renderer_opengl: Add Universal 3D Layout Adaption
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8c0ede544f
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523c52c708
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@ -401,22 +401,31 @@ void RendererOpenGL::DrawScreens() {
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glUniform1i(uniform_color_texture, 0);
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if (layout.top_screen_enabled) {
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if (!Settings::values.toggle_3d) {
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DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left, (float)top_screen.top,
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(float)top_screen.GetWidth(), (float)top_screen.GetHeight());
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if (Settings::values.toggle_3d) {
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DrawSingleScreenRotated(
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screen_infos[1], ((float)top_screen.left * 3) + (float)top_screen.GetWidth(),
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(float)top_screen.top, (float)top_screen.GetWidth(), (float)top_screen.GetHeight());
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} else {
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DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left / 2,
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(float)top_screen.top, (float)top_screen.GetWidth() / 2,
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(float)top_screen.GetHeight());
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DrawSingleScreenRotated(screen_infos[1],
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((float)top_screen.left / 2) + ((float)layout.width / 2),
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(float)top_screen.top, (float)top_screen.GetWidth() / 2,
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(float)top_screen.GetHeight());
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}
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}
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if (layout.bottom_screen_enabled) {
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if (!Settings::values.toggle_3d) {
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DrawSingleScreenRotated(screen_infos[2], (float)bottom_screen.left,
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(float)bottom_screen.top, (float)bottom_screen.GetWidth(),
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(float)bottom_screen.GetHeight());
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if (Settings::values.toggle_3d) {
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DrawSingleScreenRotated(
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screen_infos[2], ((float)bottom_screen.left * 3) + (float)bottom_screen.GetWidth(),
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(float)bottom_screen.top, (float)bottom_screen.GetWidth(),
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} else {
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DrawSingleScreenRotated(screen_infos[2], (float)bottom_screen.left / 2,
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(float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2,
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(float)bottom_screen.GetHeight());
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DrawSingleScreenRotated(screen_infos[2],
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((float)bottom_screen.left / 2) + ((float)layout.width / 2),
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(float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2,
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(float)bottom_screen.GetHeight());
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}
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}
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