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	renderer_opengl: Add Universal 3D Layout Adaption
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					 1 changed files with 23 additions and 14 deletions
				
			
		|  | @ -401,22 +401,31 @@ void RendererOpenGL::DrawScreens() { | ||||||
|     glUniform1i(uniform_color_texture, 0); |     glUniform1i(uniform_color_texture, 0); | ||||||
| 
 | 
 | ||||||
|     if (layout.top_screen_enabled) { |     if (layout.top_screen_enabled) { | ||||||
|  |         if (!Settings::values.toggle_3d) { | ||||||
|             DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left, (float)top_screen.top, |             DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left, (float)top_screen.top, | ||||||
|                                     (float)top_screen.GetWidth(), (float)top_screen.GetHeight()); |                                     (float)top_screen.GetWidth(), (float)top_screen.GetHeight()); | ||||||
|         if (Settings::values.toggle_3d) { |         } else { | ||||||
|             DrawSingleScreenRotated( |             DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left / 2, | ||||||
|                 screen_infos[1], ((float)top_screen.left * 3) + (float)top_screen.GetWidth(), |                                     (float)top_screen.top, (float)top_screen.GetWidth() / 2, | ||||||
|                 (float)top_screen.top, (float)top_screen.GetWidth(), (float)top_screen.GetHeight()); |                                     (float)top_screen.GetHeight()); | ||||||
|  |             DrawSingleScreenRotated(screen_infos[1], | ||||||
|  |                                     ((float)top_screen.left / 2) + ((float)layout.width / 2), | ||||||
|  |                                     (float)top_screen.top, (float)top_screen.GetWidth() / 2, | ||||||
|  |                                     (float)top_screen.GetHeight()); | ||||||
|         } |         } | ||||||
|     } |     } | ||||||
|     if (layout.bottom_screen_enabled) { |     if (layout.bottom_screen_enabled) { | ||||||
|  |         if (!Settings::values.toggle_3d) { | ||||||
|             DrawSingleScreenRotated(screen_infos[2], (float)bottom_screen.left, |             DrawSingleScreenRotated(screen_infos[2], (float)bottom_screen.left, | ||||||
|                                     (float)bottom_screen.top, (float)bottom_screen.GetWidth(), |                                     (float)bottom_screen.top, (float)bottom_screen.GetWidth(), | ||||||
|                                     (float)bottom_screen.GetHeight()); |                                     (float)bottom_screen.GetHeight()); | ||||||
|         if (Settings::values.toggle_3d) { |         } else { | ||||||
|             DrawSingleScreenRotated( |             DrawSingleScreenRotated(screen_infos[2], (float)bottom_screen.left / 2, | ||||||
|                 screen_infos[2], ((float)bottom_screen.left * 3) + (float)bottom_screen.GetWidth(), |                                     (float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2, | ||||||
|                 (float)bottom_screen.top, (float)bottom_screen.GetWidth(), |                                     (float)bottom_screen.GetHeight()); | ||||||
|  |             DrawSingleScreenRotated(screen_infos[2], | ||||||
|  |                                     ((float)bottom_screen.left / 2) + ((float)layout.width / 2), | ||||||
|  |                                     (float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2, | ||||||
|                                     (float)bottom_screen.GetHeight()); |                                     (float)bottom_screen.GetHeight()); | ||||||
|         } |         } | ||||||
|     } |     } | ||||||
|  |  | ||||||
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