Add per game configuration options (#6187)
* common: Move settings to common from core. - Removes a dependency on core and input_common from common. * code: Wrap settings values * Port from yuzu to allow per game settings * citra_qt: Initial per-game settings dialog * citra_qt: Use new API for read/save of config values * citra_qt: Per game audio settings * citra_qt: Per game graphics settings * citra_qt: Per game system settings * citra_qt: Per game general settings * citra_qt: Document and run clang format * citra_qt: Make icon smaller and centered * citra_qt: Remove version number * Not sure how to extract that, can always add it back later * citra_qt: Wrap UISettings * citra_qt: Fix unthottled fps setting * citra_qt: Remove margin in emulation tab * citra_qt: Implement some suggestions * Bring back speed switch hotkey * Allow configuration when game is running * Rename/adjust UI stuff * citra_qt: Fix build with separate windows * citra_qt: Address feedback * citra_qt: Log per-game settings before launching games * citra_qt: Add shader cache options * Also fix android build * citra_qt: Add DLC menu option * citra_qt: Run clang-format * citra_qt: Adjust for time offset * citra_qt: Implement suggestions * Run clang-format Co-authored-by: bunnei <bunneidev@gmail.com>
This commit is contained in:
parent
f261daf2fa
commit
48ee112ceb
92 changed files with 3171 additions and 1546 deletions
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@ -4,9 +4,10 @@
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#include <cmath>
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#include <mutex>
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#include "common/settings.h"
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#include "core/3ds.h"
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#include "core/frontend/emu_window.h"
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#include "core/frontend/input.h"
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#include "core/settings.h"
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namespace Frontend {
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/// We need a global touch state that is shared across the different window instances
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@ -63,14 +64,14 @@ EmuWindow::~EmuWindow() = default;
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*/
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static bool IsWithinTouchscreen(const Layout::FramebufferLayout& layout, unsigned framebuffer_x,
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unsigned framebuffer_y) {
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if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) {
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::SideBySide) {
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return (framebuffer_y >= layout.bottom_screen.top &&
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framebuffer_y < layout.bottom_screen.bottom &&
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((framebuffer_x >= layout.bottom_screen.left / 2 &&
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framebuffer_x < layout.bottom_screen.right / 2) ||
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(framebuffer_x >= (layout.bottom_screen.left / 2) + (layout.width / 2) &&
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framebuffer_x < (layout.bottom_screen.right / 2) + (layout.width / 2))));
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} else if (Settings::values.render_3d == Settings::StereoRenderOption::CardboardVR) {
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} else if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::CardboardVR) {
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return (framebuffer_y >= layout.bottom_screen.top &&
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framebuffer_y < layout.bottom_screen.bottom &&
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((framebuffer_x >= layout.bottom_screen.left &&
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@ -88,13 +89,13 @@ static bool IsWithinTouchscreen(const Layout::FramebufferLayout& layout, unsigne
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std::tuple<unsigned, unsigned> EmuWindow::ClipToTouchScreen(unsigned new_x, unsigned new_y) const {
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if (new_x >= framebuffer_layout.width / 2) {
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if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide)
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::SideBySide)
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new_x -= framebuffer_layout.width / 2;
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else if (Settings::values.render_3d == Settings::StereoRenderOption::CardboardVR)
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else if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::CardboardVR)
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new_x -=
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(framebuffer_layout.width / 2) - (framebuffer_layout.cardboard.user_x_shift * 2);
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}
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if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) {
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::SideBySide) {
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new_x = std::max(new_x, framebuffer_layout.bottom_screen.left / 2);
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new_x = std::min(new_x, framebuffer_layout.bottom_screen.right / 2 - 1);
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} else {
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@ -122,14 +123,14 @@ bool EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
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return false;
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if (framebuffer_x >= framebuffer_layout.width / 2) {
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if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide)
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::SideBySide)
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framebuffer_x -= framebuffer_layout.width / 2;
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else if (Settings::values.render_3d == Settings::StereoRenderOption::CardboardVR)
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else if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::CardboardVR)
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framebuffer_x -=
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(framebuffer_layout.width / 2) - (framebuffer_layout.cardboard.user_x_shift * 2);
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}
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std::lock_guard guard(touch_state->mutex);
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if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) {
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::SideBySide) {
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touch_state->touch_x =
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static_cast<float>(framebuffer_x - framebuffer_layout.bottom_screen.left / 2) /
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(framebuffer_layout.bottom_screen.right / 2 -
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@ -173,55 +174,59 @@ void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height,
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bool is_portrait_mode) {
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Layout::FramebufferLayout layout;
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const auto layout_option = Settings::values.layout_option;
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const auto min_size =
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Layout::GetMinimumSizeFromLayout(layout_option, Settings::values.upright_screen);
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const auto min_size = Layout::GetMinimumSizeFromLayout(
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layout_option.GetValue(), Settings::values.upright_screen.GetValue());
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if (Settings::values.custom_layout == true) {
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if (Settings::values.custom_layout.GetValue() == true) {
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layout = Layout::CustomFrameLayout(width, height);
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} else {
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width = std::max(width, min_size.first);
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height = std::max(height, min_size.second);
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// If in portrait mode, only the MobilePortrait option really makes sense
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const Settings::LayoutOption layout_option = is_portrait_mode
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? Settings::LayoutOption::MobilePortrait
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: Settings::values.layout_option;
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const Settings::LayoutOption layout_option =
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is_portrait_mode ? Settings::LayoutOption::MobilePortrait
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: Settings::values.layout_option.GetValue();
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switch (layout_option) {
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case Settings::LayoutOption::SingleScreen:
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layout = Layout::SingleFrameLayout(width, height, Settings::values.swap_screen,
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Settings::values.upright_screen);
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layout =
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Layout::SingleFrameLayout(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::LargeScreen:
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layout = Layout::LargeFrameLayout(width, height, Settings::values.swap_screen,
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Settings::values.upright_screen);
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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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break;
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case Settings::LayoutOption::SideScreen:
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layout = Layout::SideFrameLayout(width, height, Settings::values.swap_screen,
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Settings::values.upright_screen);
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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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break;
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#ifndef ANDROID
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case Settings::LayoutOption::SeparateWindows:
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layout = Layout::SeparateWindowsLayout(width, height, is_secondary,
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Settings::values.upright_screen);
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Settings::values.upright_screen.GetValue());
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break;
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#endif
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case Settings::LayoutOption::MobilePortrait:
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layout = Layout::MobilePortraitFrameLayout(width, height, Settings::values.swap_screen);
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layout = Layout::MobilePortraitFrameLayout(width, 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(width, height, Settings::values.swap_screen,
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2.25f, false);
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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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break;
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case Settings::LayoutOption::Default:
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default:
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layout = Layout::DefaultFrameLayout(width, height, Settings::values.swap_screen,
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Settings::values.upright_screen);
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layout =
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Layout::DefaultFrameLayout(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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}
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UpdateMinimumWindowSize(min_size);
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}
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if (Settings::values.render_3d == Settings::StereoRenderOption::CardboardVR) {
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::CardboardVR) {
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layout = Layout::GetCardboardSettings(layout);
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}
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NotifyFramebufferLayoutChanged(layout);
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@ -5,9 +5,9 @@
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#include <cmath>
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#include "common/assert.h"
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#include "common/settings.h"
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#include "core/3ds.h"
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#include "core/frontend/framebuffer_layout.h"
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#include "core/settings.h"
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namespace Layout {
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@ -355,12 +355,14 @@ FramebufferLayout CustomFrameLayout(u32 width, u32 height) {
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FramebufferLayout res{width, height, true, true, {}, {}, !Settings::values.upright_screen};
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Common::Rectangle<u32> top_screen{
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Settings::values.custom_top_left, Settings::values.custom_top_top,
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Settings::values.custom_top_right, Settings::values.custom_top_bottom};
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Common::Rectangle<u32> bot_screen{
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Settings::values.custom_bottom_left, Settings::values.custom_bottom_top,
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Settings::values.custom_bottom_right, Settings::values.custom_bottom_bottom};
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Common::Rectangle<u32> top_screen{Settings::values.custom_top_left.GetValue(),
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Settings::values.custom_top_top.GetValue(),
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Settings::values.custom_top_right.GetValue(),
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Settings::values.custom_top_bottom.GetValue()};
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Common::Rectangle<u32> bot_screen{Settings::values.custom_bottom_left.GetValue(),
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Settings::values.custom_bottom_top.GetValue(),
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Settings::values.custom_bottom_right.GetValue(),
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Settings::values.custom_bottom_bottom.GetValue()};
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res.top_screen = top_screen;
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res.bottom_screen = bot_screen;
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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 == true) {
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layout = CustomFrameLayout(
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std::max(Settings::values.custom_top_right, Settings::values.custom_bottom_right),
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std::max(Settings::values.custom_top_bottom, Settings::values.custom_bottom_bottom));
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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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} else {
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int width, height;
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switch (Settings::values.layout_option) {
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switch (Settings::values.layout_option.GetValue()) {
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case Settings::LayoutOption::SingleScreen:
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#ifndef ANDROID
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case Settings::LayoutOption::SeparateWindows:
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#endif
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{
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const bool swap_screens = is_secondary || Settings::values.swap_screen;
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if (Settings::values.upright_screen) {
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const bool swap_screens = is_secondary || Settings::values.swap_screen.GetValue();
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if (Settings::values.upright_screen.GetValue()) {
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if (swap_screens) {
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width = Core::kScreenBottomHeight * res_scale;
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height = Core::kScreenBottomWidth * res_scale;
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height = Core::kScreenTopHeight * res_scale;
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}
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}
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layout =
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SingleFrameLayout(width, height, swap_screens, Settings::values.upright_screen);
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layout = SingleFrameLayout(width, height, swap_screens,
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Settings::values.upright_screen.GetValue());
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break;
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}
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case Settings::LayoutOption::LargeScreen:
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if (Settings::values.upright_screen) {
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if (Settings::values.swap_screen) {
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if (Settings::values.upright_screen.GetValue()) {
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if (Settings::values.swap_screen.GetValue()) {
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width = Core::kScreenBottomHeight * res_scale;
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height = (Core::kScreenBottomWidth + Core::kScreenTopWidth / 4) * res_scale;
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} else {
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height = (Core::kScreenTopWidth + Core::kScreenBottomWidth / 4) * res_scale;
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}
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} else {
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if (Settings::values.swap_screen) {
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if (Settings::values.swap_screen.GetValue()) {
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width = (Core::kScreenBottomWidth + Core::kScreenTopWidth / 4) * res_scale;
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height = Core::kScreenBottomHeight * res_scale;
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} else {
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height = Core::kScreenTopHeight * res_scale;
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}
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}
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layout = LargeFrameLayout(width, height, Settings::values.swap_screen,
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Settings::values.upright_screen);
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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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break;
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case Settings::LayoutOption::SideScreen:
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if (Settings::values.upright_screen) {
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if (Settings::values.upright_screen.GetValue()) {
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width = Core::kScreenTopHeight * res_scale;
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height = (Core::kScreenTopWidth + Core::kScreenBottomWidth) * res_scale;
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} else {
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width = (Core::kScreenTopWidth + Core::kScreenBottomWidth) * res_scale;
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height = Core::kScreenTopHeight * res_scale;
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}
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layout = SideFrameLayout(width, height, Settings::values.swap_screen,
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Settings::values.upright_screen);
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layout = SideFrameLayout(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::MobilePortrait:
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width = Core::kScreenTopWidth * res_scale;
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height = (Core::kScreenTopHeight + Core::kScreenBottomHeight) * res_scale;
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layout = MobilePortraitFrameLayout(width, height, Settings::values.swap_screen);
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layout =
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MobilePortraitFrameLayout(width, height, Settings::values.swap_screen.GetValue());
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break;
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case Settings::LayoutOption::MobileLandscape:
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if (Settings::values.swap_screen) {
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if (Settings::values.swap_screen.GetValue()) {
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width = (Core::kScreenBottomWidth + Core::kScreenTopWidth / 2.25f) * res_scale;
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height = Core::kScreenBottomHeight * res_scale;
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} else {
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width = (Core::kScreenTopWidth + Core::kScreenBottomWidth / 2.25f) * res_scale;
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height = Core::kScreenTopHeight * res_scale;
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}
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layout = MobileLandscapeFrameLayout(width, height, Settings::values.swap_screen, 2.25f,
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false);
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layout = MobileLandscapeFrameLayout(
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width, height, Settings::values.swap_screen.GetValue(), 2.25f, false);
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break;
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case Settings::LayoutOption::Default:
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default:
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if (Settings::values.upright_screen) {
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if (Settings::values.upright_screen.GetValue()) {
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width = (Core::kScreenTopHeight + Core::kScreenBottomHeight) * res_scale;
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height = Core::kScreenTopWidth * res_scale;
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} else {
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width = Core::kScreenTopWidth * res_scale;
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height = (Core::kScreenTopHeight + Core::kScreenBottomHeight) * res_scale;
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}
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layout = DefaultFrameLayout(width, height, Settings::values.swap_screen,
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Settings::values.upright_screen);
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layout = DefaultFrameLayout(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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}
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}
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if (Settings::values.render_3d == Settings::StereoRenderOption::CardboardVR) {
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::CardboardVR) {
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layout = Layout::GetCardboardSettings(layout);
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}
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return layout;
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float bottom_screen_left = 0;
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float bottom_screen_top = 0;
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float cardboardScreenScale = Settings::values.cardboard_screen_size / 100.0f;
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float cardboardScreenScale = Settings::values.cardboard_screen_size.GetValue() / 100.0f;
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float top_screen_width = layout.top_screen.GetWidth() / 2.0f * cardboardScreenScale;
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float top_screen_height = layout.top_screen.GetHeight() / 2.0f * cardboardScreenScale;
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float bottom_screen_width = layout.bottom_screen.GetWidth() / 2.0f * cardboardScreenScale;
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float bottom_screen_height = layout.bottom_screen.GetHeight() / 2.0f * cardboardScreenScale;
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bool is_swapped = Settings::values.swap_screen;
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bool is_portrait = layout.height > layout.width;
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const bool is_swapped = Settings::values.swap_screen.GetValue();
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const bool is_portrait = layout.height > layout.width;
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float cardboardScreenWidth;
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float cardboardScreenHeight;
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switch (Settings::values.layout_option) {
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switch (Settings::values.layout_option.GetValue()) {
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case Settings::LayoutOption::MobileLandscape:
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case Settings::LayoutOption::SideScreen:
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// If orientation is portrait, only use MobilePortrait
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break;
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}
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float cardboardMaxXShift = (layout.width / 2.0f - cardboardScreenWidth) / 2.0f;
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float cardboardUserXShift = (Settings::values.cardboard_x_shift / 100.0f) * cardboardMaxXShift;
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float cardboardUserXShift =
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(Settings::values.cardboard_x_shift.GetValue() / 100.0f) * cardboardMaxXShift;
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float cardboardMaxYShift = ((float)layout.height - cardboardScreenHeight) / 2.0f;
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float cardboardUserYShift = (Settings::values.cardboard_y_shift / 100.0f) * cardboardMaxYShift;
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float cardboardUserYShift =
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(Settings::values.cardboard_y_shift.GetValue() / 100.0f) * cardboardMaxYShift;
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// Center the screens and apply user Y shift
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newLayout.top_screen.left = top_screen_left + cardboardMaxXShift;
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@ -5,7 +5,7 @@
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#pragma once
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#include "common/math_util.h"
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#include "core/settings.h"
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#include "common/settings.h"
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namespace Layout {
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