mirror of https://github.com/PCSX2/pcsx2.git
ImGuiFullscreen: Add LayoutUnscale()
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@ -61,6 +61,7 @@ namespace ImGuiFullscreen
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ImFont* g_icon_font = nullptr;
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float g_layout_scale = 1.0f;
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float g_rcp_layout_scale = 1.0f;
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float g_layout_padding_left = 0.0f;
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float g_layout_padding_top = 0.0f;
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@ -429,6 +430,8 @@ bool ImGuiFullscreen::UpdateLayoutScale()
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g_layout_padding_left = 0.0f;
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}
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g_rcp_layout_scale = 1.0f / g_layout_scale;
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return g_layout_scale != old_scale;
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}
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@ -36,6 +36,7 @@ namespace ImGuiFullscreen
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extern ImFont* g_large_font;
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extern float g_layout_scale;
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extern float g_rcp_layout_scale;
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extern float g_layout_padding_left;
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extern float g_layout_padding_top;
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@ -56,7 +57,6 @@ namespace ImGuiFullscreen
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extern ImVec4 UISecondaryTextColor;
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static __fi float DPIScale(float v) { return ImGui::GetIO().DisplayFramebufferScale.x * v; }
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static __fi float DPIScale(int v) { return ImGui::GetIO().DisplayFramebufferScale.x * static_cast<float>(v); }
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static __fi ImVec2 DPIScale(const ImVec2& v)
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@ -66,13 +66,10 @@ namespace ImGuiFullscreen
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}
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static __fi float WindowWidthScale(float v) { return ImGui::GetWindowWidth() * v; }
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static __fi float WindowHeightScale(float v) { return ImGui::GetWindowHeight() * v; }
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static __fi float LayoutScale(float v) { return g_layout_scale * v; }
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static __fi ImVec2 LayoutScale(const ImVec2& v) { return ImVec2(v.x * g_layout_scale, v.y * g_layout_scale); }
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static __fi ImVec2 LayoutScale(float x, float y) { return ImVec2(x * g_layout_scale, y * g_layout_scale); }
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static __fi ImVec2 LayoutScaleAndOffset(float x, float y)
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@ -80,6 +77,10 @@ namespace ImGuiFullscreen
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return ImVec2(g_layout_padding_left + x * g_layout_scale, g_layout_padding_top + y * g_layout_scale);
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}
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static __fi float LayoutUnscale(float v) { return g_rcp_layout_scale * v; }
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static __fi ImVec2 LayoutUnscale(const ImVec2& v) { return ImVec2(v.x * g_rcp_layout_scale, v.y * g_rcp_layout_scale); }
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static __fi ImVec2 LayoutUnscale(float x, float y) { return ImVec2(x * g_rcp_layout_scale, y * g_rcp_layout_scale); }
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static __fi ImVec4 ModAlpha(const ImVec4& v, float a) { return ImVec4(v.x, v.y, v.z, a); }
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static __fi ImVec4 MulAlpha(const ImVec4& v, float a) { return ImVec4(v.x, v.y, v.z, v.w * a); }
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