gsdx-osd: Scale based on window size

Switch to scaling on the window size instead of a hardcoded monitor res
This commit is contained in:
Kojin 2018-12-14 18:04:42 -05:00 committed by lightningterror
parent 5e75a66f82
commit d624927022
1 changed files with 1 additions and 12 deletions

View File

@ -432,23 +432,12 @@ void GSRenderer::VSync(int field)
// present
#if 0
// This will scale the OSD to the PS2's output resolution.
// Will be affected by 2x, 4x, etc scaling.
m_dev->m_osd.m_real_size = m_real_size
#elif 0
// This will scale the OSD to the window's size.
// Will maintiain the font size no matter what size the window is.
GSVector4i window_size = m_wnd->GetClientRect();
m_dev->m_osd.m_real_size.x = window_size.v[2];
m_dev->m_osd.m_real_size.y = window_size.v[3];
#else
// This will scale the OSD to the native resolution.
// Will size font relative to the window's size.
// TODO this should probably be done with native calls
m_dev->m_osd.m_real_size.x = 1024;
m_dev->m_osd.m_real_size.y = 768;
#endif
m_dev->Present(m_wnd->GetClientRect().fit(m_aspectratio), m_shader);
// snapshot