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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>
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@@ -393,6 +393,15 @@ int psx_mod_set_fixed_display_aspect(uint32_t numerator,
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*/
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int psx_mod_set_adaptive_display_aspect(uint32_t max_numerator,
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uint32_t max_denominator);
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/*
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* HUD size for the auto-UI widescreen HUD ([widescreen] auto_ui_squash):
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* 0 keeps it at the display height's scale ("original"), 1 makes it
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* proportional (unchanged up to 16:9, shrinking by sqrt((16:9) / aspect)
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* beyond, about each widget's anchors). Overrides game.toml
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* [widescreen] auto_ui_size for the session; every session start restores the
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* title's setting before activation.
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*/
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int psx_mod_set_widescreen_hud_size(int proportional);
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/*
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* Set the wall-clock cadence of simulated guest VBlanks. A value of zero
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* removes frontend pacing; 60 and higher request that many native guest
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