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-rw-r--r--backends/graphics/psp2sdl/psp2sdl-graphics.cpp6
-rw-r--r--backends/graphics/windowed.h2
2 files changed, 4 insertions, 4 deletions
diff --git a/backends/graphics/psp2sdl/psp2sdl-graphics.cpp b/backends/graphics/psp2sdl/psp2sdl-graphics.cpp
index 1947f8f751..5e6afc2a57 100644
--- a/backends/graphics/psp2sdl/psp2sdl-graphics.cpp
+++ b/backends/graphics/psp2sdl/psp2sdl-graphics.cpp
@@ -238,7 +238,7 @@ void PSP2SdlGraphicsManager::setAspectRatioCorrection(bool enable) {
SDL_Surface *PSP2SdlGraphicsManager::SDL_SetVideoMode(int width, int height, int bpp, Uint32 flags) {
SDL_Surface *screen = SurfaceSdlGraphicsManager::SDL_SetVideoMode(width, height, bpp, flags);
-
+
if (screen != nullptr) {
vita2d_set_vblank_wait(true);
_vitatex_hwscreen = vita2d_create_empty_texture_format(width, height, SCE_GXM_TEXTURE_FORMAT_R5G6B5);
@@ -264,7 +264,7 @@ void PSP2SdlGraphicsManager::SDL_UpdateRects(SDL_Surface *screen, int numrects,
float sx, sy;
float ratio = (float)screenW / (float)screenH;
- if (aspectRatioCorrection) {
+ if (aspectRatioCorrection && (screenH == 200 || screenH == 400)) {
ratio = 4.0 / 3.0;
}
@@ -281,7 +281,7 @@ void PSP2SdlGraphicsManager::SDL_UpdateRects(SDL_Surface *screen, int numrects,
h = screenH;
w = screenW;
}
- if (aspectRatioCorrection) {
+ if (aspectRatioCorrection && (screenH == 200 || screenH == 400)) {
// stretch the height only if it fits, otherwise make the width smaller
if (((float)w * (1.0 / ratio)) <= (float)dispH) {
h = w * (1.0 / ratio);
diff --git a/backends/graphics/windowed.h b/backends/graphics/windowed.h
index 5f89d2d233..8a0bddf5be 100644
--- a/backends/graphics/windowed.h
+++ b/backends/graphics/windowed.h
@@ -201,7 +201,7 @@ protected:
* @param x The new X position of the mouse in virtual screen coordinates.
* @param y The new Y position of the mouse in virtual screen coordinates.
*/
- void warpMouse(const int x, const int y) {
+ void warpMouse(const int x, const int y) override {
// Check active coordinate instead of window coordinate to avoid warping
// the mouse if it is still within the same virtual pixel
const Common::Point virtualCursor = convertWindowToVirtual(_cursorX, _cursorY);