diff options
Diffstat (limited to 'src/core/frontend')
-rw-r--r-- | src/core/frontend/emu_window.cpp | 48 | ||||
-rw-r--r-- | src/core/frontend/emu_window.h | 6 | ||||
-rw-r--r-- | src/core/frontend/framebuffer_layout.cpp | 170 | ||||
-rw-r--r-- | src/core/frontend/framebuffer_layout.h | 66 |
4 files changed, 39 insertions, 251 deletions
diff --git a/src/core/frontend/emu_window.cpp b/src/core/frontend/emu_window.cpp index e67394177..2d776c693 100644 --- a/src/core/frontend/emu_window.cpp +++ b/src/core/frontend/emu_window.cpp @@ -41,7 +41,8 @@ private: EmuWindow::EmuWindow() { // TODO: Find a better place to set this. - config.min_client_area_size = std::make_pair(400u, 480u); + config.min_client_area_size = + std::make_pair(Layout::ScreenUndocked::Width, Layout::ScreenUndocked::Height); active_config = config; touch_state = std::make_shared<TouchState>(); Input::RegisterFactory<Input::TouchDevice>("emu_window", touch_state); @@ -60,17 +61,16 @@ EmuWindow::~EmuWindow() { */ static bool IsWithinTouchscreen(const Layout::FramebufferLayout& layout, unsigned framebuffer_x, unsigned framebuffer_y) { - return ( - framebuffer_y >= layout.bottom_screen.top && framebuffer_y < layout.bottom_screen.bottom && - framebuffer_x >= layout.bottom_screen.left && framebuffer_x < layout.bottom_screen.right); + return (framebuffer_y >= layout.screen.top && framebuffer_y < layout.screen.bottom && + framebuffer_x >= layout.screen.left && framebuffer_x < layout.screen.right); } std::tuple<unsigned, unsigned> EmuWindow::ClipToTouchScreen(unsigned new_x, unsigned new_y) { - new_x = std::max(new_x, framebuffer_layout.bottom_screen.left); - new_x = std::min(new_x, framebuffer_layout.bottom_screen.right - 1); + new_x = std::max(new_x, framebuffer_layout.screen.left); + new_x = std::min(new_x, framebuffer_layout.screen.right - 1); - new_y = std::max(new_y, framebuffer_layout.bottom_screen.top); - new_y = std::min(new_y, framebuffer_layout.bottom_screen.bottom - 1); + new_y = std::max(new_y, framebuffer_layout.screen.top); + new_y = std::min(new_y, framebuffer_layout.screen.bottom - 1); return std::make_tuple(new_x, new_y); } @@ -80,12 +80,10 @@ void EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) { return; std::lock_guard<std::mutex> guard(touch_state->mutex); - touch_state->touch_x = - static_cast<float>(framebuffer_x - framebuffer_layout.bottom_screen.left) / - (framebuffer_layout.bottom_screen.right - framebuffer_layout.bottom_screen.left); - touch_state->touch_y = - static_cast<float>(framebuffer_y - framebuffer_layout.bottom_screen.top) / - (framebuffer_layout.bottom_screen.bottom - framebuffer_layout.bottom_screen.top); + touch_state->touch_x = static_cast<float>(framebuffer_x - framebuffer_layout.screen.left) / + (framebuffer_layout.screen.right - framebuffer_layout.screen.left); + touch_state->touch_y = static_cast<float>(framebuffer_y - framebuffer_layout.screen.top) / + (framebuffer_layout.screen.bottom - framebuffer_layout.screen.top); touch_state->touch_pressed = true; } @@ -108,25 +106,5 @@ void EmuWindow::TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y) { } void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height) { - Layout::FramebufferLayout layout; - if (Settings::values.custom_layout == true) { - layout = Layout::CustomFrameLayout(width, height); - } else { - switch (Settings::values.layout_option) { - case Settings::LayoutOption::SingleScreen: - layout = Layout::SingleFrameLayout(width, height, Settings::values.swap_screen); - break; - case Settings::LayoutOption::LargeScreen: - layout = Layout::LargeFrameLayout(width, height, Settings::values.swap_screen); - break; - case Settings::LayoutOption::SideScreen: - layout = Layout::SideFrameLayout(width, height, Settings::values.swap_screen); - break; - case Settings::LayoutOption::Default: - default: - layout = Layout::DefaultFrameLayout(width, height, Settings::values.swap_screen); - break; - } - } - NotifyFramebufferLayoutChanged(layout); + NotifyFramebufferLayoutChanged(Layout::DefaultFrameLayout(width, height)); } diff --git a/src/core/frontend/emu_window.h b/src/core/frontend/emu_window.h index c10dee51b..e8c29adfb 100644 --- a/src/core/frontend/emu_window.h +++ b/src/core/frontend/emu_window.h @@ -87,9 +87,9 @@ public: } /** - * Gets the framebuffer layout (width, height, and screen regions) - * @note This method is thread-safe - */ + * Gets the framebuffer layout (width, height, and screen regions) + * @note This method is thread-safe + */ const Layout::FramebufferLayout& GetFramebufferLayout() const { return framebuffer_layout; } diff --git a/src/core/frontend/framebuffer_layout.cpp b/src/core/frontend/framebuffer_layout.cpp index e9f778fcb..8551858d1 100644 --- a/src/core/frontend/framebuffer_layout.cpp +++ b/src/core/frontend/framebuffer_layout.cpp @@ -1,25 +1,12 @@ -// Copyright 2016 Citra Emulator Project +// Copyright 2018 Yuzu Emulator Team // Licensed under GPLv2 or any later version // Refer to the license.txt file included. -#include <cmath> - #include "common/assert.h" -#include "core/3ds.h" #include "core/frontend/framebuffer_layout.h" -#include "core/settings.h" namespace Layout { -static const float TOP_SCREEN_ASPECT_RATIO = - static_cast<float>(Core::kScreenTopHeight) / Core::kScreenTopWidth; -static const float BOT_SCREEN_ASPECT_RATIO = - static_cast<float>(Core::kScreenBottomHeight) / Core::kScreenBottomWidth; - -float FramebufferLayout::GetScalingRatio() const { - return static_cast<float>(top_screen.GetWidth()) / Core::kScreenTopWidth; -} - // Finds the largest size subrectangle contained in window area that is confined to the aspect ratio template <class T> static MathUtil::Rectangle<T> maxRectangle(MathUtil::Rectangle<T> window_area, @@ -30,166 +17,27 @@ static MathUtil::Rectangle<T> maxRectangle(MathUtil::Rectangle<T> window_area, static_cast<T>(std::round(scale * screen_aspect_ratio))}; } -FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool swapped) { - ASSERT(width > 0); - ASSERT(height > 0); - - FramebufferLayout res{width, height, true, true, {}, {}}; - // Default layout gives equal screen sizes to the top and bottom screen - MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height / 2}; - MathUtil::Rectangle<unsigned> top_screen = - maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO); - MathUtil::Rectangle<unsigned> bot_screen = - maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO); - - float window_aspect_ratio = static_cast<float>(height) / width; - // both screens height are taken into account by multiplying by 2 - float emulation_aspect_ratio = TOP_SCREEN_ASPECT_RATIO * 2; - - if (window_aspect_ratio < emulation_aspect_ratio) { - // Apply borders to the left and right sides of the window. - top_screen = - top_screen.TranslateX((screen_window_area.GetWidth() - top_screen.GetWidth()) / 2); - bot_screen = - bot_screen.TranslateX((screen_window_area.GetWidth() - bot_screen.GetWidth()) / 2); - } else { - // Window is narrower than the emulation content => apply borders to the top and bottom - // Recalculate the bottom screen to account for the width difference between top and bottom - screen_window_area = {0, 0, width, top_screen.GetHeight()}; - bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO); - bot_screen = bot_screen.TranslateX((top_screen.GetWidth() - bot_screen.GetWidth()) / 2); - if (swapped) { - bot_screen = bot_screen.TranslateY(height / 2 - bot_screen.GetHeight()); - } else { - top_screen = top_screen.TranslateY(height / 2 - top_screen.GetHeight()); - } - } - // Move the top screen to the bottom if we are swapped. - res.top_screen = swapped ? top_screen.TranslateY(height / 2) : top_screen; - res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateY(height / 2); - return res; -} - -FramebufferLayout SingleFrameLayout(unsigned width, unsigned height, bool swapped) { +FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height) { ASSERT(width > 0); ASSERT(height > 0); // The drawing code needs at least somewhat valid values for both screens // so just calculate them both even if the other isn't showing. - FramebufferLayout res{width, height, !swapped, swapped, {}, {}}; - - MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height}; - MathUtil::Rectangle<unsigned> top_screen = - maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO); - MathUtil::Rectangle<unsigned> bot_screen = - maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO); - - float window_aspect_ratio = static_cast<float>(height) / width; - float emulation_aspect_ratio = (swapped) ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO; - - if (window_aspect_ratio < emulation_aspect_ratio) { - top_screen = - top_screen.TranslateX((screen_window_area.GetWidth() - top_screen.GetWidth()) / 2); - bot_screen = - bot_screen.TranslateX((screen_window_area.GetWidth() - bot_screen.GetWidth()) / 2); - } else { - top_screen = top_screen.TranslateY((height - top_screen.GetHeight()) / 2); - bot_screen = bot_screen.TranslateY((height - bot_screen.GetHeight()) / 2); - } - res.top_screen = top_screen; - res.bottom_screen = bot_screen; - return res; -} - -FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool swapped) { - ASSERT(width > 0); - ASSERT(height > 0); - - FramebufferLayout res{width, height, true, true, {}, {}}; - // Split the window into two parts. Give 4x width to the main screen and 1x width to the small - // To do that, find the total emulation box and maximize that based on window size - float window_aspect_ratio = static_cast<float>(height) / width; - float emulation_aspect_ratio = - swapped - ? Core::kScreenBottomHeight * 4 / - (Core::kScreenBottomWidth * 4.0f + Core::kScreenTopWidth) - : Core::kScreenTopHeight * 4 / - (Core::kScreenTopWidth * 4.0f + Core::kScreenBottomWidth); - float large_screen_aspect_ratio = swapped ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO; - float small_screen_aspect_ratio = swapped ? TOP_SCREEN_ASPECT_RATIO : BOT_SCREEN_ASPECT_RATIO; + FramebufferLayout res{width, height}; + const float emulation_aspect_ratio{static_cast<float>(ScreenUndocked::Height) / + ScreenUndocked::Width}; MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height}; - MathUtil::Rectangle<unsigned> total_rect = - maxRectangle(screen_window_area, emulation_aspect_ratio); - MathUtil::Rectangle<unsigned> large_screen = - maxRectangle(total_rect, large_screen_aspect_ratio); - MathUtil::Rectangle<unsigned> fourth_size_rect = total_rect.Scale(.25f); - MathUtil::Rectangle<unsigned> small_screen = - maxRectangle(fourth_size_rect, small_screen_aspect_ratio); - - if (window_aspect_ratio < emulation_aspect_ratio) { - large_screen = - large_screen.TranslateX((screen_window_area.GetWidth() - total_rect.GetWidth()) / 2); - } else { - large_screen = large_screen.TranslateY((height - total_rect.GetHeight()) / 2); - } - // Shift the small screen to the bottom right corner - small_screen = - small_screen.TranslateX(large_screen.right) - .TranslateY(large_screen.GetHeight() + large_screen.top - small_screen.GetHeight()); - res.top_screen = swapped ? small_screen : large_screen; - res.bottom_screen = swapped ? large_screen : small_screen; - return res; -} - -FramebufferLayout SideFrameLayout(unsigned width, unsigned height, bool swapped) { - ASSERT(width > 0); - ASSERT(height > 0); + MathUtil::Rectangle<unsigned> screen = maxRectangle(screen_window_area, emulation_aspect_ratio); - FramebufferLayout res{width, height, true, true, {}, {}}; - // Aspect ratio of both screens side by side - const float emulation_aspect_ratio = static_cast<float>(Core::kScreenTopHeight) / - (Core::kScreenTopWidth + Core::kScreenBottomWidth); float window_aspect_ratio = static_cast<float>(height) / width; - MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height}; - // Find largest Rectangle that can fit in the window size with the given aspect ratio - MathUtil::Rectangle<unsigned> screen_rect = - maxRectangle(screen_window_area, emulation_aspect_ratio); - // Find sizes of top and bottom screen - MathUtil::Rectangle<unsigned> top_screen = maxRectangle(screen_rect, TOP_SCREEN_ASPECT_RATIO); - MathUtil::Rectangle<unsigned> bot_screen = maxRectangle(screen_rect, BOT_SCREEN_ASPECT_RATIO); if (window_aspect_ratio < emulation_aspect_ratio) { - // Apply borders to the left and right sides of the window. - u32 shift_horizontal = (screen_window_area.GetWidth() - screen_rect.GetWidth()) / 2; - top_screen = top_screen.TranslateX(shift_horizontal); - bot_screen = bot_screen.TranslateX(shift_horizontal); + screen = screen.TranslateX((screen_window_area.GetWidth() - screen.GetWidth()) / 2); } else { - // Window is narrower than the emulation content => apply borders to the top and bottom - u32 shift_vertical = (screen_window_area.GetHeight() - screen_rect.GetHeight()) / 2; - top_screen = top_screen.TranslateY(shift_vertical); - bot_screen = bot_screen.TranslateY(shift_vertical); + screen = screen.TranslateY((height - screen.GetHeight()) / 2); } - // Move the top screen to the right if we are swapped. - res.top_screen = swapped ? top_screen.TranslateX(bot_screen.GetWidth()) : top_screen; - res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateX(top_screen.GetWidth()); + res.screen = screen; return res; } -FramebufferLayout CustomFrameLayout(unsigned width, unsigned height) { - ASSERT(width > 0); - ASSERT(height > 0); - - FramebufferLayout res{width, height, true, true, {}, {}}; - - MathUtil::Rectangle<unsigned> top_screen{ - Settings::values.custom_top_left, Settings::values.custom_top_top, - Settings::values.custom_top_right, Settings::values.custom_top_bottom}; - MathUtil::Rectangle<unsigned> bot_screen{ - Settings::values.custom_bottom_left, Settings::values.custom_bottom_top, - Settings::values.custom_bottom_right, Settings::values.custom_bottom_bottom}; - - res.top_screen = top_screen; - res.bottom_screen = bot_screen; - return res; -} } // namespace Layout diff --git a/src/core/frontend/framebuffer_layout.h b/src/core/frontend/framebuffer_layout.h index 4983cf103..b06999e1b 100644 --- a/src/core/frontend/framebuffer_layout.h +++ b/src/core/frontend/framebuffer_layout.h @@ -1,4 +1,4 @@ -// Copyright 2016 Citra Emulator Project +// Copyright 2018 Yuzu Emulator Team // Licensed under GPLv2 or any later version // Refer to the license.txt file included. @@ -8,68 +8,30 @@ namespace Layout { -/// Describes the layout of the window framebuffer (size and top/bottom screen positions) +enum ScreenUndocked : unsigned { Width = 1280, Height = 720 }; + +/// Describes the layout of the window framebuffer struct FramebufferLayout { - unsigned width; - unsigned height; - bool top_screen_enabled; - bool bottom_screen_enabled; - MathUtil::Rectangle<unsigned> top_screen; - MathUtil::Rectangle<unsigned> bottom_screen; + unsigned width{ScreenUndocked::Width}; + unsigned height{ScreenUndocked::Height}; + + MathUtil::Rectangle<unsigned> screen; /** - * Returns the ration of pixel size of the top screen, compared to the native size of the 3DS - * screen. + * Returns the ration of pixel size of the screen, compared to the native size of the undocked + * Switch screen. */ - float GetScalingRatio() const; + float GetScalingRatio() const { + return static_cast<float>(screen.GetWidth()) / ScreenUndocked::Width; + } }; /** * Factory method for constructing a default FramebufferLayout * @param width Window framebuffer width in pixels * @param height Window framebuffer height in pixels - * @param is_swapped if true, the bottom screen will be displayed above the top screen - * @return Newly created FramebufferLayout object with default screen regions initialized - */ -FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool is_swapped); - -/** - * Factory method for constructing a FramebufferLayout with only the top or bottom screen - * @param width Window framebuffer width in pixels - * @param height Window framebuffer height in pixels - * @param is_swapped if true, the bottom screen will be displayed (and the top won't be displayed) - * @return Newly created FramebufferLayout object with default screen regions initialized - */ -FramebufferLayout SingleFrameLayout(unsigned width, unsigned height, bool is_swapped); - -/** - * Factory method for constructing a Frame with the a 4x size Top screen with a 1x size bottom - * screen on the right - * This is useful in particular because it matches well with a 1920x1080 resolution monitor - * @param width Window framebuffer width in pixels - * @param height Window framebuffer height in pixels - * @param is_swapped if true, the bottom screen will be the large display - * @return Newly created FramebufferLayout object with default screen regions initialized - */ -FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool is_swapped); - -/** -* Factory method for constructing a Frame with the Top screen and bottom -* screen side by side -* This is useful for devices with small screens, like the GPDWin -* @param width Window framebuffer width in pixels -* @param height Window framebuffer height in pixels -* @param is_swapped if true, the bottom screen will be the left display -* @return Newly created FramebufferLayout object with default screen regions initialized -*/ -FramebufferLayout SideFrameLayout(unsigned width, unsigned height, bool is_swapped); - -/** - * Factory method for constructing a custom FramebufferLayout - * @param width Window framebuffer width in pixels - * @param height Window framebuffer height in pixels * @return Newly created FramebufferLayout object with default screen regions initialized */ -FramebufferLayout CustomFrameLayout(unsigned width, unsigned height); +FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height); } // namespace Layout |