common/math_util: Move contents into the Common namespace
These types are within the common library, so they should be within the Common namespace.
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11 changed files with 85 additions and 83 deletions
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@ -22,12 +22,12 @@ u16 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 MathUtil::Rectangle<T> maxRectangle(MathUtil::Rectangle<T> window_area,
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float screen_aspect_ratio) {
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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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return MathUtil::Rectangle<T>{0, 0, static_cast<T>(std::round(scale)),
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static_cast<T>(std::round(scale * screen_aspect_ratio))};
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return Common::Rectangle<T>{0, 0, static_cast<T>(std::round(scale)),
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static_cast<T>(std::round(scale * screen_aspect_ratio))};
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}
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FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool swapped) {
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@ -36,10 +36,10 @@ FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool swapp
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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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MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height / 2};
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MathUtil::Rectangle<unsigned> top_screen =
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Common::Rectangle<unsigned> screen_window_area{0, 0, width, height / 2};
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Common::Rectangle<unsigned> top_screen =
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maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
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MathUtil::Rectangle<unsigned> bot_screen =
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Common::Rectangle<unsigned> bot_screen =
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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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@ -77,10 +77,10 @@ FramebufferLayout SingleFrameLayout(unsigned width, unsigned height, bool swappe
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// so just calculate them both even if the other isn't showing.
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FramebufferLayout res{width, height, !swapped, swapped, {}, {}};
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MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height};
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MathUtil::Rectangle<unsigned> top_screen =
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Common::Rectangle<unsigned> screen_window_area{0, 0, width, height};
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Common::Rectangle<unsigned> top_screen =
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maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
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MathUtil::Rectangle<unsigned> bot_screen =
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Common::Rectangle<unsigned> bot_screen =
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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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@ -116,13 +116,12 @@ FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool swapped
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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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MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height};
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MathUtil::Rectangle<unsigned> total_rect =
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Common::Rectangle<unsigned> screen_window_area{0, 0, width, height};
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Common::Rectangle<unsigned> total_rect =
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maxRectangle(screen_window_area, emulation_aspect_ratio);
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MathUtil::Rectangle<unsigned> large_screen =
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maxRectangle(total_rect, large_screen_aspect_ratio);
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MathUtil::Rectangle<unsigned> fourth_size_rect = total_rect.Scale(.25f);
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MathUtil::Rectangle<unsigned> small_screen =
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Common::Rectangle<unsigned> large_screen = maxRectangle(total_rect, large_screen_aspect_ratio);
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Common::Rectangle<unsigned> fourth_size_rect = total_rect.Scale(.25f);
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Common::Rectangle<unsigned> small_screen =
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maxRectangle(fourth_size_rect, small_screen_aspect_ratio);
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if (window_aspect_ratio < emulation_aspect_ratio) {
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@ -149,13 +148,13 @@ FramebufferLayout SideFrameLayout(unsigned width, unsigned height, bool swapped)
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const float emulation_aspect_ratio = 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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MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height};
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Common::Rectangle<unsigned> 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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MathUtil::Rectangle<unsigned> screen_rect =
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Common::Rectangle<unsigned> screen_rect =
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maxRectangle(screen_window_area, emulation_aspect_ratio);
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// Find sizes of top and bottom screen
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MathUtil::Rectangle<unsigned> top_screen = maxRectangle(screen_rect, TOP_SCREEN_ASPECT_RATIO);
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MathUtil::Rectangle<unsigned> bot_screen = maxRectangle(screen_rect, BOT_SCREEN_ASPECT_RATIO);
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Common::Rectangle<unsigned> top_screen = maxRectangle(screen_rect, TOP_SCREEN_ASPECT_RATIO);
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Common::Rectangle<unsigned> bot_screen = 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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@ -180,10 +179,10 @@ FramebufferLayout CustomFrameLayout(unsigned width, unsigned height) {
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FramebufferLayout res{width, height, true, true, {}, {}};
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MathUtil::Rectangle<unsigned> top_screen{
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Common::Rectangle<unsigned> 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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MathUtil::Rectangle<unsigned> bot_screen{
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Common::Rectangle<unsigned> 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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