45,8 @@ struct Rectangle {
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return Rectangle{left, top + y, right, bottom + y};
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}
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Rectangle<T> Scale(const float s) const {
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return Rectangle{left, top, static_cast<T>((right + left) * s),
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static_cast<T>((top + bottom) * s)};
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return Rectangle{left, top, static_cast<T>(left + GetWidth() * s),
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static_cast<T>(top + GetHeight() * s)};
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}
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};
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