Adds the option to fit the viewport to vertical screenspace (#27061)

* Adds the option to fit your viewport to your vertical screenspace

* fixes documentation

* Removes commented-out leftover

* Hides the viewport width slider and also we dont know if the viewport width causing stretching/squishing was a bug present before but we fixed that while we were at it

* Removes commented out leftovers
This commit is contained in:
deathride58
2024-04-20 02:46:02 -04:00
committed by GitHub
parent 5c69031d11
commit 396c613366
7 changed files with 82 additions and 3 deletions

View File

@@ -51,6 +51,7 @@ namespace Content.Client.UserInterface.Controls
var stretch = _cfg.GetCVar(CCVars.ViewportStretch);
var renderScaleUp = _cfg.GetCVar(CCVars.ViewportScaleRender);
var fixedFactor = _cfg.GetCVar(CCVars.ViewportFixedScaleFactor);
var verticalFit = _cfg.GetCVar(CCVars.ViewportVerticalFit);
if (stretch)
{
@@ -60,6 +61,7 @@ namespace Content.Client.UserInterface.Controls
// Did not find a snap, enable stretching.
Viewport.FixedStretchSize = null;
Viewport.StretchMode = ScalingViewportStretchMode.Bilinear;
Viewport.IgnoreDimension = verticalFit ? ScalingViewportIgnoreDimension.Horizontal : ScalingViewportIgnoreDimension.None;
if (renderScaleUp)
{
@@ -104,6 +106,8 @@ namespace Content.Client.UserInterface.Controls
// where we are clipping the viewport to make it fit.
var cfgToleranceClip = _cfg.GetCVar(CCVars.ViewportSnapToleranceClip);
var cfgVerticalFit = _cfg.GetCVar(CCVars.ViewportVerticalFit);
// Calculate if the viewport, when rendered at an integer scale,
// is close enough to the control size to enable "snapping" to NN,
// potentially cutting a tiny bit off/leaving a margin.
@@ -123,7 +127,8 @@ namespace Content.Client.UserInterface.Controls
// The rule for which snap fits is that at LEAST one axis needs to be in the tolerance size wise.
// One axis MAY be larger but not smaller than tolerance.
// Obviously if it's too small it's bad, and if it's too big on both axis we should stretch up.
if (Fits(dx) && Fits(dy) || Fits(dx) && Larger(dy) || Larger(dx) && Fits(dy))
// Additionally, if the viewport's supposed to be vertically fit, then the horizontal scale should just be ignored where appropriate.
if ((Fits(dx) || cfgVerticalFit) && Fits(dy) || !cfgVerticalFit && Fits(dx) && Larger(dy) || Larger(dx) && Fits(dy))
{
// Found snap that fits.
return i;

View File

@@ -25,6 +25,7 @@ public sealed class ViewportUIController : UIController
_configurationManager.OnValueChanged(CCVars.ViewportMinimumWidth, _ => UpdateViewportRatio());
_configurationManager.OnValueChanged(CCVars.ViewportMaximumWidth, _ => UpdateViewportRatio());
_configurationManager.OnValueChanged(CCVars.ViewportWidth, _ => UpdateViewportRatio());
_configurationManager.OnValueChanged(CCVars.ViewportVerticalFit, _ => UpdateViewportRatio());
var gameplayStateLoad = UIManager.GetUIController<GameplayStateLoadController>();
gameplayStateLoad.OnScreenLoad += OnScreenLoad;
@@ -45,13 +46,19 @@ public sealed class ViewportUIController : UIController
var min = _configurationManager.GetCVar(CCVars.ViewportMinimumWidth);
var max = _configurationManager.GetCVar(CCVars.ViewportMaximumWidth);
var width = _configurationManager.GetCVar(CCVars.ViewportWidth);
var verticalfit = _configurationManager.GetCVar(CCVars.ViewportVerticalFit) && _configurationManager.GetCVar(CCVars.ViewportStretch);
if (width < min || width > max)
if (verticalfit)
{
width = max;
}
else if (width < min || width > max)
{
width = CCVars.ViewportWidth.DefaultValue;
}
Viewport.Viewport.ViewportSize = (EyeManager.PixelsPerMeter * width, EyeManager.PixelsPerMeter * ViewportHeight);
Viewport.UpdateCfg();
}
public void ReloadViewport()