Add default hotkey to swap primary screens.
Also minor style changes
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5f72aade77
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10 changed files with 27 additions and 13 deletions
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@ -200,7 +200,7 @@ public:
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}
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/**
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* Convenience method to update the VideoCore EmuWindow
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* Convenience method to update the current frame layout
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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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@ -51,11 +51,15 @@ FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool swapp
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bot_screen.TranslateX((screen_window_area.GetWidth() - bot_screen.GetWidth()) / 2);
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} else {
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// Window is narrower than the emulation content => apply borders to the top and bottom
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top_screen = top_screen.TranslateY(height / 2 - top_screen.GetHeight());
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// Recalculate the bottom screen to account for the width difference between top and bottom
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screen_window_area = {0, 0, width, top_screen.GetHeight()};
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bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
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bot_screen = bot_screen.TranslateX((top_screen.GetWidth() - bot_screen.GetWidth()) / 2);
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if (swapped) {
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bot_screen = bot_screen.TranslateY(height / 2 - bot_screen.GetHeight());
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} else {
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top_screen = top_screen.TranslateY(height / 2 - top_screen.GetHeight());
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}
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}
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// Move the top screen to the bottom if we are swapped.
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res.top_screen = swapped ? top_screen.TranslateY(height / 2) : top_screen;
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@ -33,7 +33,8 @@ FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool is_sw
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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 screen on the right
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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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@ -45,10 +45,8 @@ struct Rectangle {
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return Rectangle{left, top + y, right, bottom + y};
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}
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Rectangle<T> Scale(const float s) const {
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ASSERT(s > 0);
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return Rectangle {
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left, top, static_cast<T>((right + left) * s), static_cast<T>((top + bottom) * s)
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};
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return Rectangle{left, top, static_cast<T>((right + left) * s),
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static_cast<T>((top + bottom) * s)};
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}
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};
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