GPU: Use floating point coordinates for lightgun

This commit is contained in:
Connor McLaughlin
2020-12-19 14:29:35 +10:00
parent 4860313bef
commit e804fdfdba
3 changed files with 15 additions and 14 deletions

View File

@ -257,9 +257,9 @@ std::tuple<s32, s32, s32, s32> HostDisplay::CalculateSoftwareCursorDrawRect(s32
return std::tie(out_left, out_top, out_width, out_height);
}
std::tuple<s32, s32> HostDisplay::ConvertWindowCoordinatesToDisplayCoordinates(s32 window_x, s32 window_y,
s32 window_width, s32 window_height,
s32 top_margin) const
std::tuple<float, float> HostDisplay::ConvertWindowCoordinatesToDisplayCoordinates(s32 window_x, s32 window_y,
s32 window_width, s32 window_height,
s32 top_margin) const
{
s32 left, top, width, height, left_padding, top_padding;
float scale, y_scale;
@ -274,7 +274,7 @@ std::tuple<s32, s32> HostDisplay::ConvertWindowCoordinatesToDisplayCoordinates(s
const float display_x = scaled_display_x / scale;
const float display_y = scaled_display_y / scale / y_scale;
return std::make_tuple(static_cast<s32>(display_x), static_cast<s32>(display_y));
return std::make_tuple(display_x, display_y);
}
static bool CompressAndWriteTextureToFile(u32 width, u32 height, std::string filename, FileSystem::ManagedCFilePtr fp,