mirror of
https://github.com/yuzu-emu/yuzu.git
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3cdf854e44
* added a SidebySide Layout * Reworked, so both screen have the same height and cleaned up screen translates. * added the option in the UI, hope this is the right way to do it. formated framebuffer_layout.cpp * delete the x64 files * deleted ui_configure_graphics.h * added Option for the Layout in the xml * got rid of SIDE_BY_SIDE_ASPECT_RATIO because it was useless. pulled translate into variables * changed shift variables to u32 and moved them in their respective branch. remove notr="true" for the Screen layout drop down * reworked intends :). changed function description for SideFrameLayout * some description reworking
196 lines
9.2 KiB
C++
196 lines
9.2 KiB
C++
// 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 "core/3ds.h"
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#include "core/frontend/framebuffer_layout.h"
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#include "core/settings.h"
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namespace Layout {
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static const float TOP_SCREEN_ASPECT_RATIO =
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static_cast<float>(Core::kScreenTopHeight) / Core::kScreenTopWidth;
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static const float BOT_SCREEN_ASPECT_RATIO =
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static_cast<float>(Core::kScreenBottomHeight) / Core::kScreenBottomWidth;
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float FramebufferLayout::GetScalingRatio() const {
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return static_cast<float>(top_screen.GetWidth()) / Core::kScreenTopWidth;
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}
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// Finds the largest size subrectangle contained in window area that is confined to the aspect ratio
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template <class T>
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static MathUtil::Rectangle<T> maxRectangle(MathUtil::Rectangle<T> window_area,
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float screen_aspect_ratio) {
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float scale = std::min(static_cast<float>(window_area.GetWidth()),
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window_area.GetHeight() / screen_aspect_ratio);
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return MathUtil::Rectangle<T>{0, 0, static_cast<T>(std::round(scale)),
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static_cast<T>(std::round(scale * screen_aspect_ratio))};
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}
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FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool swapped) {
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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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// Default layout gives equal screen sizes to the top and bottom screen
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MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height / 2};
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MathUtil::Rectangle<unsigned> top_screen =
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maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
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MathUtil::Rectangle<unsigned> bot_screen =
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maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
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float window_aspect_ratio = static_cast<float>(height) / width;
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// both screens height are taken into account by multiplying by 2
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float emulation_aspect_ratio = TOP_SCREEN_ASPECT_RATIO * 2;
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if (window_aspect_ratio < emulation_aspect_ratio) {
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// Apply borders to the left and right sides of the window.
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top_screen =
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top_screen.TranslateX((screen_window_area.GetWidth() - top_screen.GetWidth()) / 2);
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bot_screen =
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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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// 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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res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateY(height / 2);
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return res;
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}
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FramebufferLayout SingleFrameLayout(unsigned width, unsigned height, bool swapped) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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// The drawing code needs at least somewhat valid values for both screens
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// so just calculate them both even if the other isn't showing.
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FramebufferLayout res{width, height, !swapped, swapped, {}, {}};
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MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height};
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MathUtil::Rectangle<unsigned> top_screen =
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maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
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MathUtil::Rectangle<unsigned> bot_screen =
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maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
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float window_aspect_ratio = static_cast<float>(height) / width;
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float emulation_aspect_ratio = (swapped) ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO;
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if (window_aspect_ratio < emulation_aspect_ratio) {
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top_screen =
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top_screen.TranslateX((screen_window_area.GetWidth() - top_screen.GetWidth()) / 2);
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bot_screen =
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bot_screen.TranslateX((screen_window_area.GetWidth() - bot_screen.GetWidth()) / 2);
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} else {
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top_screen = top_screen.TranslateY((height - top_screen.GetHeight()) / 2);
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bot_screen = bot_screen.TranslateY((height - bot_screen.GetHeight()) / 2);
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}
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res.top_screen = top_screen;
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res.bottom_screen = bot_screen;
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return res;
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}
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FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool swapped) {
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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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// Split the window into two parts. Give 4x width to the main screen and 1x width to the small
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// To do that, find the total emulation box and maximize that based on window size
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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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swapped
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? Core::kScreenBottomHeight * 4 /
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(Core::kScreenBottomWidth * 4.0f + Core::kScreenTopWidth)
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: Core::kScreenTopHeight * 4 /
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(Core::kScreenTopWidth * 4.0f + Core::kScreenBottomWidth);
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float large_screen_aspect_ratio = swapped ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO;
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float small_screen_aspect_ratio = swapped ? TOP_SCREEN_ASPECT_RATIO : BOT_SCREEN_ASPECT_RATIO;
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MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height};
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MathUtil::Rectangle<unsigned> total_rect =
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maxRectangle(screen_window_area, emulation_aspect_ratio);
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MathUtil::Rectangle<unsigned> large_screen =
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maxRectangle(total_rect, large_screen_aspect_ratio);
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MathUtil::Rectangle<unsigned> fourth_size_rect = total_rect.Scale(.25f);
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MathUtil::Rectangle<unsigned> small_screen =
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maxRectangle(fourth_size_rect, small_screen_aspect_ratio);
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if (window_aspect_ratio < emulation_aspect_ratio) {
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large_screen =
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large_screen.TranslateX((screen_window_area.GetWidth() - total_rect.GetWidth()) / 2);
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} else {
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large_screen = large_screen.TranslateY((height - total_rect.GetHeight()) / 2);
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}
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// Shift the small screen to the bottom right corner
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small_screen =
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small_screen.TranslateX(large_screen.right)
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.TranslateY(large_screen.GetHeight() + large_screen.top - small_screen.GetHeight());
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res.top_screen = swapped ? small_screen : large_screen;
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res.bottom_screen = swapped ? large_screen : small_screen;
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return res;
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}
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FramebufferLayout SideFrameLayout(unsigned width, unsigned height, bool swapped) {
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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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// Aspect ratio of both screens side by side
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const float emulation_aspect_ratio = static_cast<float>(Core::kScreenTopHeight) /
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(Core::kScreenTopWidth + Core::kScreenBottomWidth);
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float window_aspect_ratio = static_cast<float>(height) / width;
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MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height};
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// Find largest Rectangle that can fit in the window size with the given aspect ratio
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MathUtil::Rectangle<unsigned> screen_rect =
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maxRectangle(screen_window_area, emulation_aspect_ratio);
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// Find sizes of top and bottom screen
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MathUtil::Rectangle<unsigned> top_screen = maxRectangle(screen_rect, TOP_SCREEN_ASPECT_RATIO);
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MathUtil::Rectangle<unsigned> bot_screen = maxRectangle(screen_rect, BOT_SCREEN_ASPECT_RATIO);
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if (window_aspect_ratio < emulation_aspect_ratio) {
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// Apply borders to the left and right sides of the window.
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u32 shift_horizontal = (screen_window_area.GetWidth() - screen_rect.GetWidth()) / 2;
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top_screen = top_screen.TranslateX(shift_horizontal);
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bot_screen = bot_screen.TranslateX(shift_horizontal);
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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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u32 shift_vertical = (screen_window_area.GetHeight() - screen_rect.GetHeight()) / 2;
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top_screen = top_screen.TranslateY(shift_vertical);
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bot_screen = bot_screen.TranslateY(shift_vertical);
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}
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// Move the top screen to the right if we are swapped.
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res.top_screen = swapped ? top_screen.TranslateX(bot_screen.GetWidth()) : top_screen;
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res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateX(top_screen.GetWidth());
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return res;
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}
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FramebufferLayout CustomFrameLayout(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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MathUtil::Rectangle<unsigned> top_screen{
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Settings::values.custom_top_left, Settings::values.custom_top_top,
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Settings::values.custom_top_right, Settings::values.custom_top_bottom};
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MathUtil::Rectangle<unsigned> bot_screen{
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Settings::values.custom_bottom_left, Settings::values.custom_bottom_top,
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Settings::values.custom_bottom_right, Settings::values.custom_bottom_bottom};
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res.top_screen = top_screen;
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res.bottom_screen = bot_screen;
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return res;
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}
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} // namespace Layout
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