frontend: Update for undocked Switch screen layout.
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8 changed files with 43 additions and 279 deletions
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@ -1,4 +1,4 @@
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// Copyright 2016 Citra Emulator Project
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// Copyright 2018 Yuzu Emulator Team
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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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@ -8,68 +8,30 @@
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namespace Layout {
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/// Describes the layout of the window framebuffer (size and top/bottom screen positions)
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enum ScreenUndocked : unsigned { Width = 1280, Height = 720 };
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/// Describes the layout of the window framebuffer
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struct FramebufferLayout {
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unsigned width;
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unsigned height;
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bool top_screen_enabled;
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bool bottom_screen_enabled;
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MathUtil::Rectangle<unsigned> top_screen;
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MathUtil::Rectangle<unsigned> bottom_screen;
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unsigned width{ScreenUndocked::Width};
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unsigned height{ScreenUndocked::Height};
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MathUtil::Rectangle<unsigned> screen;
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/**
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* Returns the ration of pixel size of the top screen, compared to the native size of the 3DS
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* screen.
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* Returns the ration of pixel size of the screen, compared to the native size of the undocked
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* Switch screen.
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*/
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float GetScalingRatio() const;
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float GetScalingRatio() const {
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return static_cast<float>(screen.GetWidth()) / ScreenUndocked::Width;
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}
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};
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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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* @param is_swapped if true, the bottom screen will be displayed above the top screen
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* @return Newly created FramebufferLayout object with default screen regions initialized
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*/
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FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool is_swapped);
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/**
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* Factory method for constructing a FramebufferLayout with only the top or bottom screen
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* @param width Window framebuffer width in pixels
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* @param height Window framebuffer height in pixels
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* @param is_swapped if true, the bottom screen will be displayed (and the top won't be displayed)
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* @return Newly created FramebufferLayout object with default screen regions initialized
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*/
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FramebufferLayout SingleFrameLayout(unsigned width, unsigned height, bool is_swapped);
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/**
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* Factory method for constructing a Frame with the a 4x size Top screen with a 1x size bottom
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* screen on the right
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* This is useful in particular because it matches well with a 1920x1080 resolution monitor
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* @param width Window framebuffer width in pixels
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* @param height Window framebuffer height in pixels
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* @param is_swapped if true, the bottom screen will be the large display
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* @return Newly created FramebufferLayout object with default screen regions initialized
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*/
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FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool is_swapped);
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/**
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* Factory method for constructing a Frame with the Top screen and bottom
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* screen side by side
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* This is useful for devices with small screens, like the GPDWin
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* @param width Window framebuffer width in pixels
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* @param height Window framebuffer height in pixels
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* @param is_swapped if true, the bottom screen will be the left display
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* @return Newly created FramebufferLayout object with default screen regions initialized
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*/
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FramebufferLayout SideFrameLayout(unsigned width, unsigned height, bool is_swapped);
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/**
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* Factory method for constructing a custom 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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FramebufferLayout CustomFrameLayout(unsigned width, unsigned height);
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FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height);
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} // namespace Layout
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