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InputCommon: Make "Cursor" inputs aware of the rendered aspect ratio.
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9 changed files with 59 additions and 21 deletions
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@ -50,6 +50,8 @@
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#include "Core/Host.h"
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#include "Core/Movie.h"
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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#include "VideoCommon/AbstractFramebuffer.h"
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#include "VideoCommon/AbstractStagingTexture.h"
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#include "VideoCommon/AbstractTexture.h"
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@ -119,6 +121,9 @@ bool Renderer::Initialize()
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void Renderer::Shutdown()
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{
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// Disable ControllerInterface's aspect ratio adjustments so mapping dialog behaves normally.
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g_controller_interface.SetAspectRatioAdjustment(1);
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// First stop any framedumping, which might need to dump the last xfb frame. This process
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// can require additional graphics sub-systems so it needs to be done first
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ShutdownFrameDumping();
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@ -775,10 +780,15 @@ void Renderer::UpdateDrawRectangle()
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g_Config.fAspectRatioHackH = 1;
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}
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float draw_width, draw_height, crop_width, crop_height;
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// get the picture aspect ratio
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draw_width = crop_width = CalculateDrawAspectRatio();
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const float draw_aspect_ratio = CalculateDrawAspectRatio();
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// Make ControllerInterface aware of the render window region actually being used
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// to adjust mouse cursor inputs.
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g_controller_interface.SetAspectRatioAdjustment(draw_aspect_ratio / (win_width / win_height));
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float draw_width, draw_height, crop_width, crop_height;
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draw_width = crop_width = draw_aspect_ratio;
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draw_height = crop_height = 1;
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// crop the picture to a standard aspect ratio
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