// 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" #include "core/settings.h" namespace Layout { /// Describes the layout of the window framebuffer (size and top/bottom screen positions) struct FramebufferLayout { u32 width; u32 height; bool top_screen_enabled; bool bottom_screen_enabled; Common::Rectangle top_screen; Common::Rectangle bottom_screen; bool is_rotated = true; /** * Returns the ration of pixel size of the top screen, compared to the native size of the 3DS * screen. */ u32 GetScalingRatio() const; }; /** * Factory method for constructing a default FramebufferLayout * @param width Window framebuffer width in pixels * @param height Window framebuffer height in pixels * @param is_swapped if true, the bottom screen will be displayed above the top screen * @return Newly created FramebufferLayout object with default screen regions initialized */ FramebufferLayout DefaultFrameLayout(u32 width, u32 height, bool is_swapped, bool upright); /** * Factory method for constructing a FramebufferLayout with only the top or bottom screen * @param width Window framebuffer width in pixels * @param height Window framebuffer height in pixels * @param is_swapped if true, the bottom screen will be displayed (and the top won't be displayed) * @return Newly created FramebufferLayout object with default screen regions initialized */ FramebufferLayout SingleFrameLayout(u32 width, u32 height, bool is_swapped, bool upright); /** * 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 * @param is_swapped if true, the bottom screen will be the large display * @return Newly created FramebufferLayout object with default screen regions initialized */ FramebufferLayout LargeFrameLayout(u32 width, u32 height, bool is_swapped, bool upright); /** * Factory method for constructing a Frame with the Top screen and bottom * screen side by side * This is useful for devices with small screens, like the GPDWin * @param width Window framebuffer width in pixels * @param height Window framebuffer height in pixels * @param is_swapped if true, the bottom screen will be the left display * @return Newly created FramebufferLayout object with default screen regions initialized */ FramebufferLayout SideFrameLayout(u32 width, u32 height, bool is_swapped, bool upright); /** * Factory method for constructing a custom 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 CustomFrameLayout(u32 width, u32 height); /** * Convenience method to get frame layout by resolution scale * Read from the current settings to determine which layout to use. * @param res_scale resolution scale factor */ FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale); std::pair GetMinimumSizeFromLayout(Settings::LayoutOption layout, bool upright_screen); } // namespace Layout