Support additional screen layouts.
Allows users to choose a single screen layout or a large screen layout. Adds a configuration option to change the prominent screen.
This commit is contained in:
parent
1f70365faa
commit
2b1654ad9b
16 changed files with 522 additions and 132 deletions
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@ -5,6 +5,7 @@ set(SRCS
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break_points.cpp
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emu_window.cpp
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file_util.cpp
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framebuffer_layout.cpp
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hash.cpp
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key_map.cpp
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logging/filter.cpp
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@ -35,6 +36,7 @@ set(HEADERS
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common_types.h
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emu_window.h
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file_util.h
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framebuffer_layout.h
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hash.h
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key_map.h
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linear_disk_cache.h
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@ -40,7 +40,7 @@ void EmuWindow::CirclePadUpdated(float x, float y) {
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* @param framebuffer_y Framebuffer y-coordinate to check
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* @return True if the coordinates are within the touchpad, otherwise false
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*/
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static bool IsWithinTouchscreen(const EmuWindow::FramebufferLayout& layout, unsigned framebuffer_x,
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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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return (
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framebuffer_y >= layout.bottom_screen.top && framebuffer_y < layout.bottom_screen.bottom &&
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@ -89,57 +89,19 @@ void EmuWindow::TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y) {
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TouchPressed(framebuffer_x, framebuffer_y);
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}
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EmuWindow::FramebufferLayout EmuWindow::FramebufferLayout::DefaultScreenLayout(unsigned width,
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unsigned height) {
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// When hiding the widget, the function receives a size of 0
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if (width == 0)
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width = 1;
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if (height == 0)
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height = 1;
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EmuWindow::FramebufferLayout res = {width, height, {}, {}};
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float window_aspect_ratio = static_cast<float>(height) / width;
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float emulation_aspect_ratio =
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static_cast<float>(VideoCore::kScreenTopHeight * 2) / VideoCore::kScreenTopWidth;
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if (window_aspect_ratio > emulation_aspect_ratio) {
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// Window is narrower than the emulation content => apply borders to the top and bottom
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int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
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res.top_screen.left = 0;
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res.top_screen.right = res.top_screen.left + width;
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res.top_screen.top = (height - viewport_height) / 2;
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res.top_screen.bottom = res.top_screen.top + viewport_height / 2;
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int bottom_width = static_cast<int>(
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(static_cast<float>(VideoCore::kScreenBottomWidth) / VideoCore::kScreenTopWidth) *
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(res.top_screen.right - res.top_screen.left));
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int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
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res.bottom_screen.left = bottom_border;
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res.bottom_screen.right = res.bottom_screen.left + bottom_width;
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res.bottom_screen.top = res.top_screen.bottom;
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res.bottom_screen.bottom = res.bottom_screen.top + viewport_height / 2;
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} else {
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// Otherwise, apply borders to the left and right sides of the window.
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int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio));
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res.top_screen.left = (width - viewport_width) / 2;
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res.top_screen.right = res.top_screen.left + viewport_width;
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res.top_screen.top = 0;
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res.top_screen.bottom = res.top_screen.top + height / 2;
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int bottom_width = static_cast<int>(
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(static_cast<float>(VideoCore::kScreenBottomWidth) / VideoCore::kScreenTopWidth) *
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(res.top_screen.right - res.top_screen.left));
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int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
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res.bottom_screen.left = res.top_screen.left + bottom_border;
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res.bottom_screen.right = res.bottom_screen.left + bottom_width;
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res.bottom_screen.top = res.top_screen.bottom;
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res.bottom_screen.bottom = res.bottom_screen.top + height / 2;
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void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height) {
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Layout::FramebufferLayout layout;
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switch (Settings::values.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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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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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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break;
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}
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return res;
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NotifyFramebufferLayoutChanged(layout);
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}
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@ -7,6 +7,7 @@
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#include <tuple>
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#include <utility>
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#include "common/common_types.h"
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#include "common/framebuffer_layout.h"
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#include "common/math_util.h"
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#include "core/hle/service/hid/hid.h"
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@ -38,23 +39,6 @@ public:
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std::pair<unsigned, unsigned> min_client_area_size;
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};
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/// Describes the layout of the window framebuffer (size and top/bottom screen positions)
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struct FramebufferLayout {
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/**
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* Factory method for constructing a default FramebufferLayout
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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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* @return Newly created FramebufferLayout object with default screen regions initialized
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*/
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static FramebufferLayout DefaultScreenLayout(unsigned width, unsigned height);
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unsigned width;
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unsigned height;
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MathUtil::Rectangle<unsigned> top_screen;
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MathUtil::Rectangle<unsigned> bottom_screen;
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};
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/// Swap buffers to display the next frame
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virtual void SwapBuffers() = 0;
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@ -211,10 +195,16 @@ public:
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* Gets the framebuffer layout (width, height, and screen regions)
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* @note This method is thread-safe
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*/
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const FramebufferLayout& GetFramebufferLayout() const {
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const Layout::FramebufferLayout& GetFramebufferLayout() const {
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return framebuffer_layout;
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}
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/**
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* Convenience method to update the VideoCore EmuWindow
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* Read from the current settings to determine which layout to use.
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*/
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void UpdateCurrentFramebufferLayout(unsigned width, unsigned height);
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protected:
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EmuWindow() {
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// TODO: Find a better place to set this.
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@ -250,7 +240,7 @@ protected:
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* Update framebuffer layout with the given parameter.
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* @note EmuWindow implementations will usually use this in window resize event handlers.
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*/
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void NotifyFramebufferLayoutChanged(const FramebufferLayout& layout) {
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void NotifyFramebufferLayoutChanged(const Layout::FramebufferLayout& layout) {
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framebuffer_layout = layout;
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}
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@ -274,7 +264,7 @@ private:
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// By default, ignore this request and do nothing.
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}
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FramebufferLayout framebuffer_layout; ///< Current framebuffer layout
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Layout::FramebufferLayout framebuffer_layout; ///< Current framebuffer layout
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unsigned client_area_width; ///< Current client width, should be set by window impl.
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unsigned client_area_height; ///< Current client height, should be set by window impl.
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312
src/common/framebuffer_layout.cpp
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312
src/common/framebuffer_layout.cpp
Normal file
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@ -0,0 +1,312 @@
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// Copyright 2016 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <cmath>
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#include "common/assert.h"
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#include "common/framebuffer_layout.h"
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#include "video_core/video_core.h"
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namespace Layout {
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static FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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FramebufferLayout res {width, height, true, true, {}, {}};
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float window_aspect_ratio = static_cast<float>(height) / width;
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float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight * 2) /
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VideoCore::kScreenTopWidth;
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if (window_aspect_ratio > emulation_aspect_ratio) {
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// Window is narrower than the emulation content => apply borders to the top and bottom
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int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
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res.top_screen.left = 0;
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res.top_screen.right = res.top_screen.left + width;
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res.top_screen.top = (height - viewport_height) / 2;
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res.top_screen.bottom = res.top_screen.top + viewport_height / 2;
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int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
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VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left));
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int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
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res.bottom_screen.left = bottom_border;
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res.bottom_screen.right = res.bottom_screen.left + bottom_width;
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res.bottom_screen.top = res.top_screen.bottom;
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res.bottom_screen.bottom = res.bottom_screen.top + viewport_height / 2;
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} else {
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// Otherwise, apply borders to the left and right sides of the window.
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int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio));
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res.top_screen.left = (width - viewport_width) / 2;
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res.top_screen.right = res.top_screen.left + viewport_width;
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res.top_screen.top = 0;
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res.top_screen.bottom = res.top_screen.top + height / 2;
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int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
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VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left));
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int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
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res.bottom_screen.left = res.top_screen.left + bottom_border;
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res.bottom_screen.right = res.bottom_screen.left + bottom_width;
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res.bottom_screen.top = res.top_screen.bottom;
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res.bottom_screen.bottom = res.bottom_screen.top + height / 2;
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}
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return res;
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}
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static FramebufferLayout DefaultFrameLayout_Swapped(unsigned width, unsigned height) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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FramebufferLayout res {width, height, true, true, {}, {}};
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float window_aspect_ratio = static_cast<float>(height) / width;
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float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight * 2) /
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VideoCore::kScreenTopWidth;
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if (window_aspect_ratio > emulation_aspect_ratio) {
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// Window is narrower than the emulation content => apply borders to the top and bottom
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int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
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res.top_screen.left = 0;
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res.top_screen.right = res.top_screen.left + width;
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int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
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VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left));
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int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
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res.bottom_screen.left = bottom_border;
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res.bottom_screen.right = res.bottom_screen.left + bottom_width;
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res.bottom_screen.top = (height - viewport_height) / 2;
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res.bottom_screen.bottom = res.bottom_screen.top + viewport_height / 2;
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res.top_screen.top = res.bottom_screen.bottom;
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res.top_screen.bottom = res.top_screen.top + viewport_height / 2;
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} else {
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// Otherwise, apply borders to the left and right sides of the window.
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int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio));
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res.top_screen.left = (width - viewport_width) / 2;
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res.top_screen.right = res.top_screen.left + viewport_width;
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int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
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VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left));
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int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
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res.bottom_screen.left = res.top_screen.left + bottom_border;
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res.bottom_screen.right = res.bottom_screen.left + bottom_width;
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res.bottom_screen.top = 0;
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res.bottom_screen.bottom = res.bottom_screen.top + height / 2;
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res.top_screen.top = res.bottom_screen.bottom;
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res.top_screen.bottom = res.top_screen.top + height / 2;
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}
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return res;
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}
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static FramebufferLayout SingleFrameLayout(unsigned width, unsigned height) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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FramebufferLayout res {width, height, true, false, {}, {}};
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float window_aspect_ratio = static_cast<float>(height) / width;
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float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight) /
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VideoCore::kScreenTopWidth;
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if (window_aspect_ratio > emulation_aspect_ratio) {
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// Window is narrower than the emulation content => apply borders to the top and bottom
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int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
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res.top_screen.left = 0;
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res.top_screen.right = res.top_screen.left + width;
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res.top_screen.top = (height - viewport_height) / 2;
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res.top_screen.bottom = res.top_screen.top + viewport_height;
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res.bottom_screen.left = 0;
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res.bottom_screen.right = VideoCore::kScreenBottomWidth;
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res.bottom_screen.top = 0;
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res.bottom_screen.bottom = VideoCore::kScreenBottomHeight;
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} else {
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// Otherwise, apply borders to the left and right sides of the window.
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int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio));
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res.top_screen.left = (width - viewport_width) / 2;
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res.top_screen.right = res.top_screen.left + viewport_width;
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res.top_screen.top = 0;
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res.top_screen.bottom = res.top_screen.top + height;
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// The Rasterizer still depends on these fields to maintain the right aspect ratio
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res.bottom_screen.left = 0;
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res.bottom_screen.right = VideoCore::kScreenBottomWidth;
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res.bottom_screen.top = 0;
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res.bottom_screen.bottom = VideoCore::kScreenBottomHeight;
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}
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return res;
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}
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static FramebufferLayout SingleFrameLayout_Swapped(unsigned width, unsigned height) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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FramebufferLayout res {width, height, false, true, {}, {}};
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float window_aspect_ratio = static_cast<float>(height) / width;
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float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenBottomHeight) /
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VideoCore::kScreenBottomWidth;
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if (window_aspect_ratio > emulation_aspect_ratio) {
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// Window is narrower than the emulation content => apply borders to the top and bottom
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int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
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res.bottom_screen.left = 0;
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res.bottom_screen.right = res.bottom_screen.left + width;
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res.bottom_screen.top = (height - viewport_height) / 2;
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res.bottom_screen.bottom = res.bottom_screen.top + viewport_height;
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// The Rasterizer still depends on these fields to maintain the right aspect ratio
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res.top_screen.left = 0;
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res.top_screen.right = VideoCore::kScreenTopWidth;
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res.top_screen.top = 0;
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res.top_screen.bottom = VideoCore::kScreenTopHeight;
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} else {
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// Otherwise, apply borders to the left and right sides of the window.
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int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio));
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res.bottom_screen.left = (width - viewport_width) / 2;
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res.bottom_screen.right = res.bottom_screen.left + viewport_width;
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res.bottom_screen.top = 0;
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res.bottom_screen.bottom = res.bottom_screen.top + height;
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res.top_screen.left = 0;
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res.top_screen.right = VideoCore::kScreenTopWidth;
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res.top_screen.top = 0;
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res.top_screen.bottom = VideoCore::kScreenTopHeight;
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}
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return res;
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}
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static FramebufferLayout LargeFrameLayout(unsigned width, unsigned height) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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FramebufferLayout res {width, height, true, true, {}, {}};
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float window_aspect_ratio = static_cast<float>(height) / width;
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float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight * 4) /
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(VideoCore::kScreenTopWidth * 4 + VideoCore::kScreenBottomWidth);
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if (window_aspect_ratio > emulation_aspect_ratio) {
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// Window is narrower than the emulation content => apply borders to the top and bottom
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int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
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res.top_screen.left = 0;
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// Top screen occupies 4 / 5ths of the total width
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res.top_screen.right = static_cast<int>(std::round(width / 5)) * 4;
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res.top_screen.top = (height - viewport_height) / 2;
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res.top_screen.bottom = res.top_screen.top + viewport_height;
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int bottom_height = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomHeight) /
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VideoCore::kScreenBottomWidth) * (width - res.top_screen.right));
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res.bottom_screen.left = res.top_screen.right;
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res.bottom_screen.right = width;
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res.bottom_screen.bottom = res.top_screen.bottom;
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res.bottom_screen.top = res.bottom_screen.bottom - bottom_height;
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} else {
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// Otherwise, apply borders to the left and right sides of the window.
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int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio));
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// Break the viewport into fifths and give top 4 of them
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int fifth_width = static_cast<int>(std::round(viewport_width / 5));
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res.top_screen.left = (width - viewport_width) / 2;
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res.top_screen.right = res.top_screen.left + fifth_width * 4;
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res.top_screen.top = 0;
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res.top_screen.bottom = height;
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int bottom_height = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomHeight) /
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VideoCore::kScreenBottomWidth) * (fifth_width));
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res.bottom_screen.left = res.top_screen.right;
|
||||
res.bottom_screen.right = width - (width - viewport_width) / 2;
|
||||
res.bottom_screen.bottom = res.top_screen.bottom;
|
||||
res.bottom_screen.top = res.bottom_screen.bottom - bottom_height;
|
||||
}
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
static FramebufferLayout LargeFrameLayout_Swapped(unsigned width, unsigned height) {
|
||||
|
||||
ASSERT(width > 0);
|
||||
ASSERT(height > 0);
|
||||
|
||||
FramebufferLayout res {width, height, true, true, {}, {}};
|
||||
|
||||
float window_aspect_ratio = static_cast<float>(height) / width;
|
||||
float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenBottomHeight * 4) /
|
||||
(VideoCore::kScreenBottomWidth * 4 + VideoCore::kScreenTopWidth);
|
||||
|
||||
if (window_aspect_ratio > emulation_aspect_ratio) {
|
||||
// Window is narrower than the emulation content => apply borders to the top and bottom
|
||||
int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
|
||||
|
||||
res.bottom_screen.left = 0;
|
||||
// Top screen occupies 4 / 5ths of the total width
|
||||
res.bottom_screen.right = static_cast<int>(std::round(width / 5)) * 4;
|
||||
res.bottom_screen.top = (height - viewport_height) / 2;
|
||||
res.bottom_screen.bottom = res.bottom_screen.top + viewport_height;
|
||||
|
||||
int top_height = static_cast<int>((static_cast<float>(VideoCore::kScreenTopHeight) /
|
||||
VideoCore::kScreenTopWidth) * (width - res.bottom_screen.right));
|
||||
|
||||
res.top_screen.left = res.bottom_screen.right;
|
||||
res.top_screen.right = width;
|
||||
res.top_screen.bottom = res.bottom_screen.bottom;
|
||||
res.top_screen.top = res.top_screen.bottom - top_height;
|
||||
} else {
|
||||
// Otherwise, apply borders to the left and right sides of the window.
|
||||
int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio));
|
||||
// Break the viewport into fifths and give top 4 of them
|
||||
int fifth_width = static_cast<int>(std::round(viewport_width / 5));
|
||||
|
||||
res.bottom_screen.left = (width - viewport_width) / 2;
|
||||
res.bottom_screen.right = res.bottom_screen.left + fifth_width * 4;
|
||||
res.bottom_screen.top = 0;
|
||||
res.bottom_screen.bottom = height;
|
||||
|
||||
int top_height = static_cast<int>((static_cast<float>(VideoCore::kScreenTopHeight) /
|
||||
VideoCore::kScreenTopWidth) * (fifth_width));
|
||||
|
||||
res.top_screen.left = res.bottom_screen.right;
|
||||
res.top_screen.right = width - (width - viewport_width) / 2;
|
||||
res.top_screen.bottom = res.bottom_screen.bottom;
|
||||
res.top_screen.top = res.top_screen.bottom - top_height;
|
||||
}
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool is_swapped) {
|
||||
return is_swapped ? DefaultFrameLayout_Swapped(width, height) : DefaultFrameLayout(width, height);
|
||||
}
|
||||
|
||||
FramebufferLayout SingleFrameLayout(unsigned width, unsigned height, bool is_swapped) {
|
||||
return is_swapped ? SingleFrameLayout_Swapped(width, height) : SingleFrameLayout(width, height);
|
||||
}
|
||||
|
||||
FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool is_swapped) {
|
||||
return is_swapped ? LargeFrameLayout_Swapped(width, height) : LargeFrameLayout(width, height);
|
||||
}
|
||||
}
|
43
src/common/framebuffer_layout.h
Normal file
43
src/common/framebuffer_layout.h
Normal file
|
@ -0,0 +1,43 @@
|
|||
// 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 Layout {
|
||||
/// Describes the layout of the window framebuffer (size and top/bottom screen positions)
|
||||
struct FramebufferLayout {
|
||||
unsigned width;
|
||||
unsigned height;
|
||||
bool top_screen_enabled;
|
||||
bool bottom_screen_enabled;
|
||||
MathUtil::Rectangle<unsigned> top_screen;
|
||||
MathUtil::Rectangle<unsigned> bottom_screen;
|
||||
};
|
||||
|
||||
/**
|
||||
* Factory method for constructing a default 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 DefaultFrameLayout(unsigned width, unsigned height, bool is_swapped);
|
||||
|
||||
/**
|
||||
* Factory method for constructing a FramebufferLayout with only the top screen
|
||||
* @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 SingleFrameLayout(unsigned width, unsigned height, bool is_swapped);
|
||||
|
||||
/**
|
||||
* 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
|
||||
* @return Newly created FramebufferLayout object with default screen regions initialized
|
||||
*/
|
||||
FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool is_swapped);
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue