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46 lines
1.2 KiB
C++
46 lines
1.2 KiB
C++
#include <cpu/guest_code.h>
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#include "api/SWA.h"
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#include "ui/window.h"
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#include "game.h"
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constexpr float m_baseAspectRatio = 16.0f / 9.0f;
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void Game::Exit()
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{
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s_isSignalExit = true;
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}
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bool GracefulLoopExitMidAsmHook()
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{
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// TODO (Sajid): investigate XAM handle closing causing assertion failure here.
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return Game::s_isSignalExit;
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}
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bool CameraAspectRatioMidAsmHook(PPCRegister& r31)
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{
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auto pCamera = (SWA::CCamera*)g_memory.Translate(r31.u32);
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auto newAspectRatio = (float)Window::s_width / (float)Window::s_height;
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// Dynamically adjust aspect ratio to window dimensions.
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pCamera->m_HorzAspectRatio = newAspectRatio;
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// Jump to 4:3 code for VERT+ adjustments if using a narrow aspect ratio.
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return newAspectRatio < m_baseAspectRatio;
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}
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void CameraBoostAspectRatioMidAsmHook(PPCRegister& r31, PPCRegister& f0)
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{
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auto pCamera = (SWA::CCamera*)g_memory.Translate(r31.u32);
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if (Window::s_width < Window::s_height)
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{
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// Use horizontal FOV for narrow aspect ratios.
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f0.f32 = pCamera->m_HorzFieldOfView;
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}
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else
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{
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// Use vertical FOV for normal aspect ratios.
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f0.f32 = pCamera->m_VertFieldOfView;
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}
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}
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