Signed-off-by: elim <e_sliwka@tuta.io>
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9 changed files with 124 additions and 0 deletions
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@ -200,6 +200,11 @@ void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height,
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Settings::values.upright_screen.GetValue(),
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Settings::values.large_screen_proportion.GetValue());
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break;
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case Settings::LayoutOption::HybridScreen:
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layout =
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Layout::HybridScreenLayout(width, height, Settings::values.swap_screen.GetValue(),
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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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@ -299,6 +299,80 @@ FramebufferLayout LargeFrameLayout(u32 width, u32 height, bool swapped, bool upr
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return res;
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}
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FramebufferLayout HybridScreenLayout(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, true, {}};
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// Split the window into two parts. Give 2.25x width to the main screen,
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// and make a bar on the right side with 1x width top screen and 1.25x width bottom screen
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// To do that, find the total emulation box and maximize that based on window size
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const float window_aspect_ratio = static_cast<float>(height) / width;
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const float scale_factor = 2.25f;
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float main_screen_aspect_ratio = TOP_SCREEN_ASPECT_RATIO;
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float hybrid_area_aspect_ratio = 27.f / 65;
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float top_screen_aspect_ratio = TOP_SCREEN_ASPECT_RATIO;
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float bot_screen_aspect_ratio = BOT_SCREEN_ASPECT_RATIO;
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if (swapped) {
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main_screen_aspect_ratio = BOT_SCREEN_ASPECT_RATIO;
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hybrid_area_aspect_ratio =
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Core::kScreenBottomHeight * scale_factor /
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(Core::kScreenBottomWidth * scale_factor + Core::kScreenTopWidth);
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}
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if (upright) {
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hybrid_area_aspect_ratio = 1.f / hybrid_area_aspect_ratio;
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main_screen_aspect_ratio = 1.f / main_screen_aspect_ratio;
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top_screen_aspect_ratio = TOP_SCREEN_UPRIGHT_ASPECT_RATIO;
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bot_screen_aspect_ratio = BOT_SCREEN_UPRIGHT_ASPECT_RATIO;
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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> 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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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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} else {
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large_main_screen = large_main_screen.TranslateY((height - total_rect.GetHeight()) / 2);
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}
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// Scale the bottom screen so it's width is the same as top screen
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small_bottom_screen = small_bottom_screen.Scale(1.25f);
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if (upright) {
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large_main_screen = large_main_screen.TranslateY(small_bottom_screen.GetHeight());
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// Shift small bottom screen to upper right corner
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small_bottom_screen =
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small_bottom_screen.TranslateX(large_main_screen.right - small_bottom_screen.GetWidth())
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.TranslateY(large_main_screen.top - small_bottom_screen.GetHeight());
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// Shift small top screen to upper left corner
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small_top_screen = small_top_screen.TranslateX(large_main_screen.left)
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.TranslateY(large_main_screen.top - small_bottom_screen.GetHeight());
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} else {
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// Shift the small bottom screen to the bottom right corner
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small_bottom_screen =
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small_bottom_screen.TranslateX(large_main_screen.right)
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.TranslateY(large_main_screen.GetHeight() + large_main_screen.top -
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small_bottom_screen.GetHeight());
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// Shift small top screen to upper right corner
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small_top_screen =
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small_top_screen.TranslateX(large_main_screen.right).TranslateY(large_main_screen.top);
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}
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res.top_screen = small_top_screen;
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res.additional_screen = swapped ? small_bottom_screen : large_main_screen;
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res.bottom_screen = swapped ? large_main_screen : small_bottom_screen;
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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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@ -37,6 +37,9 @@ struct FramebufferLayout {
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Common::Rectangle<u32> bottom_screen;
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bool is_rotated = true;
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bool additional_screen_enabled;
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Common::Rectangle<u32> additional_screen;
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CardboardSettings cardboard;
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/**
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@ -99,6 +102,15 @@ FramebufferLayout SingleFrameLayout(u32 width, u32 height, bool is_swapped, bool
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*/
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FramebufferLayout LargeFrameLayout(u32 width, u32 height, bool is_swapped, bool upright,
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float scale_factor);
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/**
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* Factory method for constructing a frame with 2.5 times bigger top screen on the right,
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* and 1x top and bottom screen on the left
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* @param width Window framebuffer width in pixels
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* @param height Window framebuffer height in pixels
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* @param is_swapped if true, the bottom screen will be the large display
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* @return Newly created FramebufferLayout object with default screen regions initialized
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*/
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FramebufferLayout HybridScreenLayout(u32 width, u32 height, bool swapped, bool upright);
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/**
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* Factory method for constructing a Frame with the Top screen and bottom
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