framebuffer_layout.cpp mini refactor (#7300)
* framebuffer_layout.cpp: simplify FrameLayoutFromResolutionScale - upright_screen seems to only be swapped width and height calculation, so it is replaced with std::swap - Get rid of call to GetCardboardSettings, The FrameLayoutFromResolutionScale function is used for Screenshots and Video Dumping where we dont need 3D effects * framebuffer_layout.cpp: Combine SideFrameLayout and MobileLandscapeFrameLayout into variants of LargeFrameLayout * framebuffer_layout.{cpp,h}: rename maxRectangle to MaxRectangle, plus minor documentation update * clang-format
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@ -173,8 +173,7 @@ void EmuWindow::TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y) {
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TouchPressed(framebuffer_x, framebuffer_y);
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}
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void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height,
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bool is_portrait_mode) {
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void EmuWindow::UpdateCurrentFramebufferLayout(u32 width, u32 height, bool is_portrait_mode) {
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Layout::FramebufferLayout layout;
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// If in portrait mode, only the MobilePortrait option really makes sense
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@ -200,7 +199,8 @@ void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height,
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layout =
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Layout::LargeFrameLayout(width, height, Settings::values.swap_screen.GetValue(),
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Settings::values.upright_screen.GetValue(),
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Settings::values.large_screen_proportion.GetValue());
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Settings::values.large_screen_proportion.GetValue(),
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Layout::VerticalAlignment::Bottom);
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break;
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case Settings::LayoutOption::HybridScreen:
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layout =
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@ -208,8 +208,10 @@ void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height,
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Settings::values.upright_screen.GetValue());
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break;
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case Settings::LayoutOption::SideScreen:
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layout = Layout::SideFrameLayout(width, height, Settings::values.swap_screen.GetValue(),
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Settings::values.upright_screen.GetValue());
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layout =
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Layout::LargeFrameLayout(width, height, Settings::values.swap_screen.GetValue(),
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Settings::values.upright_screen.GetValue(), 1.0f,
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Layout::VerticalAlignment::Bottom);
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break;
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#ifndef ANDROID
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case Settings::LayoutOption::SeparateWindows:
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@ -222,8 +224,9 @@ void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height,
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Settings::values.swap_screen.GetValue());
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break;
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case Settings::LayoutOption::MobileLandscape:
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layout = Layout::MobileLandscapeFrameLayout(
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width, height, Settings::values.swap_screen.GetValue(), 2.25f, false);
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layout =
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Layout::LargeFrameLayout(width, height, Settings::values.swap_screen.GetValue(),
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false, 2.25f, Layout::VerticalAlignment::Top);
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break;
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case Settings::LayoutOption::Default:
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default:
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@ -30,7 +30,7 @@ u32 FramebufferLayout::GetScalingRatio() const {
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// Finds the largest size subrectangle contained in window area that is confined to the aspect ratio
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template <class T>
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static Common::Rectangle<T> maxRectangle(Common::Rectangle<T> window_area,
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static Common::Rectangle<T> MaxRectangle(Common::Rectangle<T> window_area,
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float screen_aspect_ratio) {
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float scale = std::min(static_cast<float>(window_area.GetWidth()),
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window_area.GetHeight() / screen_aspect_ratio);
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@ -50,15 +50,15 @@ FramebufferLayout DefaultFrameLayout(u32 width, u32 height, bool swapped, bool u
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if (upright) {
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// Default layout gives equal screen sizes to the top and bottom screen
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screen_window_area = {0, 0, width / 2, height};
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top_screen = maxRectangle(screen_window_area, TOP_SCREEN_UPRIGHT_ASPECT_RATIO);
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bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_UPRIGHT_ASPECT_RATIO);
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top_screen = MaxRectangle(screen_window_area, TOP_SCREEN_UPRIGHT_ASPECT_RATIO);
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bot_screen = MaxRectangle(screen_window_area, BOT_SCREEN_UPRIGHT_ASPECT_RATIO);
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// both screens width are taken into account by dividing by 2
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emulation_aspect_ratio = TOP_SCREEN_UPRIGHT_ASPECT_RATIO / 2;
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} else {
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// Default layout gives equal screen sizes to the top and bottom screen
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screen_window_area = {0, 0, width, height / 2};
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top_screen = maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
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bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
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top_screen = MaxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
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bot_screen = MaxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
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// both screens height are taken into account by multiplying by 2
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emulation_aspect_ratio = TOP_SCREEN_ASPECT_RATIO * 2;
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}
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@ -71,7 +71,7 @@ FramebufferLayout DefaultFrameLayout(u32 width, u32 height, bool swapped, bool u
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// Recalculate the bottom screen to account for the height difference between right and
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// left
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screen_window_area = {0, 0, top_screen.GetWidth(), height};
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bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_UPRIGHT_ASPECT_RATIO);
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bot_screen = MaxRectangle(screen_window_area, BOT_SCREEN_UPRIGHT_ASPECT_RATIO);
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bot_screen =
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bot_screen.TranslateY((top_screen.GetHeight() - bot_screen.GetHeight()) / 2);
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if (swapped) {
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@ -96,7 +96,7 @@ FramebufferLayout DefaultFrameLayout(u32 width, u32 height, bool swapped, bool u
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// Recalculate the bottom screen to account for the width difference between top and
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// bottom
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screen_window_area = {0, 0, width, top_screen.GetHeight()};
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bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
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bot_screen = MaxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
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bot_screen = bot_screen.TranslateX((top_screen.GetWidth() - bot_screen.GetWidth()) / 2);
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if (swapped) {
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bot_screen = bot_screen.TranslateY(height / 2 - bot_screen.GetHeight());
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@ -124,8 +124,8 @@ FramebufferLayout MobilePortraitFrameLayout(u32 width, u32 height, bool swapped)
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FramebufferLayout res{width, height, true, true, {}, {}};
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// Default layout gives equal screen sizes to the top and bottom screen
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Common::Rectangle<u32> screen_window_area{0, 0, width, height / 2};
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Common::Rectangle<u32> top_screen = maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
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Common::Rectangle<u32> bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
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Common::Rectangle<u32> top_screen = MaxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
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Common::Rectangle<u32> bot_screen = MaxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
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float window_aspect_ratio = static_cast<float>(height) / width;
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// both screens height are taken into account by multiplying by 2
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@ -151,48 +151,6 @@ FramebufferLayout MobilePortraitFrameLayout(u32 width, u32 height, bool swapped)
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return res;
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}
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FramebufferLayout MobileLandscapeFrameLayout(u32 width, u32 height, bool swapped,
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float scale_factor, bool center_vertical) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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FramebufferLayout res{width, height, true, true, {}, {}};
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// Split the window into two parts. Give 4x width to the main screen and 1x width to the small
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// To do that, find the total emulation box and maximize that based on window size
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float window_aspect_ratio = static_cast<float>(height) / width;
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float emulation_aspect_ratio =
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swapped ? Core::kScreenBottomHeight * scale_factor /
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(Core::kScreenBottomWidth * scale_factor + Core::kScreenTopWidth)
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: Core::kScreenTopHeight * scale_factor /
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(Core::kScreenTopWidth * scale_factor + Core::kScreenBottomWidth);
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float large_screen_aspect_ratio = swapped ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO;
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float small_screen_aspect_ratio = swapped ? TOP_SCREEN_ASPECT_RATIO : BOT_SCREEN_ASPECT_RATIO;
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Common::Rectangle<u32> screen_window_area{0, 0, width, height};
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Common::Rectangle<u32> total_rect = maxRectangle(screen_window_area, emulation_aspect_ratio);
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Common::Rectangle<u32> large_screen = maxRectangle(total_rect, large_screen_aspect_ratio);
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Common::Rectangle<u32> fourth_size_rect = total_rect.Scale(1.f / scale_factor);
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Common::Rectangle<u32> small_screen = maxRectangle(fourth_size_rect, small_screen_aspect_ratio);
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if (window_aspect_ratio < emulation_aspect_ratio) {
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large_screen =
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large_screen.TranslateX((screen_window_area.GetWidth() - total_rect.GetWidth()) / 2);
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} else if (center_vertical) {
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large_screen = large_screen.TranslateY((height - total_rect.GetHeight()) / 2);
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}
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// Shift the small screen to the bottom right corner
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small_screen = small_screen.TranslateX(large_screen.right);
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if (center_vertical) {
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small_screen = small_screen.TranslateY(large_screen.GetHeight() + large_screen.top -
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small_screen.GetHeight());
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}
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res.top_screen = swapped ? small_screen : large_screen;
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res.bottom_screen = swapped ? large_screen : small_screen;
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return res;
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}
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FramebufferLayout SingleFrameLayout(u32 width, u32 height, bool swapped, bool upright) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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@ -205,13 +163,13 @@ FramebufferLayout SingleFrameLayout(u32 width, u32 height, bool swapped, bool up
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Common::Rectangle<u32> bot_screen;
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float emulation_aspect_ratio;
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if (upright) {
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top_screen = maxRectangle(screen_window_area, TOP_SCREEN_UPRIGHT_ASPECT_RATIO);
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bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_UPRIGHT_ASPECT_RATIO);
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top_screen = MaxRectangle(screen_window_area, TOP_SCREEN_UPRIGHT_ASPECT_RATIO);
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bot_screen = MaxRectangle(screen_window_area, BOT_SCREEN_UPRIGHT_ASPECT_RATIO);
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emulation_aspect_ratio =
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(swapped) ? BOT_SCREEN_UPRIGHT_ASPECT_RATIO : TOP_SCREEN_UPRIGHT_ASPECT_RATIO;
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} else {
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top_screen = maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
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bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
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top_screen = MaxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
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bot_screen = MaxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
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emulation_aspect_ratio = (swapped) ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO;
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}
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}
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FramebufferLayout LargeFrameLayout(u32 width, u32 height, bool swapped, bool upright,
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float scale_factor) {
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float scale_factor, VerticalAlignment vertical_alignment) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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@ -274,10 +232,10 @@ FramebufferLayout LargeFrameLayout(u32 width, u32 height, bool swapped, bool upr
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}
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Common::Rectangle<u32> screen_window_area{0, 0, width, height};
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Common::Rectangle<u32> total_rect = maxRectangle(screen_window_area, emulation_aspect_ratio);
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Common::Rectangle<u32> large_screen = maxRectangle(total_rect, large_screen_aspect_ratio);
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Common::Rectangle<u32> fourth_size_rect = total_rect.Scale(1.f / scale_factor);
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Common::Rectangle<u32> small_screen = maxRectangle(fourth_size_rect, small_screen_aspect_ratio);
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Common::Rectangle<u32> total_rect = MaxRectangle(screen_window_area, emulation_aspect_ratio);
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Common::Rectangle<u32> large_screen = MaxRectangle(total_rect, large_screen_aspect_ratio);
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Common::Rectangle<u32> scaled_rect = total_rect.Scale(1.f / scale_factor);
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Common::Rectangle<u32> small_screen = MaxRectangle(scaled_rect, small_screen_aspect_ratio);
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if (window_aspect_ratio < emulation_aspect_ratio) {
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large_screen = large_screen.TranslateX((width - total_rect.GetWidth()) / 2);
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@ -286,13 +244,46 @@ FramebufferLayout LargeFrameLayout(u32 width, u32 height, bool swapped, bool upr
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}
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if (upright) {
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large_screen = large_screen.TranslateY(small_screen.GetHeight());
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small_screen = small_screen.TranslateX(large_screen.right - small_screen.GetWidth())
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.TranslateY(large_screen.top - small_screen.GetHeight());
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small_screen = small_screen.TranslateY(large_screen.top - small_screen.GetHeight());
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switch (vertical_alignment) {
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case VerticalAlignment::Top:
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// Shift the small screen to the top right corner
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small_screen = small_screen.TranslateX(large_screen.left);
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break;
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case VerticalAlignment::Middle:
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// Shift the small screen to the center right
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small_screen = small_screen.TranslateX(
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((large_screen.GetWidth() - small_screen.GetWidth()) / 2) + large_screen.left);
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break;
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case VerticalAlignment::Bottom:
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// Shift the small screen to the bottom right corner
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small_screen = small_screen.TranslateX(large_screen.right - small_screen.GetWidth());
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break;
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default:
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UNREACHABLE();
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break;
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}
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} else {
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// Shift the small screen to the bottom right corner
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small_screen =
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small_screen.TranslateX(large_screen.right)
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.TranslateY(large_screen.GetHeight() + large_screen.top - small_screen.GetHeight());
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small_screen = small_screen.TranslateX(large_screen.right);
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switch (vertical_alignment) {
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case VerticalAlignment::Top:
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// Shift the small screen to the top right corner
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small_screen = small_screen.TranslateY(large_screen.top);
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break;
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case VerticalAlignment::Middle:
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// Shift the small screen to the center right
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small_screen = small_screen.TranslateY(
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((large_screen.GetHeight() - small_screen.GetHeight()) / 2) + large_screen.top);
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break;
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case VerticalAlignment::Bottom:
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// Shift the small screen to the bottom right corner
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small_screen = small_screen.TranslateY(large_screen.bottom - small_screen.GetHeight());
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break;
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default:
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UNREACHABLE();
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break;
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}
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}
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res.top_screen = swapped ? small_screen : large_screen;
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res.bottom_screen = swapped ? large_screen : small_screen;
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@ -331,11 +322,11 @@ FramebufferLayout HybridScreenLayout(u32 width, u32 height, bool swapped, bool u
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}
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Common::Rectangle<u32> screen_window_area{0, 0, width, height};
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Common::Rectangle<u32> total_rect = maxRectangle(screen_window_area, hybrid_area_aspect_ratio);
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Common::Rectangle<u32> large_main_screen = maxRectangle(total_rect, main_screen_aspect_ratio);
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Common::Rectangle<u32> total_rect = MaxRectangle(screen_window_area, hybrid_area_aspect_ratio);
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Common::Rectangle<u32> large_main_screen = MaxRectangle(total_rect, main_screen_aspect_ratio);
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Common::Rectangle<u32> side_rect = total_rect.Scale(1.f / scale_factor);
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Common::Rectangle<u32> small_top_screen = maxRectangle(side_rect, top_screen_aspect_ratio);
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Common::Rectangle<u32> small_bottom_screen = maxRectangle(side_rect, bot_screen_aspect_ratio);
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Common::Rectangle<u32> small_top_screen = MaxRectangle(side_rect, top_screen_aspect_ratio);
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Common::Rectangle<u32> small_bottom_screen = MaxRectangle(side_rect, bot_screen_aspect_ratio);
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if (window_aspect_ratio < hybrid_area_aspect_ratio) {
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large_main_screen = large_main_screen.TranslateX((width - total_rect.GetWidth()) / 2);
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@ -373,54 +364,6 @@ FramebufferLayout HybridScreenLayout(u32 width, u32 height, bool swapped, bool u
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return res;
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}
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FramebufferLayout SideFrameLayout(u32 width, u32 height, bool swapped, bool upright) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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FramebufferLayout res{width, height, true, true, {}, {}, !upright};
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// Aspect ratio of both screens side by side
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float emulation_aspect_ratio =
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upright ? static_cast<float>(Core::kScreenTopWidth + Core::kScreenBottomWidth) /
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Core::kScreenTopHeight
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: static_cast<float>(Core::kScreenTopHeight) /
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(Core::kScreenTopWidth + Core::kScreenBottomWidth);
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float window_aspect_ratio = static_cast<float>(height) / width;
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Common::Rectangle<u32> screen_window_area{0, 0, width, height};
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// Find largest Rectangle that can fit in the window size with the given aspect ratio
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Common::Rectangle<u32> screen_rect = maxRectangle(screen_window_area, emulation_aspect_ratio);
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// Find sizes of top and bottom screen
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Common::Rectangle<u32> top_screen =
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upright ? maxRectangle(screen_rect, TOP_SCREEN_UPRIGHT_ASPECT_RATIO)
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: maxRectangle(screen_rect, TOP_SCREEN_ASPECT_RATIO);
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Common::Rectangle<u32> bot_screen =
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upright ? maxRectangle(screen_rect, BOT_SCREEN_UPRIGHT_ASPECT_RATIO)
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: maxRectangle(screen_rect, BOT_SCREEN_ASPECT_RATIO);
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if (window_aspect_ratio < emulation_aspect_ratio) {
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// Apply borders to the left and right sides of the window.
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u32 shift_horizontal = (screen_window_area.GetWidth() - screen_rect.GetWidth()) / 2;
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top_screen = top_screen.TranslateX(shift_horizontal);
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bot_screen = bot_screen.TranslateX(shift_horizontal);
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} else {
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// Window is narrower than the emulation content => apply borders to the top and bottom
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u32 shift_vertical = (screen_window_area.GetHeight() - screen_rect.GetHeight()) / 2;
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top_screen = top_screen.TranslateY(shift_vertical);
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bot_screen = bot_screen.TranslateY(shift_vertical);
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}
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if (upright) {
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// Leave the top screen at the top if we are swapped.
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res.top_screen = swapped ? top_screen : top_screen.TranslateY(bot_screen.GetHeight());
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res.bottom_screen = swapped ? bot_screen.TranslateY(top_screen.GetHeight()) : bot_screen;
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} else {
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// Move the top screen to the right if we are swapped.
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res.top_screen = swapped ? top_screen.TranslateX(bot_screen.GetWidth()) : top_screen;
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res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateX(top_screen.GetWidth());
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}
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return res;
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}
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FramebufferLayout SeparateWindowsLayout(u32 width, u32 height, bool is_secondary, bool upright) {
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// When is_secondary is true, we disable the top screen, and enable the bottom screen.
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// The same logic is found in the SingleFrameLayout using the is_swapped bool.
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@ -454,131 +397,103 @@ FramebufferLayout CustomFrameLayout(u32 width, u32 height, bool is_swapped) {
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}
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FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale, bool is_secondary) {
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FramebufferLayout layout;
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if (Settings::values.custom_layout.GetValue() == true) {
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layout = CustomFrameLayout(std::max(Settings::values.custom_top_right.GetValue(),
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Settings::values.custom_bottom_right.GetValue()),
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std::max(Settings::values.custom_top_bottom.GetValue(),
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Settings::values.custom_bottom_bottom.GetValue()),
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Settings::values.swap_screen.GetValue());
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} else {
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int width, height;
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switch (Settings::values.layout_option.GetValue()) {
|
||||
case Settings::LayoutOption::SingleScreen:
|
||||
return CustomFrameLayout(std::max(Settings::values.custom_top_right.GetValue(),
|
||||
Settings::values.custom_bottom_right.GetValue()),
|
||||
std::max(Settings::values.custom_top_bottom.GetValue(),
|
||||
Settings::values.custom_bottom_bottom.GetValue()),
|
||||
Settings::values.swap_screen.GetValue());
|
||||
}
|
||||
|
||||
int width, height;
|
||||
switch (Settings::values.layout_option.GetValue()) {
|
||||
case Settings::LayoutOption::SingleScreen:
|
||||
#ifndef ANDROID
|
||||
case Settings::LayoutOption::SeparateWindows:
|
||||
case Settings::LayoutOption::SeparateWindows:
|
||||
#endif
|
||||
{
|
||||
const bool swap_screens = is_secondary || Settings::values.swap_screen.GetValue();
|
||||
if (Settings::values.upright_screen.GetValue()) {
|
||||
if (swap_screens) {
|
||||
width = Core::kScreenBottomHeight * res_scale;
|
||||
height = Core::kScreenBottomWidth * res_scale;
|
||||
} else {
|
||||
width = Core::kScreenTopHeight * res_scale;
|
||||
height = Core::kScreenTopWidth * res_scale;
|
||||
}
|
||||
} else {
|
||||
if (swap_screens) {
|
||||
width = Core::kScreenBottomWidth * res_scale;
|
||||
height = Core::kScreenBottomHeight * res_scale;
|
||||
} else {
|
||||
width = Core::kScreenTopWidth * res_scale;
|
||||
height = Core::kScreenTopHeight * res_scale;
|
||||
}
|
||||
}
|
||||
layout = SingleFrameLayout(width, height, swap_screens,
|
||||
Settings::values.upright_screen.GetValue());
|
||||
break;
|
||||
}
|
||||
case Settings::LayoutOption::LargeScreen:
|
||||
if (Settings::values.upright_screen.GetValue()) {
|
||||
if (Settings::values.swap_screen.GetValue()) {
|
||||
width = Core::kScreenBottomHeight * res_scale;
|
||||
height =
|
||||
(Core::kScreenBottomWidth +
|
||||
static_cast<int>(Core::kScreenTopWidth /
|
||||
Settings::values.large_screen_proportion.GetValue())) *
|
||||
res_scale;
|
||||
} else {
|
||||
width = Core::kScreenTopHeight * res_scale;
|
||||
height =
|
||||
(Core::kScreenTopWidth +
|
||||
static_cast<int>(Core::kScreenBottomWidth /
|
||||
Settings::values.large_screen_proportion.GetValue())) *
|
||||
res_scale;
|
||||
}
|
||||
} else {
|
||||
if (Settings::values.swap_screen.GetValue()) {
|
||||
width = (Core::kScreenBottomWidth +
|
||||
Core::kScreenTopWidth /
|
||||
static_cast<int>(
|
||||
Settings::values.large_screen_proportion.GetValue())) *
|
||||
res_scale;
|
||||
height = Core::kScreenBottomHeight * res_scale;
|
||||
} else {
|
||||
width = (Core::kScreenTopWidth +
|
||||
Core::kScreenBottomWidth /
|
||||
static_cast<int>(
|
||||
Settings::values.large_screen_proportion.GetValue())) *
|
||||
res_scale;
|
||||
height = Core::kScreenTopHeight * res_scale;
|
||||
}
|
||||
}
|
||||
layout = LargeFrameLayout(width, height, Settings::values.swap_screen.GetValue(),
|
||||
Settings::values.upright_screen.GetValue(),
|
||||
Settings::values.large_screen_proportion.GetValue());
|
||||
break;
|
||||
case Settings::LayoutOption::SideScreen:
|
||||
if (Settings::values.upright_screen.GetValue()) {
|
||||
width = Core::kScreenTopHeight * res_scale;
|
||||
height = (Core::kScreenTopWidth + Core::kScreenBottomWidth) * res_scale;
|
||||
} else {
|
||||
width = (Core::kScreenTopWidth + Core::kScreenBottomWidth) * res_scale;
|
||||
height = Core::kScreenTopHeight * res_scale;
|
||||
}
|
||||
layout = SideFrameLayout(width, height, Settings::values.swap_screen.GetValue(),
|
||||
Settings::values.upright_screen.GetValue());
|
||||
break;
|
||||
case Settings::LayoutOption::MobilePortrait:
|
||||
{
|
||||
const bool swap_screens = is_secondary || Settings::values.swap_screen.GetValue();
|
||||
if (swap_screens) {
|
||||
width = Core::kScreenBottomWidth * res_scale;
|
||||
height = Core::kScreenBottomHeight * res_scale;
|
||||
} else {
|
||||
width = Core::kScreenTopWidth * res_scale;
|
||||
height = (Core::kScreenTopHeight + Core::kScreenBottomHeight) * res_scale;
|
||||
layout =
|
||||
MobilePortraitFrameLayout(width, height, Settings::values.swap_screen.GetValue());
|
||||
break;
|
||||
case Settings::LayoutOption::MobileLandscape:
|
||||
if (Settings::values.swap_screen.GetValue()) {
|
||||
width =
|
||||
(Core::kScreenBottomWidth + static_cast<int>(Core::kScreenTopWidth / 2.25f)) *
|
||||
res_scale;
|
||||
height = Core::kScreenBottomHeight * res_scale;
|
||||
} else {
|
||||
width =
|
||||
(Core::kScreenTopWidth + static_cast<int>(Core::kScreenBottomWidth / 2.25f)) *
|
||||
res_scale;
|
||||
height = Core::kScreenTopHeight * res_scale;
|
||||
}
|
||||
layout = MobileLandscapeFrameLayout(
|
||||
width, height, Settings::values.swap_screen.GetValue(), 2.25f, false);
|
||||
break;
|
||||
case Settings::LayoutOption::Default:
|
||||
default:
|
||||
if (Settings::values.upright_screen.GetValue()) {
|
||||
width = (Core::kScreenTopHeight + Core::kScreenBottomHeight) * res_scale;
|
||||
height = Core::kScreenTopWidth * res_scale;
|
||||
} else {
|
||||
width = Core::kScreenTopWidth * res_scale;
|
||||
height = (Core::kScreenTopHeight + Core::kScreenBottomHeight) * res_scale;
|
||||
}
|
||||
layout = DefaultFrameLayout(width, height, Settings::values.swap_screen.GetValue(),
|
||||
Settings::values.upright_screen.GetValue());
|
||||
break;
|
||||
height = Core::kScreenTopHeight * res_scale;
|
||||
}
|
||||
if (Settings::values.upright_screen.GetValue()) {
|
||||
std::swap(width, height);
|
||||
}
|
||||
return SingleFrameLayout(width, height, swap_screens,
|
||||
Settings::values.upright_screen.GetValue());
|
||||
}
|
||||
if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::CardboardVR) {
|
||||
layout = Layout::GetCardboardSettings(layout);
|
||||
|
||||
case Settings::LayoutOption::LargeScreen:
|
||||
if (Settings::values.swap_screen.GetValue()) {
|
||||
width = (Core::kScreenBottomWidth +
|
||||
Core::kScreenTopWidth /
|
||||
static_cast<int>(Settings::values.large_screen_proportion.GetValue())) *
|
||||
res_scale;
|
||||
height = Core::kScreenBottomHeight * res_scale;
|
||||
} else {
|
||||
width = (Core::kScreenTopWidth +
|
||||
Core::kScreenBottomWidth /
|
||||
static_cast<int>(Settings::values.large_screen_proportion.GetValue())) *
|
||||
res_scale;
|
||||
height = Core::kScreenTopHeight * res_scale;
|
||||
}
|
||||
if (Settings::values.upright_screen.GetValue()) {
|
||||
std::swap(width, height);
|
||||
}
|
||||
return LargeFrameLayout(width, height, Settings::values.swap_screen.GetValue(),
|
||||
Settings::values.upright_screen.GetValue(),
|
||||
Settings::values.large_screen_proportion.GetValue(),
|
||||
VerticalAlignment::Bottom);
|
||||
|
||||
case Settings::LayoutOption::SideScreen:
|
||||
width = (Core::kScreenTopWidth + Core::kScreenBottomWidth) * res_scale;
|
||||
height = Core::kScreenTopHeight * res_scale;
|
||||
|
||||
if (Settings::values.upright_screen.GetValue()) {
|
||||
std::swap(width, height);
|
||||
}
|
||||
return LargeFrameLayout(width, height, Settings::values.swap_screen.GetValue(),
|
||||
Settings::values.upright_screen.GetValue(), 1,
|
||||
VerticalAlignment::Middle);
|
||||
|
||||
case Settings::LayoutOption::MobilePortrait:
|
||||
width = Core::kScreenTopWidth * res_scale;
|
||||
height = (Core::kScreenTopHeight + Core::kScreenBottomHeight) * res_scale;
|
||||
return MobilePortraitFrameLayout(width, height, Settings::values.swap_screen.GetValue());
|
||||
|
||||
case Settings::LayoutOption::MobileLandscape: {
|
||||
constexpr float large_screen_proportion = 2.25f;
|
||||
if (Settings::values.swap_screen.GetValue()) {
|
||||
width = (Core::kScreenBottomWidth +
|
||||
static_cast<int>(Core::kScreenTopWidth / large_screen_proportion)) *
|
||||
res_scale;
|
||||
height = Core::kScreenBottomHeight * res_scale;
|
||||
} else {
|
||||
width = (Core::kScreenTopWidth +
|
||||
static_cast<int>(Core::kScreenBottomWidth / large_screen_proportion)) *
|
||||
res_scale;
|
||||
height = Core::kScreenTopHeight * res_scale;
|
||||
}
|
||||
return LargeFrameLayout(width, height, Settings::values.swap_screen.GetValue(), false,
|
||||
large_screen_proportion, VerticalAlignment::Top);
|
||||
}
|
||||
return layout;
|
||||
|
||||
case Settings::LayoutOption::Default:
|
||||
default:
|
||||
width = Core::kScreenTopWidth * res_scale;
|
||||
height = (Core::kScreenTopHeight + Core::kScreenBottomHeight) * res_scale;
|
||||
|
||||
if (Settings::values.upright_screen.GetValue()) {
|
||||
std::swap(width, height);
|
||||
}
|
||||
return DefaultFrameLayout(width, height, Settings::values.swap_screen.GetValue(),
|
||||
Settings::values.upright_screen.GetValue());
|
||||
}
|
||||
UNREACHABLE();
|
||||
}
|
||||
|
||||
FramebufferLayout GetCardboardSettings(const FramebufferLayout& layout) {
|
||||
|
|
|
@ -20,6 +20,31 @@ enum class DisplayOrientation {
|
|||
PortraitFlipped, // 3DS rotated 270 degrees counter-clockwise
|
||||
};
|
||||
|
||||
/// Describes the vertical alignment of the top and bottom screens in LargeFrameLayout
|
||||
/// Top
|
||||
/// +-------------+-----+
|
||||
/// | | |
|
||||
/// | +-----+
|
||||
/// | |
|
||||
/// +-------------+
|
||||
/// Middle
|
||||
/// +-------------+
|
||||
/// | +-----+
|
||||
/// | | |
|
||||
/// | +-----+
|
||||
/// +-------------+
|
||||
/// Bottom
|
||||
/// +-------------+
|
||||
/// | |
|
||||
/// | +-----+
|
||||
/// | | |
|
||||
/// +-------------+-----+
|
||||
enum class VerticalAlignment {
|
||||
Top,
|
||||
Middle,
|
||||
Bottom,
|
||||
};
|
||||
|
||||
/// Describes the horizontal coordinates for the right eye screen when using Cardboard VR
|
||||
struct CardboardSettings {
|
||||
u32 top_screen_right_eye;
|
||||
|
@ -43,7 +68,7 @@ struct FramebufferLayout {
|
|||
CardboardSettings cardboard;
|
||||
|
||||
/**
|
||||
* Returns the ration of pixel size of the top screen, compared to the native size of the 3DS
|
||||
* Returns the ratio of pixel size of the top screen, compared to the native size of the 3DS
|
||||
* screen.
|
||||
*/
|
||||
u32 GetScalingRatio() const;
|
||||
|
@ -54,6 +79,7 @@ struct 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
|
||||
* @param upright if true, the screens will be rotated 90 degrees anti-clockwise
|
||||
* @return Newly created FramebufferLayout object with default screen regions initialized
|
||||
*/
|
||||
FramebufferLayout DefaultFrameLayout(u32 width, u32 height, bool is_swapped, bool upright);
|
||||
|
@ -67,25 +93,12 @@ FramebufferLayout DefaultFrameLayout(u32 width, u32 height, bool is_swapped, boo
|
|||
*/
|
||||
FramebufferLayout MobilePortraitFrameLayout(u32 width, u32 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
|
||||
* @param scale_factor Scale factor to use for bottom screen with respect to top screen
|
||||
* @param center_vertical When true, centers the top and bottom screens vertically
|
||||
* @return Newly created FramebufferLayout object with default screen regions initialized
|
||||
*/
|
||||
FramebufferLayout MobileLandscapeFrameLayout(u32 width, u32 height, bool is_swapped,
|
||||
float scale_factor, bool center_vertical);
|
||||
|
||||
/**
|
||||
* 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)
|
||||
* @param upright if true, the screens will be rotated 90 degrees anti-clockwise
|
||||
* @return Newly created FramebufferLayout object with default screen regions initialized
|
||||
*/
|
||||
FramebufferLayout SingleFrameLayout(u32 width, u32 height, bool is_swapped, bool upright);
|
||||
|
@ -97,32 +110,25 @@ FramebufferLayout SingleFrameLayout(u32 width, u32 height, bool is_swapped, bool
|
|||
* @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
|
||||
* @param upright if true, the screens will be rotated 90 degrees anti-clockwise
|
||||
* @param scale_factor The ratio between the large screen with respect to the smaller screen
|
||||
* @param vertical_alignment The vertical alignment of the smaller screen relative to the larger
|
||||
* screen
|
||||
* @return Newly created FramebufferLayout object with default screen regions initialized
|
||||
*/
|
||||
FramebufferLayout LargeFrameLayout(u32 width, u32 height, bool is_swapped, bool upright,
|
||||
float scale_factor);
|
||||
float scale_factor, VerticalAlignment vertical_alignment);
|
||||
/**
|
||||
* Factory method for constructing a frame with 2.5 times bigger top screen on the right,
|
||||
* and 1x top and bottom screen on the left
|
||||
* @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
|
||||
* @param upright if true, the screens will be rotated 90 degrees anti-clockwise
|
||||
* @return Newly created FramebufferLayout object with default screen regions initialized
|
||||
*/
|
||||
FramebufferLayout HybridScreenLayout(u32 width, u32 height, bool swapped, bool upright);
|
||||
|
||||
/**
|
||||
* 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(u32 width, u32 height, bool is_swapped, bool upright);
|
||||
|
||||
/**
|
||||
* Factory method for constructing a Frame with the Top screen and bottom
|
||||
* screen on separate windows
|
||||
|
|
Loading…
Reference in New Issue