Widescreen HUD size: proportional option shrinks the auto-UI HUD beyond 16:9

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
This commit is contained in:
Matthew Stanley
2026-10-02 18:39:56 -07:00
parent ce4ae025c6
commit 308d7b9ca6
9 changed files with 234 additions and 67 deletions
+3
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@@ -212,6 +212,9 @@ void gpu_ws_set_auto_ui_squash(int on);
/* [widescreen] auto_ui_anchor = "in_place": each UI run squashes about its own
* centre rather than an edge/centre third (default "edges"). */
void gpu_ws_set_auto_ui_in_place(int on);
/* [widescreen] auto_ui_size: 1 = proportional (the auto-UI HUD shrinks by
* sqrt((16:9) / aspect) beyond 16:9), 0 = original. */
void gpu_ws_set_auto_ui_proportional(int on);
/* [widescreen.bg2d] Capcom 2D background tile-loop widen — hooked at the renderer's
* column-count / start-tile-col / start-screen-x instructions. Identity at 4:3
* and in the engine's 512 hi-res mode. */
+9
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@@ -393,6 +393,15 @@ int psx_mod_set_fixed_display_aspect(uint32_t numerator,
*/
int psx_mod_set_adaptive_display_aspect(uint32_t max_numerator,
uint32_t max_denominator);
/*
* HUD size for the auto-UI widescreen HUD ([widescreen] auto_ui_squash):
* 0 keeps it at the display height's scale ("original"), 1 makes it
* proportional (unchanged up to 16:9, shrinking by sqrt((16:9) / aspect)
* beyond, about each widget's anchors). Overrides game.toml
* [widescreen] auto_ui_size for the session; every session start restores the
* title's setting before activation.
*/
int psx_mod_set_widescreen_hud_size(int proportional);
/*
* Set the wall-clock cadence of simulated guest VBlanks. A value of zero
* removes frontend pacing; 60 and higher request that many native guest