diff options
Diffstat (limited to 'backends/graphics')
-rw-r--r-- | backends/graphics/psp2sdl/psp2sdl-graphics.cpp | 6 | ||||
-rw-r--r-- | backends/graphics/windowed.h | 2 |
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); |