Various platforms can have different cover art aspect ratio. Generally, it is fine if the height is larger than width, for example Playstation 2 box art, but it's not so good when width is similar or larger than height like for example with Super Nintendo:
the images are too small
there is a lot of empty space
There are various approaches how to handle this. For example, just zooming in the image to fill in static box art dimensions is also not that good, because a lot of original covert art is cropped.
After some experimenting, Retropass will provide an optional adaptive layout:
In the main menu, images are scaled to exact fixed height, as it is now. Width is variable, so it will stretch as much as needed to show the full box art. Further, if there are mixed sizes, they will also be shown in correct aspect ratio.
In the collection view, images are scaled to exact fixed height and variable width. However, in collection view, there must be a single size for all images due to performance reasons, item virtualization etc... So whichever image in the playlist is first will define the size of the item.
Various platforms can have different cover art aspect ratio. Generally, it is fine if the height is larger than width, for example Playstation 2 box art, but it's not so good when width is similar or larger than height like for example with Super Nintendo:
There are various approaches how to handle this. For example, just zooming in the image to fill in static box art dimensions is also not that good, because a lot of original covert art is cropped.
After some experimenting, Retropass will provide an optional adaptive layout:
Additionally, add an option to settings for image stretch modes, so users can change how box art space is filled. There are 3 important modes: Uniform, Fill, UniformToFill https://learn.microsoft.com/en-us/uwp/api/windows.ui.xaml.media.stretch?view=winrt-22621
For a proof of concept check here: https://www.reddit.com/r/RetroPass/comments/16cdb4l/retropass_adaptive_layout_experiment/