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-rw-r--r--src/core/frontend/emu_window.cpp10
-rw-r--r--src/core/frontend/framebuffer_layout.cpp6
2 files changed, 9 insertions, 7 deletions
diff --git a/src/core/frontend/emu_window.cpp b/src/core/frontend/emu_window.cpp
index 9a081fbd4..8c1193894 100644
--- a/src/core/frontend/emu_window.cpp
+++ b/src/core/frontend/emu_window.cpp
@@ -84,10 +84,12 @@ void EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
84 return; 84 return;
85 85
86 std::lock_guard guard{touch_state->mutex}; 86 std::lock_guard guard{touch_state->mutex};
87 touch_state->touch_x = static_cast<float>(framebuffer_x - framebuffer_layout.screen.left) / 87 touch_state->touch_x =
88 (framebuffer_layout.screen.right - framebuffer_layout.screen.left); 88 static_cast<float>(framebuffer_x - framebuffer_layout.screen.left) /
89 touch_state->touch_y = static_cast<float>(framebuffer_y - framebuffer_layout.screen.top) / 89 static_cast<float>(framebuffer_layout.screen.right - framebuffer_layout.screen.left);
90 (framebuffer_layout.screen.bottom - framebuffer_layout.screen.top); 90 touch_state->touch_y =
91 static_cast<float>(framebuffer_y - framebuffer_layout.screen.top) /
92 static_cast<float>(framebuffer_layout.screen.bottom - framebuffer_layout.screen.top);
91 93
92 touch_state->touch_pressed = true; 94 touch_state->touch_pressed = true;
93} 95}
diff --git a/src/core/frontend/framebuffer_layout.cpp b/src/core/frontend/framebuffer_layout.cpp
index c1fbc235b..1acc82497 100644
--- a/src/core/frontend/framebuffer_layout.cpp
+++ b/src/core/frontend/framebuffer_layout.cpp
@@ -14,8 +14,8 @@ namespace Layout {
14template <class T> 14template <class T>
15static Common::Rectangle<T> MaxRectangle(Common::Rectangle<T> window_area, 15static Common::Rectangle<T> MaxRectangle(Common::Rectangle<T> window_area,
16 float screen_aspect_ratio) { 16 float screen_aspect_ratio) {
17 float scale = std::min(static_cast<float>(window_area.GetWidth()), 17 const float scale = std::min(static_cast<float>(window_area.GetWidth()),
18 window_area.GetHeight() / screen_aspect_ratio); 18 static_cast<float>(window_area.GetHeight()) / screen_aspect_ratio);
19 return Common::Rectangle<T>{0, 0, static_cast<T>(std::round(scale)), 19 return Common::Rectangle<T>{0, 0, static_cast<T>(std::round(scale)),
20 static_cast<T>(std::round(scale * screen_aspect_ratio))}; 20 static_cast<T>(std::round(scale * screen_aspect_ratio))};
21} 21}
@@ -27,7 +27,7 @@ FramebufferLayout DefaultFrameLayout(u32 width, u32 height) {
27 // so just calculate them both even if the other isn't showing. 27 // so just calculate them both even if the other isn't showing.
28 FramebufferLayout res{width, height, false, {}}; 28 FramebufferLayout res{width, height, false, {}};
29 29
30 const float window_aspect_ratio = static_cast<float>(height) / width; 30 const float window_aspect_ratio = static_cast<float>(height) / static_cast<float>(width);
31 const float emulation_aspect_ratio = EmulationAspectRatio( 31 const float emulation_aspect_ratio = EmulationAspectRatio(
32 static_cast<AspectRatio>(Settings::values.aspect_ratio.GetValue()), window_aspect_ratio); 32 static_cast<AspectRatio>(Settings::values.aspect_ratio.GetValue()), window_aspect_ratio);
33 33