GameSettings: Add custom aspect ratios
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@@ -368,11 +368,25 @@ void GamePropertiesDialog::populateGameSettings()
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QSignalBlocker sb(m_ui.userCropMode);
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m_ui.userCropMode->setCurrentIndex(static_cast<int>(gs.display_crop_mode.value()) + 1);
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}
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if (gs.display_aspect_ratio.has_value())
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{
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QSignalBlocker sb(m_ui.userAspectRatio);
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m_ui.userAspectRatio->setCurrentIndex(static_cast<int>(gs.display_aspect_ratio.value()) + 1);
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}
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if (gs.display_aspect_ratio_custom_numerator.has_value())
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{
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QSignalBlocker sb(m_ui.userCustomAspectRatioNumerator);
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m_ui.userCustomAspectRatioNumerator->setValue(static_cast<int>(gs.display_aspect_ratio_custom_numerator.value()));
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}
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if (gs.display_aspect_ratio_custom_denominator.has_value())
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{
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QSignalBlocker sb(m_ui.userCustomAspectRatioDenominator);
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m_ui.userCustomAspectRatioDenominator->setValue(
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static_cast<int>(gs.display_aspect_ratio_custom_denominator.value()));
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}
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onUserAspectRatioChanged();
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if (gs.gpu_downsample_mode.has_value())
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{
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QSignalBlocker sb(m_ui.userDownsampleMode);
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@@ -566,6 +580,21 @@ void GamePropertiesDialog::connectUi()
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else
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m_game_settings.display_aspect_ratio = static_cast<DisplayAspectRatio>(index - 1);
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saveGameSettings();
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onUserAspectRatioChanged();
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});
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connect(m_ui.userCustomAspectRatioNumerator, QOverload<int>::of(&QSpinBox::valueChanged), [this](int value) {
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if (value <= 0)
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m_game_settings.display_aspect_ratio_custom_numerator.reset();
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else
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m_game_settings.display_aspect_ratio_custom_numerator = static_cast<u16>(value);
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saveGameSettings();
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});
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connect(m_ui.userCustomAspectRatioDenominator, QOverload<int>::of(&QSpinBox::valueChanged), [this](int value) {
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if (value <= 0)
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m_game_settings.display_aspect_ratio_custom_denominator.reset();
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else
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m_game_settings.display_aspect_ratio_custom_denominator = static_cast<u16>(value);
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saveGameSettings();
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});
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connect(m_ui.userCropMode, QOverload<int>::of(&QComboBox::currentIndexChanged), [this](int index) {
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@@ -795,6 +824,16 @@ void GamePropertiesDialog::updateCPUClockSpeedLabel()
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m_ui.userCPUClockSpeedLabel->setText(tr("%1% (%2MHz)").arg(percent).arg(frequency / 1000000.0, 0, 'f', 2));
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}
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void GamePropertiesDialog::onUserAspectRatioChanged()
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{
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const int index = m_ui.userAspectRatio->currentIndex();
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const bool is_custom = (index > 0 && static_cast<DisplayAspectRatio>(index - 1) == DisplayAspectRatio::Custom);
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m_ui.userCustomAspectRatioNumerator->setVisible(is_custom);
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m_ui.userCustomAspectRatioDenominator->setVisible(is_custom);
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m_ui.userCustomAspectRatioSeparator->setVisible(is_custom);
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}
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void GamePropertiesDialog::fillEntryFromUi(GameListCompatibilityEntry* entry)
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{
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entry->code = m_game_code;
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