<CheckBox Name="IntegerScalingCheckBox"
Text="{Loc 'ui-options-vp-integer-scaling'}"
ToolTip="{Loc 'ui-options-vp-integer-scaling-tooltip'}" />
+ <CheckBox Name="ViewportVerticalFitCheckBox"
+ Text="{Loc 'ui-options-vp-vertical-fit'}"
+ ToolTip="{Loc 'ui-options-vp-vertical-fit-tooltip'}" />
<CheckBox Name="ViewportLowResCheckBox" Text="{Loc 'ui-options-vp-low-res'}" />
<CheckBox Name="ParallaxLowQualityCheckBox" Text="{Loc 'ui-options-parallax-low-quality'}" />
<CheckBox Name="FpsCounterCheckBox" Text="{Loc 'ui-options-fps-counter'}" />
UpdateApplyButton();
};
+ ViewportVerticalFitCheckBox.OnToggled += _ =>
+ {
+ UpdateViewportScale();
+ UpdateApplyButton();
+ };
+
IntegerScalingCheckBox.OnToggled += OnCheckBoxToggled;
ViewportLowResCheckBox.OnToggled += OnCheckBoxToggled;
ParallaxLowQualityCheckBox.OnToggled += OnCheckBoxToggled;
ViewportScaleSlider.Value = _cfg.GetCVar(CCVars.ViewportFixedScaleFactor);
ViewportStretchCheckBox.Pressed = _cfg.GetCVar(CCVars.ViewportStretch);
IntegerScalingCheckBox.Pressed = _cfg.GetCVar(CCVars.ViewportSnapToleranceMargin) != 0;
+ ViewportVerticalFitCheckBox.Pressed = _cfg.GetCVar(CCVars.ViewportVerticalFit);
ViewportLowResCheckBox.Pressed = !_cfg.GetCVar(CCVars.ViewportScaleRender);
ParallaxLowQualityCheckBox.Pressed = _cfg.GetCVar(CCVars.ParallaxLowQuality);
FpsCounterCheckBox.Pressed = _cfg.GetCVar(CCVars.HudFpsCounterVisible);
_cfg.SetCVar(CCVars.ViewportFixedScaleFactor, (int) ViewportScaleSlider.Value);
_cfg.SetCVar(CCVars.ViewportSnapToleranceMargin,
IntegerScalingCheckBox.Pressed ? CCVars.ViewportSnapToleranceMargin.DefaultValue : 0);
+ _cfg.SetCVar(CCVars.ViewportVerticalFit, ViewportVerticalFitCheckBox.Pressed);
_cfg.SetCVar(CCVars.ViewportScaleRender, !ViewportLowResCheckBox.Pressed);
_cfg.SetCVar(CCVars.ParallaxLowQuality, ParallaxLowQualityCheckBox.Pressed);
_cfg.SetCVar(CCVars.HudFpsCounterVisible, FpsCounterCheckBox.Pressed);
var isVPStretchSame = ViewportStretchCheckBox.Pressed == _cfg.GetCVar(CCVars.ViewportStretch);
var isVPScaleSame = (int) ViewportScaleSlider.Value == _cfg.GetCVar(CCVars.ViewportFixedScaleFactor);
var isIntegerScalingSame = IntegerScalingCheckBox.Pressed == (_cfg.GetCVar(CCVars.ViewportSnapToleranceMargin) != 0);
+ var isVPVerticalFitSame = ViewportVerticalFitCheckBox.Pressed == _cfg.GetCVar(CCVars.ViewportVerticalFit);
var isVPResSame = ViewportLowResCheckBox.Pressed == !_cfg.GetCVar(CCVars.ViewportScaleRender);
var isPLQSame = ParallaxLowQualityCheckBox.Pressed == _cfg.GetCVar(CCVars.ParallaxLowQuality);
var isFpsCounterVisibleSame = FpsCounterCheckBox.Pressed == _cfg.GetCVar(CCVars.HudFpsCounterVisible);
isVPStretchSame &&
isVPScaleSame &&
isIntegerScalingSame &&
+ isVPVerticalFitSame &&
isVPResSame &&
isPLQSame &&
isFpsCounterVisibleSame &&
{
ViewportScaleBox.Visible = !ViewportStretchCheckBox.Pressed;
IntegerScalingCheckBox.Visible = ViewportStretchCheckBox.Pressed;
+ ViewportVerticalFitCheckBox.Visible = ViewportStretchCheckBox.Pressed;
+ ViewportWidthSlider.Visible = ViewportWidthSliderDisplay.Visible = !ViewportStretchCheckBox.Pressed || ViewportStretchCheckBox.Pressed && !ViewportVerticalFitCheckBox.Pressed;
ViewportScaleText.Text = Loc.GetString("ui-options-vp-scale", ("scale", ViewportScaleSlider.Value));
}
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)
{
// Did not find a snap, enable stretching.
Viewport.FixedStretchSize = null;
Viewport.StretchMode = ScalingViewportStretchMode.Bilinear;
+ Viewport.IgnoreDimension = verticalFit ? ScalingViewportIgnoreDimension.Horizontal : ScalingViewportIgnoreDimension.None;
if (renderScaleUp)
{
// 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.
// 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;
_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;
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()
private int _curRenderScale;
private ScalingViewportStretchMode _stretchMode = ScalingViewportStretchMode.Bilinear;
private ScalingViewportRenderScaleMode _renderScaleMode = ScalingViewportRenderScaleMode.Fixed;
+ private ScalingViewportIgnoreDimension _ignoreDimension = ScalingViewportIgnoreDimension.None;
private int _fixedRenderScale = 1;
private readonly List<CopyPixelsDelegate<Rgba32>> _queuedScreenshots = new();
}
}
+ [ViewVariables(VVAccess.ReadWrite)]
+ public ScalingViewportIgnoreDimension IgnoreDimension
+ {
+ get => _ignoreDimension;
+ set
+ {
+ _ignoreDimension = value;
+ InvalidateViewport();
+ }
+ }
+
public ScalingViewport()
{
IoCManager.InjectDependencies(this);
if (FixedStretchSize == null)
{
var (ratioX, ratioY) = ourSize / vpSize;
- var ratio = Math.Min(ratioX, ratioY);
+ var ratio = 1f;
+ switch (_ignoreDimension)
+ {
+ case ScalingViewportIgnoreDimension.None:
+ ratio = Math.Min(ratioX, ratioY);
+ break;
+ case ScalingViewportIgnoreDimension.Vertical:
+ ratio = ratioX;
+ break;
+ case ScalingViewportIgnoreDimension.Horizontal:
+ ratio = ratioY;
+ break;
+ }
var size = vpSize * ratio;
// Size
/// </summary>
CeilInt
}
+
+ /// <summary>
+ /// If the viewport is allowed to freely scale, this determines which dimensions should be ignored while fitting the viewport
+ /// </summary>
+ public enum ScalingViewportIgnoreDimension
+ {
+ /// <summary>
+ /// The viewport won't ignore any dimension.
+ /// </summary>
+ None = 0,
+
+ /// <summary>
+ /// The viewport will ignore the horizontal dimension, and will exclusively consider the vertical dimension for scaling.
+ /// </summary>
+ Horizontal,
+
+ /// <summary>
+ /// The viewport will ignore the vertical dimension, and will exclusively consider the horizontal dimension for scaling.
+ /// </summary>
+ Vertical
+ }
}
public static readonly CVarDef<int> ViewportWidth =
CVarDef.Create("viewport.width", 21, CVar.CLIENTONLY | CVar.ARCHIVE);
+ public static readonly CVarDef<bool> ViewportVerticalFit =
+ CVarDef.Create("viewport.vertical_fit", true, CVar.CLIENTONLY | CVar.ARCHIVE);
+
/*
* UI
*/
at specific resolutions. While this results in crisp textures, it also often
means that black bars appear at the top/bottom of the screen or that part
of the viewport is not visible.
+ui-options-vp-vertical-fit = Vertical viewport fitting
+ui-options-vp-vertical-fit-tooltip = When enabled, the main viewport will ignore the horizontal axis entirely when
+ fitting to your screen. If your screen is smaller than the viewport, then this
+ will cause the viewport to be cut off on the horizontal axis.
ui-options-vp-low-res = Low-resolution viewport
ui-options-parallax-low-quality = Low-quality Parallax (background)
ui-options-fps-counter = Show FPS counter