From 482cf8a005a3c13ac7239995fdbe2e78d12984b9 Mon Sep 17 00:00:00 2001 From: bunnei Date: Tue, 9 Jan 2018 22:36:07 -0500 Subject: frontend: Update for undocked Switch screen layout. --- src/core/frontend/framebuffer_layout.cpp | 170 ++----------------------------- 1 file changed, 9 insertions(+), 161 deletions(-) (limited to 'src/core/frontend/framebuffer_layout.cpp') 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 - #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(Core::kScreenTopHeight) / Core::kScreenTopWidth; -static const float BOT_SCREEN_ASPECT_RATIO = - static_cast(Core::kScreenBottomHeight) / Core::kScreenBottomWidth; - -float FramebufferLayout::GetScalingRatio() const { - return static_cast(top_screen.GetWidth()) / Core::kScreenTopWidth; -} - // Finds the largest size subrectangle contained in window area that is confined to the aspect ratio template static MathUtil::Rectangle maxRectangle(MathUtil::Rectangle window_area, @@ -30,166 +17,27 @@ static MathUtil::Rectangle maxRectangle(MathUtil::Rectangle window_area, static_cast(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 screen_window_area{0, 0, width, height / 2}; - MathUtil::Rectangle top_screen = - maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO); - MathUtil::Rectangle bot_screen = - maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO); - - float window_aspect_ratio = static_cast(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 screen_window_area{0, 0, width, height}; - MathUtil::Rectangle top_screen = - maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO); - MathUtil::Rectangle bot_screen = - maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO); - - float window_aspect_ratio = static_cast(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(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(ScreenUndocked::Height) / + ScreenUndocked::Width}; MathUtil::Rectangle screen_window_area{0, 0, width, height}; - MathUtil::Rectangle total_rect = - maxRectangle(screen_window_area, emulation_aspect_ratio); - MathUtil::Rectangle large_screen = - maxRectangle(total_rect, large_screen_aspect_ratio); - MathUtil::Rectangle fourth_size_rect = total_rect.Scale(.25f); - MathUtil::Rectangle 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 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(Core::kScreenTopHeight) / - (Core::kScreenTopWidth + Core::kScreenBottomWidth); float window_aspect_ratio = static_cast(height) / width; - MathUtil::Rectangle screen_window_area{0, 0, width, height}; - // Find largest Rectangle that can fit in the window size with the given aspect ratio - MathUtil::Rectangle screen_rect = - maxRectangle(screen_window_area, emulation_aspect_ratio); - // Find sizes of top and bottom screen - MathUtil::Rectangle top_screen = maxRectangle(screen_rect, TOP_SCREEN_ASPECT_RATIO); - MathUtil::Rectangle 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 top_screen{ - Settings::values.custom_top_left, Settings::values.custom_top_top, - Settings::values.custom_top_right, Settings::values.custom_top_bottom}; - MathUtil::Rectangle 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 -- cgit v1.2.3