Fix code to comply with coding style
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0faba3b018
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@ -477,11 +477,11 @@ float GetAspectRatio(bool wide)
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{
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if (wide)
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{
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return 16.0f/9.0f;
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return 16.0f / 9.0f;
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}
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else
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{
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return 4.0f/3.0f;
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return 4.0f / 3.0f;
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}
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}
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return ((float)width / (float)height) * pixelAR;
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@ -56,11 +56,11 @@ FramebufferManager::FramebufferManager()
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{
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m_target_width = Renderer::GetTargetWidth();
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m_target_height = Renderer::GetTargetHeight();
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if(m_target_height < 1)
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if (m_target_height < 1)
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{
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m_target_height = 1;
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}
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if(m_target_width < 1)
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if (m_target_width < 1)
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{
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m_target_width = 1;
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}
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@ -46,7 +46,6 @@
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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// TODO: Move these out of here.
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int frameCount;
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int OSDChoice;
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@ -478,17 +477,18 @@ void Renderer::UpdateDrawRectangle(int backbuffer_width, int backbuffer_height)
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// The rendering window aspect ratio as a proportion of the 4:3 or 16:9 ratio
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float Ratio;
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switch (g_ActiveConfig.iAspectRatio)
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{
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case ASPECT_ANALOG_WIDE:
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Ratio = (WinWidth / WinHeight) / VideoInterface::GetAspectRatio(true);
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break;
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case ASPECT_ANALOG:
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Ratio = (WinWidth / WinHeight) / VideoInterface::GetAspectRatio(false);
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break;
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default:
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Ratio = (WinWidth / WinHeight) / VideoInterface::GetAspectRatio(g_aspect_wide);
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break;
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{
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case ASPECT_ANALOG_WIDE:
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Ratio = (WinWidth / WinHeight) / VideoInterface::GetAspectRatio(true);
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break;
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case ASPECT_ANALOG:
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Ratio = (WinWidth / WinHeight) / VideoInterface::GetAspectRatio(false);
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break;
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default:
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Ratio = (WinWidth / WinHeight) / VideoInterface::GetAspectRatio(g_aspect_wide);
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break;
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}
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if (g_ActiveConfig.iAspectRatio != ASPECT_STRETCH)
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{
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if (Ratio > 1.0f)
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@ -40,7 +40,6 @@ extern int OSDChoice;
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extern bool bLastFrameDumped;
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// Renderer really isn't a very good name for this class - it's more like "Misc".
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// The long term goal is to get rid of this class and replace it with others that make
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// more sense.
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@ -137,7 +136,6 @@ public:
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static Common::Event s_screenshotCompleted;
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protected:
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static void CalculateTargetScale(int x, int y, int* scaledX, int* scaledY);
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