// Copyright 2016 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #pragma once #include "common/math_util.h" namespace Settings { enum class LayoutOption : u32; } namespace Layout { /// Orientation of the 3DS displays enum class DisplayOrientation { Landscape, // Default orientation of the 3DS Portrait, // 3DS rotated 90 degrees counter-clockwise LandscapeFlipped, // 3DS rotated 180 degrees counter-clockwise 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; u32 bottom_screen_right_eye; s32 user_x_shift; }; /// Describes the layout of the window framebuffer (size and top/bottom screen positions) struct FramebufferLayout { u32 width; u32 height; bool top_screen_enabled; bool bottom_screen_enabled; Common::Rectangle top_screen; Common::Rectangle bottom_screen; bool is_rotated = true; bool additional_screen_enabled; Common::Rectangle additional_screen; CardboardSettings cardboard; /** * Returns the ratio of pixel size of the top screen, compared to the native size of the 3DS * screen. */ u32 GetScalingRatio() const; }; /** * 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 * @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); /** * Factory method for constructing a mobile portrait 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 mobile portrait screen regions initialized */ FramebufferLayout MobilePortraitFrameLayout(u32 width, u32 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) * @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); /** * 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 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, 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 on separate windows * @param width Window framebuffer width in pixels * @param height Window framebuffer height in pixels * @param is_secondary if true, the bottom screen will be enabled instead of the top screen * @return Newly created FramebufferLayout object with default screen regions initialized */ FramebufferLayout SeparateWindowsLayout(u32 width, u32 height, bool is_secondary, bool upright); /** * 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(u32 width, u32 height, bool is_swapped); /** * Convenience method to get frame layout by resolution scale * Read from the current settings to determine which layout to use. * @param res_scale resolution scale factor */ FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale, bool is_secondary = false); /** * Convenience method for transforming a frame layout when using Cardboard VR * @param layout frame layout to transform * @return layout transformed with the user cardboard settings */ FramebufferLayout GetCardboardSettings(const FramebufferLayout& layout); std::pair GetMinimumSizeFromLayout(Settings::LayoutOption layout, bool upright_screen); } // namespace Layout