Implementation of screen rotation without use of additional layouts.

This is based on what was done using additional layouts, but modified
to have a variable to control rotation and making it so Single Screen
Layout behaves like Upright Single would, and Default Layout behaves
like Upright Double would, when the new variable is used.

Large Layout and Side Layout currently ignore the new variable.
New variable still currently doesn't have a hotkey.
This commit is contained in:
vitor-k 2019-10-25 20:21:10 -03:00 committed by Vitor Kiguchi
parent e74a402c69
commit 89cab445d4
14 changed files with 317 additions and 87 deletions

View file

@ -15,9 +15,17 @@ static const float TOP_SCREEN_ASPECT_RATIO =
static_cast<float>(Core::kScreenTopHeight) / Core::kScreenTopWidth;
static const float BOT_SCREEN_ASPECT_RATIO =
static_cast<float>(Core::kScreenBottomHeight) / Core::kScreenBottomWidth;
static const float TOP_SCREEN_UPRIGHT_ASPECT_RATIO =
static_cast<float>(Core::kScreenTopWidth) / Core::kScreenTopHeight;
static const float BOT_SCREEN_UPRIGHT_ASPECT_RATIO =
static_cast<float>(Core::kScreenBottomWidth) / Core::kScreenBottomHeight;
u32 FramebufferLayout::GetScalingRatio() const {
return static_cast<u32>(((top_screen.GetWidth() - 1) / Core::kScreenTopWidth) + 1);
if (is_rotated) {
return static_cast<u32>(((top_screen.GetWidth() - 1) / Core::kScreenTopWidth) + 1);
} else {
return static_cast<u32>(((top_screen.GetWidth() - 1) / Core::kScreenTopHeight) + 1);
}
}
// Finds the largest size subrectangle contained in window area that is confined to the aspect ratio
@ -30,57 +38,108 @@ static Common::Rectangle<T> maxRectangle(Common::Rectangle<T> window_area,
static_cast<T>(std::round(scale * screen_aspect_ratio))};
}
FramebufferLayout DefaultFrameLayout(u32 width, u32 height, bool swapped) {
FramebufferLayout DefaultFrameLayout(u32 width, u32 height, bool swapped, bool upright) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res{width, height, true, true, {}, {}};
// Default layout gives equal screen sizes to the top and bottom screen
Common::Rectangle<u32> screen_window_area{0, 0, width, height / 2};
Common::Rectangle<u32> top_screen = maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
Common::Rectangle<u32> bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
FramebufferLayout res{width, height, true, true, {}, {}, !upright};
Common::Rectangle<u32> screen_window_area;
Common::Rectangle<u32> top_screen;
Common::Rectangle<u32> bot_screen;
float emulation_aspect_ratio;
if (upright) {
// Default layout gives equal screen sizes to the top and bottom screen
screen_window_area = {0, 0, width / 2, height};
top_screen = maxRectangle(screen_window_area, TOP_SCREEN_UPRIGHT_ASPECT_RATIO);
bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_UPRIGHT_ASPECT_RATIO);
// both screens width are taken into account by dividing by 2
emulation_aspect_ratio = TOP_SCREEN_UPRIGHT_ASPECT_RATIO / 2;
} else {
// Default layout gives equal screen sizes to the top and bottom screen
screen_window_area = {0, 0, width, height / 2};
top_screen = maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
// both screens height are taken into account by multiplying by 2
emulation_aspect_ratio = TOP_SCREEN_ASPECT_RATIO * 2;
}
float window_aspect_ratio = static_cast<float>(height) / width;
// both screens height are taken into account by multiplying by 2
float emulation_aspect_ratio = TOP_SCREEN_ASPECT_RATIO * 2;
if (window_aspect_ratio < emulation_aspect_ratio) {
// Apply borders to the left and right sides of the window.
top_screen =
top_screen.TranslateX((screen_window_area.GetWidth() - top_screen.GetWidth()) / 2);
bot_screen =
bot_screen.TranslateX((screen_window_area.GetWidth() - bot_screen.GetWidth()) / 2);
// Window is wider than the emulation content => apply borders to the right and left sides
if (upright) {
// Recalculate the bottom screen to account for the height difference between right and
// left
screen_window_area = {0, 0, top_screen.GetWidth(), height};
bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_UPRIGHT_ASPECT_RATIO);
bot_screen =
bot_screen.TranslateY((top_screen.GetHeight() - bot_screen.GetHeight()) / 2);
if (swapped) {
bot_screen = bot_screen.TranslateX(width / 2 - bot_screen.GetWidth());
} else {
top_screen = top_screen.TranslateX(width / 2 - top_screen.GetWidth());
}
} else {
top_screen =
top_screen.TranslateX((screen_window_area.GetWidth() - top_screen.GetWidth()) / 2);
bot_screen =
bot_screen.TranslateX((screen_window_area.GetWidth() - bot_screen.GetWidth()) / 2);
}
} else {
// Window is narrower than the emulation content => apply borders to the top and bottom
// Recalculate the bottom screen to account for the width difference between top and bottom
screen_window_area = {0, 0, width, top_screen.GetHeight()};
bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
bot_screen = bot_screen.TranslateX((top_screen.GetWidth() - bot_screen.GetWidth()) / 2);
if (swapped) {
bot_screen = bot_screen.TranslateY(height / 2 - bot_screen.GetHeight());
if (upright) {
top_screen = top_screen.TranslateY(
(screen_window_area.GetHeight() - top_screen.GetHeight()) / 2);
bot_screen = bot_screen.TranslateY(
(screen_window_area.GetHeight() - bot_screen.GetHeight()) / 2);
} else {
top_screen = top_screen.TranslateY(height / 2 - top_screen.GetHeight());
// Recalculate the bottom screen to account for the width difference between top and
// bottom
screen_window_area = {0, 0, width, top_screen.GetHeight()};
bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
bot_screen = bot_screen.TranslateX((top_screen.GetWidth() - bot_screen.GetWidth()) / 2);
if (swapped) {
bot_screen = bot_screen.TranslateY(height / 2 - bot_screen.GetHeight());
} else {
top_screen = top_screen.TranslateY(height / 2 - top_screen.GetHeight());
}
}
}
// Move the top screen to the bottom if we are swapped.
res.top_screen = swapped ? top_screen.TranslateY(height / 2) : top_screen;
res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateY(height / 2);
if (upright) {
// Move the top screen to the right if we are swapped.
res.top_screen = swapped ? top_screen.TranslateX(width / 2) : top_screen;
res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateX(width / 2);
} else {
// Move the top screen to the bottom if we are swapped.
res.top_screen = swapped ? top_screen.TranslateY(height / 2) : top_screen;
res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateY(height / 2);
}
return res;
}
FramebufferLayout SingleFrameLayout(u32 width, u32 height, bool swapped) {
FramebufferLayout SingleFrameLayout(u32 width, u32 height, bool swapped, bool upright) {
ASSERT(width > 0);
ASSERT(height > 0);
// The drawing code needs at least somewhat valid values for both screens
// so just calculate them both even if the other isn't showing.
FramebufferLayout res{width, height, !swapped, swapped, {}, {}};
FramebufferLayout res{width, height, !swapped, swapped, {}, {}, !upright};
Common::Rectangle<u32> screen_window_area{0, 0, width, height};
Common::Rectangle<u32> top_screen = maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
Common::Rectangle<u32> bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
Common::Rectangle<u32> top_screen;
Common::Rectangle<u32> bot_screen;
float emulation_aspect_ratio;
if (upright) {
top_screen = maxRectangle(screen_window_area, TOP_SCREEN_UPRIGHT_ASPECT_RATIO);
bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_UPRIGHT_ASPECT_RATIO);
emulation_aspect_ratio =
(swapped) ? BOT_SCREEN_UPRIGHT_ASPECT_RATIO : TOP_SCREEN_UPRIGHT_ASPECT_RATIO;
} else {
top_screen = maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
emulation_aspect_ratio = (swapped) ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO;
}
float window_aspect_ratio = static_cast<float>(height) / width;
float emulation_aspect_ratio = (swapped) ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO;
if (window_aspect_ratio < emulation_aspect_ratio) {
top_screen =
@ -96,11 +155,11 @@ FramebufferLayout SingleFrameLayout(u32 width, u32 height, bool swapped) {
return res;
}
FramebufferLayout LargeFrameLayout(u32 width, u32 height, bool swapped) {
FramebufferLayout LargeFrameLayout(u32 width, u32 height, bool swapped, bool upright) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res{width, height, true, true, {}, {}};
FramebufferLayout res{width, height, true, true, {}, {}, true};
// Split the window into two parts. Give 4x width to the main screen and 1x width to the small
// To do that, find the total emulation box and maximize that based on window size
float window_aspect_ratio = static_cast<float>(height) / width;
@ -133,11 +192,11 @@ FramebufferLayout LargeFrameLayout(u32 width, u32 height, bool swapped) {
return res;
}
FramebufferLayout SideFrameLayout(u32 width, u32 height, bool swapped) {
FramebufferLayout SideFrameLayout(u32 width, u32 height, bool swapped, bool upright) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res{width, height, true, true, {}, {}};
FramebufferLayout res{width, height, true, true, {}, {}, true};
// Aspect ratio of both screens side by side
const float emulation_aspect_ratio = static_cast<float>(Core::kScreenTopHeight) /
(Core::kScreenTopWidth + Core::kScreenBottomWidth);
@ -170,7 +229,7 @@ FramebufferLayout CustomFrameLayout(u32 width, u32 height) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res{width, height, true, true, {}, {}};
FramebufferLayout res{width, height, true, true, {}, {}, !Settings::values.upright_screen};
Common::Rectangle<u32> top_screen{
Settings::values.custom_top_left, Settings::values.custom_top_top,
@ -194,14 +253,25 @@ FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale) {
int width, height;
switch (Settings::values.layout_option) {
case Settings::LayoutOption::SingleScreen:
if (Settings::values.swap_screen) {
width = Core::kScreenBottomWidth * res_scale;
height = Core::kScreenBottomHeight * res_scale;
if (Settings::values.upright_screen) {
if (Settings::values.swap_screen) {
width = Core::kScreenBottomHeight * res_scale;
height = Core::kScreenBottomWidth * res_scale;
} else {
width = Core::kScreenTopHeight * res_scale;
height = Core::kScreenTopWidth * res_scale;
}
} else {
width = Core::kScreenTopWidth * res_scale;
height = Core::kScreenTopHeight * res_scale;
if (Settings::values.swap_screen) {
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, Settings::values.swap_screen);
layout = SingleFrameLayout(width, height, Settings::values.swap_screen,
Settings::values.upright_screen);
break;
case Settings::LayoutOption::LargeScreen:
if (Settings::values.swap_screen) {
@ -211,18 +281,26 @@ FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale) {
width = (Core::kScreenTopWidth + Core::kScreenBottomWidth / 4) * res_scale;
height = Core::kScreenTopHeight * res_scale;
}
layout = LargeFrameLayout(width, height, Settings::values.swap_screen);
layout = LargeFrameLayout(width, height, Settings::values.swap_screen,
Settings::values.upright_screen);
break;
case Settings::LayoutOption::SideScreen:
width = (Core::kScreenTopWidth + Core::kScreenBottomWidth) * res_scale;
height = Core::kScreenTopHeight * res_scale;
layout = SideFrameLayout(width, height, Settings::values.swap_screen);
layout = SideFrameLayout(width, height, Settings::values.swap_screen,
Settings::values.upright_screen);
break;
case Settings::LayoutOption::Default:
default:
width = Core::kScreenTopWidth * res_scale;
height = (Core::kScreenTopHeight + Core::kScreenBottomHeight) * res_scale;
layout = DefaultFrameLayout(width, height, Settings::values.swap_screen);
if (Settings::values.upright_screen) {
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,
Settings::values.upright_screen);
break;
}
}