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-rw-r--r--src/core/frontend/framebuffer_layout.cpp21
1 files changed, 18 insertions, 3 deletions
diff --git a/src/core/frontend/framebuffer_layout.cpp b/src/core/frontend/framebuffer_layout.cpp
index d6d2cf3f0..2dc795d56 100644
--- a/src/core/frontend/framebuffer_layout.cpp
+++ b/src/core/frontend/framebuffer_layout.cpp
@@ -27,9 +27,9 @@ FramebufferLayout DefaultFrameLayout(u32 width, u32 height) {
// so just calculate them both even if the other isn't showing.
FramebufferLayout res{width, height};
- const float emulation_aspect_ratio{static_cast<float>(ScreenUndocked::Height) /
- ScreenUndocked::Width};
- const auto window_aspect_ratio = static_cast<float>(height) / width;
+ const float window_aspect_ratio = static_cast<float>(height) / width;
+ const float emulation_aspect_ratio = EmulationAspectRatio(
+ static_cast<AspectRatio>(Settings::values.aspect_ratio), window_aspect_ratio);
const Common::Rectangle<u32> screen_window_area{0, 0, width, height};
Common::Rectangle<u32> screen = MaxRectangle(screen_window_area, emulation_aspect_ratio);
@@ -58,4 +58,19 @@ FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale) {
return DefaultFrameLayout(width, height);
}
+float EmulationAspectRatio(AspectRatio aspect, float window_aspect_ratio) {
+ switch (aspect) {
+ case AspectRatio::Default:
+ return static_cast<float>(ScreenUndocked::Height) / ScreenUndocked::Width;
+ case AspectRatio::R4_3:
+ return 3.0f / 4.0f;
+ case AspectRatio::R21_9:
+ return 9.0f / 21.0f;
+ case AspectRatio::StretchToWindow:
+ return window_aspect_ratio;
+ default:
+ return static_cast<float>(ScreenUndocked::Height) / ScreenUndocked::Width;
+ }
+}
+
} // namespace Layout