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:
James Rowe 2016-05-03 00:07:17 -06:00
parent 309ffc1df1
commit 7a0a018dec
23 changed files with 652 additions and 79 deletions

View File

@ -77,6 +77,10 @@ void Config::ReadValues() {
Settings::values.bg_green = (float)sdl2_config->GetReal("Renderer", "bg_green", 1.0); Settings::values.bg_green = (float)sdl2_config->GetReal("Renderer", "bg_green", 1.0);
Settings::values.bg_blue = (float)sdl2_config->GetReal("Renderer", "bg_blue", 1.0); Settings::values.bg_blue = (float)sdl2_config->GetReal("Renderer", "bg_blue", 1.0);
// Layout
Settings::values.layout_option = static_cast<Settings::LayoutOption>(sdl2_config->GetInteger("Layout", "layout_option", 0));
Settings::values.swap_screen = sdl2_config->GetBoolean("Layout", "swap_screen", false);
// Audio // Audio
Settings::values.sink_id = sdl2_config->Get("Audio", "output_engine", "auto"); Settings::values.sink_id = sdl2_config->Get("Audio", "output_engine", "auto");
Settings::values.enable_audio_stretching = sdl2_config->GetBoolean("Audio", "enable_audio_stretching", true); Settings::values.enable_audio_stretching = sdl2_config->GetBoolean("Audio", "enable_audio_stretching", true);

View File

@ -59,6 +59,16 @@ use_scaled_resolution =
# 0 (default): Off, 1: On # 0 (default): Off, 1: On
use_vsync = use_vsync =
[Layout]
# Layout for the screen inside the render window.
# 0 (default): Default Top Bottom Screen, 1: Single Screen Only, 2: Large Screen Small Screen
layout_option =
# Swaps the prominent screen with the other screen.
# For example, if Single Screen is chosen, setting this to 1 will display the bottom screen instead of the top screen.
# 0 (default): Top Screen is prominent, 1: Bottom Screen is prominent
swap_screen =
# The clear color for the renderer. What shows up on the sides of the bottom screen. # The clear color for the renderer. What shows up on the sides of the bottom screen.
# Must be in range of 0.0-1.0. Defaults to 1.0 for all. # Must be in range of 0.0-1.0. Defaults to 1.0 for all.
bg_red = bg_red =

View File

@ -52,10 +52,8 @@ bool EmuWindow_SDL2::IsOpen() const {
void EmuWindow_SDL2::OnResize() { void EmuWindow_SDL2::OnResize() {
int width, height; int width, height;
SDL_GetWindowSize(render_window, &width, &height); SDL_GetWindowSize(render_window, &width, &height);
UpdateCurrentFramebufferLayout(width, height);
NotifyFramebufferLayoutChanged(EmuWindow::FramebufferLayout::DefaultScreenLayout(width, height));
} }
EmuWindow_SDL2::EmuWindow_SDL2() { EmuWindow_SDL2::EmuWindow_SDL2() {

View File

@ -25,6 +25,7 @@ set(SRCS
configure_graphics.cpp configure_graphics.cpp
configure_system.cpp configure_system.cpp
configure_input.cpp configure_input.cpp
configure_layout.cpp
game_list.cpp game_list.cpp
hotkeys.cpp hotkeys.cpp
main.cpp main.cpp
@ -58,6 +59,7 @@ set(HEADERS
configure_graphics.h configure_graphics.h
configure_system.h configure_system.h
configure_input.h configure_input.h
configure_layout.h
game_list.h game_list.h
game_list_p.h game_list_p.h
hotkeys.h hotkeys.h
@ -78,6 +80,7 @@ set(UIS
configure_graphics.ui configure_graphics.ui
configure_system.ui configure_system.ui
configure_input.ui configure_input.ui
configure_layout.ui
hotkeys.ui hotkeys.ui
main.ui main.ui
) )

View File

@ -163,8 +163,7 @@ void GRenderWindow::OnFramebufferSizeChanged()
qreal pixelRatio = windowPixelRatio(); qreal pixelRatio = windowPixelRatio();
unsigned width = child->QPaintDevice::width() * pixelRatio; unsigned width = child->QPaintDevice::width() * pixelRatio;
unsigned height = child->QPaintDevice::height() * pixelRatio; unsigned height = child->QPaintDevice::height() * pixelRatio;
UpdateCurrentFramebufferLayout(width, height);
NotifyFramebufferLayoutChanged(EmuWindow::FramebufferLayout::DefaultScreenLayout(width, height));
} }
void GRenderWindow::BackupGeometry() void GRenderWindow::BackupGeometry()

View File

@ -55,6 +55,11 @@ void Config::ReadValues() {
Settings::values.bg_blue = qt_config->value("bg_blue", 1.0).toFloat(); Settings::values.bg_blue = qt_config->value("bg_blue", 1.0).toFloat();
qt_config->endGroup(); qt_config->endGroup();
qt_config->beginGroup("Layout");
Settings::values.layout_option = static_cast<Settings::LayoutOption>(qt_config->value("layout_option").toInt());
Settings::values.swap_screen = qt_config->value("swap_screen", false).toBool();
qt_config->endGroup();
qt_config->beginGroup("Audio"); qt_config->beginGroup("Audio");
Settings::values.sink_id = qt_config->value("output_engine", "auto").toString().toStdString(); Settings::values.sink_id = qt_config->value("output_engine", "auto").toString().toStdString();
Settings::values.enable_audio_stretching = qt_config->value("enable_audio_stretching", true).toBool(); Settings::values.enable_audio_stretching = qt_config->value("enable_audio_stretching", true).toBool();
@ -149,6 +154,11 @@ void Config::SaveValues() {
qt_config->setValue("bg_blue", (double)Settings::values.bg_blue); qt_config->setValue("bg_blue", (double)Settings::values.bg_blue);
qt_config->endGroup(); qt_config->endGroup();
qt_config->beginGroup("Layout");
qt_config->setValue("layout_option", static_cast<int>(Settings::values.layout_option));
qt_config->setValue("swap_screen", Settings::values.swap_screen);
qt_config->endGroup();
qt_config->beginGroup("Audio"); qt_config->beginGroup("Audio");
qt_config->setValue("output_engine", QString::fromStdString(Settings::values.sink_id)); qt_config->setValue("output_engine", QString::fromStdString(Settings::values.sink_id));
qt_config->setValue("enable_audio_stretching", Settings::values.enable_audio_stretching); qt_config->setValue("enable_audio_stretching", Settings::values.enable_audio_stretching);

View File

@ -44,6 +44,11 @@
<string>Audio</string> <string>Audio</string>
</attribute> </attribute>
</widget> </widget>
<widget class="ConfigureLayout" name="layoutTab">
<attribute name="title">
<string>Layout</string>
</attribute>
</widget>
<widget class="ConfigureDebug" name="debugTab"> <widget class="ConfigureDebug" name="debugTab">
<attribute name="title"> <attribute name="title">
<string>Debug</string> <string>Debug</string>
@ -79,6 +84,12 @@
<header>configure_audio.h</header> <header>configure_audio.h</header>
<container>1</container> <container>1</container>
</customwidget> </customwidget>
<customwidget>
<class>ConfigureLayout</class>
<extends>QWidget</extends>
<header>configure_layout.h</header>
<container>1</container>
</customwidget>
<customwidget> <customwidget>
<class>ConfigureDebug</class> <class>ConfigureDebug</class>
<extends>QWidget</extends> <extends>QWidget</extends>

View File

@ -43,5 +43,4 @@ void ConfigureAudio::setConfiguration() {
void ConfigureAudio::applyConfiguration() { void ConfigureAudio::applyConfiguration() {
Settings::values.sink_id = ui->output_sink_combo_box->itemText(ui->output_sink_combo_box->currentIndex()).toStdString(); Settings::values.sink_id = ui->output_sink_combo_box->itemText(ui->output_sink_combo_box->currentIndex()).toStdString();
Settings::values.enable_audio_stretching = ui->toggle_audio_stretching->isChecked(); Settings::values.enable_audio_stretching = ui->toggle_audio_stretching->isChecked();
Settings::Apply();
} }

View File

@ -27,5 +27,4 @@ void ConfigureDebug::setConfiguration() {
void ConfigureDebug::applyConfiguration() { void ConfigureDebug::applyConfiguration() {
Settings::values.use_gdbstub = ui->toggle_gdbstub->isChecked(); Settings::values.use_gdbstub = ui->toggle_gdbstub->isChecked();
Settings::values.gdbstub_port = ui->gdbport_spinbox->value(); Settings::values.gdbstub_port = ui->gdbport_spinbox->value();
Settings::Apply();
} }

View File

@ -33,5 +33,7 @@ void ConfigureDialog::applyConfiguration() {
ui->inputTab->applyConfiguration(); ui->inputTab->applyConfiguration();
ui->graphicsTab->applyConfiguration(); ui->graphicsTab->applyConfiguration();
ui->audioTab->applyConfiguration(); ui->audioTab->applyConfiguration();
ui->layoutTab->applyConfiguration();
ui->debugTab->applyConfiguration(); ui->debugTab->applyConfiguration();
Settings::Apply();
} }

View File

@ -29,5 +29,4 @@ void ConfigureGeneral::applyConfiguration() {
UISettings::values.gamedir_deepscan = ui->toggle_deepscan->isChecked(); UISettings::values.gamedir_deepscan = ui->toggle_deepscan->isChecked();
UISettings::values.confirm_before_closing = ui->toggle_check_exit->isChecked(); UISettings::values.confirm_before_closing = ui->toggle_check_exit->isChecked();
Settings::values.region_value = ui->region_combobox->currentIndex(); Settings::values.region_value = ui->region_combobox->currentIndex();
Settings::Apply();
} }

View File

@ -0,0 +1,32 @@
// Copyright 2016 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "citra_qt/configure_layout.h"
#include "citra_qt/ui_settings.h"
#include "ui_configure_layout.h"
#include "core/settings.h"
ConfigureLayout::ConfigureLayout(QWidget *parent) :
QWidget(parent),
ui(new Ui::ConfigureLayout)
{
ui->setupUi(this);
this->setConfiguration();
}
ConfigureLayout::~ConfigureLayout()
{
delete ui;
}
void ConfigureLayout::setConfiguration() {
ui->layout_combobox->setCurrentIndex(static_cast<int>(Settings::values.layout_option));
ui->swap_screen->setChecked(Settings::values.swap_screen);
}
void ConfigureLayout::applyConfiguration() {
Settings::values.layout_option = static_cast<Settings::LayoutOption>(ui->layout_combobox->currentIndex());
Settings::values.swap_screen = ui->swap_screen->isChecked();
}

View File

@ -0,0 +1,29 @@
// Copyright 2016 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <memory>
#include <QWidget>
namespace Ui {
class ConfigureLayout;
}
class ConfigureLayout : public QWidget
{
Q_OBJECT
public:
explicit ConfigureLayout(QWidget *parent = 0);
~ConfigureLayout();
void applyConfiguration();
private:
void setConfiguration();
private:
Ui::ConfigureLayout *ui;
};

View File

@ -0,0 +1,92 @@
<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>ConfigureLayout</class>
<widget class="QWidget" name="ConfigureLayout">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>300</width>
<height>377</height>
</rect>
</property>
<property name="windowTitle">
<string>Form</string>
</property>
<layout class="QHBoxLayout" name="horizontalLayout">
<item>
<layout class="QVBoxLayout" name="verticalLayout">
<item>
<widget class="QGroupBox" name="groupBox">
<property name="title">
<string>General</string>
</property>
<layout class="QHBoxLayout" name="horizontalLayout_3">
<item>
<layout class="QVBoxLayout" name="verticalLayout_2">
<item>
<layout class="QHBoxLayout" name="horizontalLayout_3">
<item>
<widget class="QLabel" name="label1">
<property name="text">
<string>Screen Layout:</string>
</property>
</widget>
</item>
<item>
<widget class="QComboBox" name="layout_combobox">
<item>
<property name="text">
<string notr="true">Default</string>
</property>
</item>
<item>
<property name="text">
<string notr="true">Single Screen</string>
</property>
</item>
<item>
<property name="text">
<string notr="true">Large Screen</string>
</property>
</item><!--
<item>
<property name="text">
<string notr="true">Custom</string>
</property>
</item>-->
</widget>
</item>
</layout>
</item>
<item>
<widget class="QCheckBox" name="swap_screen">
<property name="text">
<string>Swap Screens</string>
</property>
</widget>
</item>
</layout>
</item>
</layout>
</widget>
</item>
<item>
<widget class="QGroupBox" name="groupBox">
<property name="title">
<string>Custom Layout Parameters</string>
</property>
<layout class="QHBoxLayout" name="horizontalLayout_5">
<item>
<layout class="QVBoxLayout" name="verticalLayout_3"/>
</item>
</layout>
</widget>
</item>
</layout>
</item>
</layout>
</widget>
<resources/>
<connections/>
</ui>

View File

@ -512,8 +512,7 @@ void GMainWindow::ToggleWindowMode() {
void GMainWindow::OnConfigure() { void GMainWindow::OnConfigure() {
ConfigureDialog configureDialog(this, emulation_running); ConfigureDialog configureDialog(this, emulation_running);
auto result = configureDialog.exec(); auto result = configureDialog.exec();
if (result == QDialog::Accepted) if (result == QDialog::Accepted) {
{
configureDialog.applyConfiguration(); configureDialog.applyConfiguration();
render_window->ReloadSetKeymaps(); render_window->ReloadSetKeymaps();
config->Save(); config->Save();

View File

@ -5,6 +5,7 @@ set(SRCS
break_points.cpp break_points.cpp
emu_window.cpp emu_window.cpp
file_util.cpp file_util.cpp
framebuffer_layout.cpp
hash.cpp hash.cpp
key_map.cpp key_map.cpp
logging/filter.cpp logging/filter.cpp
@ -35,6 +36,7 @@ set(HEADERS
common_types.h common_types.h
emu_window.h emu_window.h
file_util.h file_util.h
framebuffer_layout.h
hash.h hash.h
key_map.h key_map.h
linear_disk_cache.h linear_disk_cache.h

View File

@ -42,7 +42,7 @@ void EmuWindow::CirclePadUpdated(float x, float y) {
* @param framebuffer_y Framebuffer y-coordinate to check * @param framebuffer_y Framebuffer y-coordinate to check
* @return True if the coordinates are within the touchpad, otherwise false * @return True if the coordinates are within the touchpad, otherwise false
*/ */
static bool IsWithinTouchscreen(const EmuWindow::FramebufferLayout& layout, unsigned framebuffer_x, static bool IsWithinTouchscreen(const FramebufferLayout& layout, unsigned framebuffer_x,
unsigned framebuffer_y) { unsigned framebuffer_y) {
return (framebuffer_y >= layout.bottom_screen.top && return (framebuffer_y >= layout.bottom_screen.top &&
framebuffer_y < layout.bottom_screen.bottom && framebuffer_y < layout.bottom_screen.bottom &&
@ -90,52 +90,21 @@ void EmuWindow::TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y) {
TouchPressed(framebuffer_x, framebuffer_y); TouchPressed(framebuffer_x, framebuffer_y);
} }
EmuWindow::FramebufferLayout EmuWindow::FramebufferLayout::DefaultScreenLayout(unsigned width, unsigned height) { void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height) {
// When hiding the widget, the function receives a size of 0 FramebufferLayout layout;
if (width == 0) width = 1; switch (Settings::values.layout_option) {
if (height == 0) height = 1; case Settings::LayoutOption::SingleScreen:
layout = FramebufferLayout::SingleFrameLayout(width, height);
EmuWindow::FramebufferLayout res = { width, height, {}, {} }; break;
case Settings::LayoutOption::LargeScreen:
float window_aspect_ratio = static_cast<float>(height) / width; layout = FramebufferLayout::LargeFrameLayout(width, height);
float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight * 2) / break;
VideoCore::kScreenTopWidth; case Settings::LayoutOption::Default:
default:
if (window_aspect_ratio > emulation_aspect_ratio) { layout = FramebufferLayout::DefaultFrameLayout(width, height);
// Window is narrower than the emulation content => apply borders to the top and bottom break;
int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
res.top_screen.left = 0;
res.top_screen.right = res.top_screen.left + width;
res.top_screen.top = (height - viewport_height) / 2;
res.top_screen.bottom = res.top_screen.top + viewport_height / 2;
int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left));
int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
res.bottom_screen.left = bottom_border;
res.bottom_screen.right = res.bottom_screen.left + bottom_width;
res.bottom_screen.top = res.top_screen.bottom;
res.bottom_screen.bottom = res.bottom_screen.top + viewport_height / 2;
} 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));
res.top_screen.left = (width - viewport_width) / 2;
res.top_screen.right = res.top_screen.left + viewport_width;
res.top_screen.top = 0;
res.top_screen.bottom = res.top_screen.top + height / 2;
int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left));
int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
res.bottom_screen.left = res.top_screen.left + bottom_border;
res.bottom_screen.right = res.bottom_screen.left + bottom_width;
res.bottom_screen.top = res.top_screen.bottom;
res.bottom_screen.bottom = res.bottom_screen.top + height / 2;
} }
// Reverse the screens if the setting has changed
return res; layout.ReverseFrames(Settings::values.swap_screen);
NotifyFramebufferLayoutChanged(layout);
} }

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@ -8,6 +8,7 @@
#include <utility> #include <utility>
#include "common/common_types.h" #include "common/common_types.h"
#include "common/framebuffer_layout.h"
#include "common/math_util.h" #include "common/math_util.h"
#include "core/hle/service/hid/hid.h" #include "core/hle/service/hid/hid.h"
@ -41,23 +42,6 @@ public:
std::pair<unsigned,unsigned> min_client_area_size; std::pair<unsigned,unsigned> min_client_area_size;
}; };
/// Describes the layout of the window framebuffer (size and top/bottom screen positions)
struct FramebufferLayout {
/**
* 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
*/
static FramebufferLayout DefaultScreenLayout(unsigned width, unsigned height);
unsigned width;
unsigned height;
MathUtil::Rectangle<unsigned> top_screen;
MathUtil::Rectangle<unsigned> bottom_screen;
};
/// Swap buffers to display the next frame /// Swap buffers to display the next frame
virtual void SwapBuffers() = 0; virtual void SwapBuffers() = 0;
@ -215,6 +199,12 @@ public:
return framebuffer_layout; return framebuffer_layout;
} }
/**
* Convenience method to update the VideoCore EmuWindow
* Read from the current settings to determine which layout to use.
*/
void UpdateCurrentFramebufferLayout(unsigned width, unsigned height);
protected: protected:
EmuWindow() { EmuWindow() {
// TODO: Find a better place to set this. // TODO: Find a better place to set this.

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@ -0,0 +1,338 @@
// Copyright 2016 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <cmath>
#include "common/assert.h"
#include "common/framebuffer_layout.h"
#include "video_core/video_core.h"
void FramebufferLayout::ReverseFrames(bool is_reverse) {
if (is_reverse != is_reverse_layout) {
*this = inverse(width, height);
}
}
FramebufferLayout::FramebufferLayout() {
height = width = 0;
top_screen_enabled = bottom_screen_enabled = 0;
}
FramebufferLayout& FramebufferLayout::operator= (const FramebufferLayout &source) {
width = source.width;
height = source.height;
top_screen_enabled = source.top_screen_enabled;
bottom_screen_enabled = source.bottom_screen_enabled;
inverse = source.inverse;
is_reverse_layout = source.is_reverse_layout;
top_screen = source.top_screen;
bottom_screen = source.bottom_screen;
return *this;
}
FramebufferLayout FramebufferLayout::DefaultFrameLayout(unsigned width, unsigned height) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res(width, height, true, true, FramebufferLayout::InverseDefaultLayout, {}, {});
res.is_reverse_layout = false;
float window_aspect_ratio = static_cast<float>(height) / width;
float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight * 2) /
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.top_screen.left = 0;
res.top_screen.right = res.top_screen.left + width;
res.top_screen.top = (height - viewport_height) / 2;
res.top_screen.bottom = res.top_screen.top + viewport_height / 2;
int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left));
int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
res.bottom_screen.left = bottom_border;
res.bottom_screen.right = res.bottom_screen.left + bottom_width;
res.bottom_screen.top = res.top_screen.bottom;
res.bottom_screen.bottom = res.bottom_screen.top + viewport_height / 2;
} 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));
res.top_screen.left = (width - viewport_width) / 2;
res.top_screen.right = res.top_screen.left + viewport_width;
res.top_screen.top = 0;
res.top_screen.bottom = res.top_screen.top + height / 2;
int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left));
int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
res.bottom_screen.left = res.top_screen.left + bottom_border;
res.bottom_screen.right = res.bottom_screen.left + bottom_width;
res.bottom_screen.top = res.top_screen.bottom;
res.bottom_screen.bottom = res.bottom_screen.top + height / 2;
}
return res;
}
FramebufferLayout FramebufferLayout::InverseDefaultLayout(unsigned width, unsigned height) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res(width, height, true, true, DefaultFrameLayout, {}, {});
res.is_reverse_layout = true;
float window_aspect_ratio = static_cast<float>(height) / width;
float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight * 2) /
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.top_screen.left = 0;
res.top_screen.right = res.top_screen.left + width;
int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left));
int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
res.bottom_screen.left = bottom_border;
res.bottom_screen.right = res.bottom_screen.left + bottom_width;
res.bottom_screen.top = (height - viewport_height) / 2;
res.bottom_screen.bottom = res.bottom_screen.top + viewport_height / 2;
res.top_screen.top = res.bottom_screen.bottom;
res.top_screen.bottom = res.top_screen.top + viewport_height / 2;
}
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));
res.top_screen.left = (width - viewport_width) / 2;
res.top_screen.right = res.top_screen.left + viewport_width;
int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left));
int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
res.bottom_screen.left = res.top_screen.left + bottom_border;
res.bottom_screen.right = res.bottom_screen.left + bottom_width;
res.bottom_screen.top = 0;
res.bottom_screen.bottom = res.bottom_screen.top + height / 2;
res.top_screen.top = res.bottom_screen.bottom;
res.top_screen.bottom = res.top_screen.top + height / 2;
}
return res;
}
FramebufferLayout FramebufferLayout::SingleFrameLayout(unsigned width, unsigned height) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res(width, height, true, false, InverseSingleLayout, {}, {});
res.is_reverse_layout = false;
float window_aspect_ratio = static_cast<float>(height) / width;
float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight) /
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.top_screen.left = 0;
res.top_screen.right = res.top_screen.left + width;
res.top_screen.top = (height - viewport_height) / 2;
res.top_screen.bottom = res.top_screen.top + viewport_height;
res.bottom_screen.left = 0;
res.bottom_screen.right = VideoCore::kScreenBottomWidth;
res.bottom_screen.top = 0;
res.bottom_screen.bottom = VideoCore::kScreenBottomHeight;
}
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));
res.top_screen.left = (width - viewport_width) / 2;
res.top_screen.right = res.top_screen.left + viewport_width;
res.top_screen.top = 0;
res.top_screen.bottom = res.top_screen.top + height;
// The Rasterizer still depends on these fields to maintain the right aspect ratio
res.bottom_screen.left = 0;
res.bottom_screen.right = VideoCore::kScreenBottomWidth;
res.bottom_screen.top = 0;
res.bottom_screen.bottom = VideoCore::kScreenBottomHeight;
}
return res;
}
FramebufferLayout FramebufferLayout::InverseSingleLayout(unsigned width, unsigned height) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res(width, height, false, true, SingleFrameLayout, {}, {});
res.is_reverse_layout = true;
float window_aspect_ratio = static_cast<float>(height) / width;
float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenBottomHeight) /
VideoCore::kScreenBottomWidth;
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;
res.bottom_screen.right = res.bottom_screen.left + width;
res.bottom_screen.top = (height - viewport_height) / 2;
res.bottom_screen.bottom = res.bottom_screen.top + viewport_height;
// The Rasterizer still depends on these fields to maintain the right aspect ratio
res.top_screen.left = 0;
res.top_screen.right = VideoCore::kScreenTopWidth;
res.top_screen.top = 0;
res.top_screen.bottom = VideoCore::kScreenTopHeight;
}
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));
res.bottom_screen.left = (width - viewport_width) / 2;
res.bottom_screen.right = res.bottom_screen.left + viewport_width;
res.bottom_screen.top = 0;
res.bottom_screen.bottom = res.bottom_screen.top + height;
res.top_screen.left = 0;
res.top_screen.right = VideoCore::kScreenTopWidth;
res.top_screen.top = 0;
res.top_screen.bottom = VideoCore::kScreenTopHeight;
}
return res;
}
FramebufferLayout FramebufferLayout::LargeFrameLayout(unsigned width, unsigned height) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res(width, height, true, true, InverseLargeLayout, {}, {});
res.is_reverse_layout = false;
float window_aspect_ratio = static_cast<float>(height) / width;
float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight * 4) /
(VideoCore::kScreenTopWidth * 4 + VideoCore::kScreenBottomWidth);
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.top_screen.left = 0;
// Top screen occupies 4 / 5ths of the total width
res.top_screen.right = static_cast<int>(std::round(width / 5)) * 4;
res.top_screen.top = (height - viewport_height) / 2;
res.top_screen.bottom = res.top_screen.top + viewport_height;
int bottom_height = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomHeight) /
VideoCore::kScreenBottomWidth) * (width - res.top_screen.right));
res.bottom_screen.left = res.top_screen.right;
res.bottom_screen.right = width;
res.bottom_screen.bottom = res.top_screen.bottom;
res.bottom_screen.top = res.bottom_screen.bottom - bottom_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.top_screen.left = (width - viewport_width) / 2;
res.top_screen.right = res.top_screen.left + fifth_width * 4;
res.top_screen.top = 0;
res.top_screen.bottom = height;
int bottom_height = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomHeight) /
VideoCore::kScreenBottomWidth) * (fifth_width));
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;
}
FramebufferLayout FramebufferLayout::InverseLargeLayout(unsigned width, unsigned height) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res(width, height, true, true, LargeFrameLayout, {}, {});
res.is_reverse_layout = 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::FramebufferLayout(unsigned width, unsigned height, bool tenabled, bool benabled, InverseLayout inverse,
MathUtil::Rectangle<unsigned> tscreen, MathUtil::Rectangle<unsigned> bscreen) : width(width),
height(height), inverse(inverse), top_screen_enabled(tenabled), bottom_screen_enabled(benabled),
top_screen(tscreen), bottom_screen(bscreen) {}

View File

@ -0,0 +1,65 @@
// 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"
/// Describes the layout of the window framebuffer (size and top/bottom screen positions)
class FramebufferLayout {
public:
/**
* 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
*/
static FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height);
/**
* 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
*/
static FramebufferLayout SingleFrameLayout(unsigned width, unsigned height);
/**
* 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
*/
static FramebufferLayout LargeFrameLayout(unsigned width, unsigned height);
/**
* Conditionally changes the layout to its inverse. For example, if a layout has a prominent top frame and a small bottom frame,
* this function should switch them so the bottom frame is now large.
* @param is_reverse If this is true, and the layout is a reverse layout, then nothing will change. This is a toggle
*/
void ReverseFrames(bool is_reverse);
FramebufferLayout();
FramebufferLayout& operator= (const FramebufferLayout &cSource);
unsigned width;
unsigned height;
bool top_screen_enabled;
bool bottom_screen_enabled;
MathUtil::Rectangle<unsigned> top_screen;
MathUtil::Rectangle<unsigned> bottom_screen;
private:
typedef FramebufferLayout (*InverseLayout)(unsigned, unsigned);
static FramebufferLayout InverseDefaultLayout(unsigned width, unsigned height);
static FramebufferLayout InverseSingleLayout(unsigned width, unsigned height);
static FramebufferLayout InverseLargeLayout(unsigned width, unsigned height);
FramebufferLayout(unsigned width, unsigned height, bool tenabled, bool benabled, InverseLayout,
MathUtil::Rectangle<unsigned> tscreen, MathUtil::Rectangle<unsigned> bscreen);
InverseLayout inverse;
bool is_reverse_layout;
};

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@ -10,6 +10,8 @@
#include "video_core/video_core.h" #include "video_core/video_core.h"
#include "common/emu_window.h"
namespace Settings { namespace Settings {
Values values = {}; Values values = {};
@ -23,6 +25,12 @@ void Apply() {
VideoCore::g_shader_jit_enabled = values.use_shader_jit; VideoCore::g_shader_jit_enabled = values.use_shader_jit;
VideoCore::g_scaled_resolution_enabled = values.use_scaled_resolution; VideoCore::g_scaled_resolution_enabled = values.use_scaled_resolution;
if (VideoCore::g_emu_window) {
auto layout = VideoCore::g_emu_window->GetFramebufferLayout();
layout.ReverseFrames(values.swap_screen);
VideoCore::g_emu_window->UpdateCurrentFramebufferLayout(layout.width, layout.height);
}
AudioCore::SelectSink(values.sink_id); AudioCore::SelectSink(values.sink_id);
AudioCore::EnableStretching(values.enable_audio_stretching); AudioCore::EnableStretching(values.enable_audio_stretching);

View File

@ -50,6 +50,12 @@ static const std::array<Values, NUM_INPUTS> All = {{
}}; }};
} }
enum class LayoutOption {
Default,
SingleScreen,
LargeScreen,
Custom,
};
struct Values { struct Values {
// CheckNew3DS // CheckNew3DS
@ -74,6 +80,9 @@ struct Values {
bool use_scaled_resolution; bool use_scaled_resolution;
bool use_vsync; bool use_vsync;
LayoutOption layout_option;
bool swap_screen;
float bg_red; float bg_red;
float bg_green; float bg_green;
float bg_blue; float bg_blue;

View File

@ -386,6 +386,8 @@ void RendererOpenGL::DrawSingleScreenRotated(const ScreenInfo& screen_info, floa
*/ */
void RendererOpenGL::DrawScreens() { void RendererOpenGL::DrawScreens() {
auto layout = render_window->GetFramebufferLayout(); auto layout = render_window->GetFramebufferLayout();
auto top_screen = layout.top_screen;
auto bottom_screen = layout.bottom_screen;
glViewport(0, 0, layout.width, layout.height); glViewport(0, 0, layout.width, layout.height);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
@ -399,10 +401,14 @@ void RendererOpenGL::DrawScreens() {
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glUniform1i(uniform_color_texture, 0); glUniform1i(uniform_color_texture, 0);
DrawSingleScreenRotated(screen_infos[0], (float)layout.top_screen.left, (float)layout.top_screen.top, if (layout.top_screen_enabled) {
(float)layout.top_screen.GetWidth(), (float)layout.top_screen.GetHeight()); DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left, (float)top_screen.top,
DrawSingleScreenRotated(screen_infos[1], (float)layout.bottom_screen.left,(float)layout.bottom_screen.top, (float)top_screen.GetWidth(), (float)top_screen.GetHeight());
(float)layout.bottom_screen.GetWidth(), (float)layout.bottom_screen.GetHeight()); }
if (layout.bottom_screen_enabled) {
DrawSingleScreenRotated(screen_infos[1], (float)bottom_screen.left,(float)bottom_screen.top,
(float)bottom_screen.GetWidth(), (float)bottom_screen.GetHeight());
}
m_current_frame++; m_current_frame++;
} }