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	Move framebuffer_layout from Common to Core
This removes a dependency inversion between core and common. It's also the proper place for the file since it makes screen layout decisions specific to the 3DS.
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					 5 changed files with 4 additions and 4 deletions
				
			
		|  | @ -8,8 +8,8 @@ | |||
| #include <tuple> | ||||
| #include <utility> | ||||
| #include "common/common_types.h" | ||||
| #include "common/framebuffer_layout.h" | ||||
| #include "common/math_util.h" | ||||
| #include "core/frontend/framebuffer_layout.h" | ||||
| 
 | ||||
| /**
 | ||||
|  * Abstraction class used to provide an interface between emulation code and the frontend | ||||
|  |  | |||
							
								
								
									
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								src/core/frontend/framebuffer_layout.cpp
									
										
									
									
									
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								src/core/frontend/framebuffer_layout.cpp
									
										
									
									
									
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							|  | @ -0,0 +1,157 @@ | |||
| // 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 "core/frontend/framebuffer_layout.h" | ||||
| #include "core/settings.h" | ||||
| #include "video_core/video_core.h" | ||||
| 
 | ||||
| namespace Layout { | ||||
| 
 | ||||
| static const float TOP_SCREEN_ASPECT_RATIO = | ||||
|     static_cast<float>(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth; | ||||
| static const float BOT_SCREEN_ASPECT_RATIO = | ||||
|     static_cast<float>(VideoCore::kScreenBottomHeight) / VideoCore::kScreenBottomWidth; | ||||
| 
 | ||||
| // Finds the largest size subrectangle contained in window area that is confined to the aspect ratio
 | ||||
| template <class T> | ||||
| static MathUtil::Rectangle<T> maxRectangle(MathUtil::Rectangle<T> window_area, | ||||
|                                            float screen_aspect_ratio) { | ||||
|     float scale = std::min(static_cast<float>(window_area.GetWidth()), | ||||
|                            window_area.GetHeight() / screen_aspect_ratio); | ||||
|     return MathUtil::Rectangle<T>{0, 0, static_cast<T>(std::round(scale)), | ||||
|                                   static_cast<T>(std::round(scale * screen_aspect_ratio))}; | ||||
| } | ||||
| 
 | ||||
| FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool swapped) { | ||||
|     ASSERT(width > 0); | ||||
|     ASSERT(height > 0); | ||||
| 
 | ||||
|     FramebufferLayout res{width, height, true, true, {}, {}}; | ||||
|     // Default layout gives equal screen sizes to the top and bottom screen
 | ||||
|     MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height / 2}; | ||||
|     MathUtil::Rectangle<unsigned> top_screen = | ||||
|         maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO); | ||||
|     MathUtil::Rectangle<unsigned> bot_screen = | ||||
|         maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO); | ||||
| 
 | ||||
|     float window_aspect_ratio = static_cast<float>(height) / width; | ||||
|     // both screens height are taken into account by multiplying by 2
 | ||||
|     float emulation_aspect_ratio = TOP_SCREEN_ASPECT_RATIO * 2; | ||||
| 
 | ||||
|     if (window_aspect_ratio < emulation_aspect_ratio) { | ||||
|         // Apply borders to the left and right sides of the window.
 | ||||
|         top_screen = | ||||
|             top_screen.TranslateX((screen_window_area.GetWidth() - top_screen.GetWidth()) / 2); | ||||
|         bot_screen = | ||||
|             bot_screen.TranslateX((screen_window_area.GetWidth() - bot_screen.GetWidth()) / 2); | ||||
|     } else { | ||||
|         // Window is narrower than the emulation content => apply borders to the top and bottom
 | ||||
|         // Recalculate the bottom screen to account for the width difference between top and bottom
 | ||||
|         screen_window_area = {0, 0, width, top_screen.GetHeight()}; | ||||
|         bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO); | ||||
|         bot_screen = bot_screen.TranslateX((top_screen.GetWidth() - bot_screen.GetWidth()) / 2); | ||||
|         if (swapped) { | ||||
|             bot_screen = bot_screen.TranslateY(height / 2 - bot_screen.GetHeight()); | ||||
|         } else { | ||||
|             top_screen = top_screen.TranslateY(height / 2 - top_screen.GetHeight()); | ||||
|         } | ||||
|     } | ||||
|     // Move the top screen to the bottom if we are swapped.
 | ||||
|     res.top_screen = swapped ? top_screen.TranslateY(height / 2) : top_screen; | ||||
|     res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateY(height / 2); | ||||
|     return res; | ||||
| } | ||||
| 
 | ||||
| FramebufferLayout SingleFrameLayout(unsigned width, unsigned height, bool swapped) { | ||||
|     ASSERT(width > 0); | ||||
|     ASSERT(height > 0); | ||||
|     // The drawing code needs at least somewhat valid values for both screens
 | ||||
|     // so just calculate them both even if the other isn't showing.
 | ||||
|     FramebufferLayout res{width, height, !swapped, swapped, {}, {}}; | ||||
| 
 | ||||
|     MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height}; | ||||
|     MathUtil::Rectangle<unsigned> top_screen = | ||||
|         maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO); | ||||
|     MathUtil::Rectangle<unsigned> bot_screen = | ||||
|         maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO); | ||||
| 
 | ||||
|     float window_aspect_ratio = static_cast<float>(height) / width; | ||||
|     float emulation_aspect_ratio = (swapped) ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO; | ||||
| 
 | ||||
|     if (window_aspect_ratio < emulation_aspect_ratio) { | ||||
|         top_screen = | ||||
|             top_screen.TranslateX((screen_window_area.GetWidth() - top_screen.GetWidth()) / 2); | ||||
|         bot_screen = | ||||
|             bot_screen.TranslateX((screen_window_area.GetWidth() - bot_screen.GetWidth()) / 2); | ||||
|     } else { | ||||
|         top_screen = top_screen.TranslateY((height - top_screen.GetHeight()) / 2); | ||||
|         bot_screen = bot_screen.TranslateY((height - bot_screen.GetHeight()) / 2); | ||||
|     } | ||||
|     res.top_screen = top_screen; | ||||
|     res.bottom_screen = bot_screen; | ||||
|     return res; | ||||
| } | ||||
| 
 | ||||
| FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool swapped) { | ||||
|     ASSERT(width > 0); | ||||
|     ASSERT(height > 0); | ||||
| 
 | ||||
|     FramebufferLayout res{width, height, true, true, {}, {}}; | ||||
|     // Split the window into two parts. Give 4x width to the main screen and 1x width to the small
 | ||||
|     // To do that, find the total emulation box and maximize that based on window size
 | ||||
|     float window_aspect_ratio = static_cast<float>(height) / width; | ||||
|     float emulation_aspect_ratio = | ||||
|         swapped | ||||
|             ? VideoCore::kScreenBottomHeight * 4 / | ||||
|                   (VideoCore::kScreenBottomWidth * 4.0f + VideoCore::kScreenTopWidth) | ||||
|             : VideoCore::kScreenTopHeight * 4 / | ||||
|                   (VideoCore::kScreenTopWidth * 4.0f + VideoCore::kScreenBottomWidth); | ||||
|     float large_screen_aspect_ratio = swapped ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO; | ||||
|     float small_screen_aspect_ratio = swapped ? TOP_SCREEN_ASPECT_RATIO : BOT_SCREEN_ASPECT_RATIO; | ||||
| 
 | ||||
|     MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height}; | ||||
|     MathUtil::Rectangle<unsigned> total_rect = | ||||
|         maxRectangle(screen_window_area, emulation_aspect_ratio); | ||||
|     MathUtil::Rectangle<unsigned> large_screen = | ||||
|         maxRectangle(total_rect, large_screen_aspect_ratio); | ||||
|     MathUtil::Rectangle<unsigned> fourth_size_rect = total_rect.Scale(.25f); | ||||
|     MathUtil::Rectangle<unsigned> small_screen = | ||||
|         maxRectangle(fourth_size_rect, small_screen_aspect_ratio); | ||||
| 
 | ||||
|     if (window_aspect_ratio < emulation_aspect_ratio) { | ||||
|         large_screen = | ||||
|             large_screen.TranslateX((screen_window_area.GetWidth() - total_rect.GetWidth()) / 2); | ||||
|     } else { | ||||
|         large_screen = large_screen.TranslateY((height - total_rect.GetHeight()) / 2); | ||||
|     } | ||||
|     // Shift the small screen to the bottom right corner
 | ||||
|     small_screen = | ||||
|         small_screen.TranslateX(large_screen.right) | ||||
|             .TranslateY(large_screen.GetHeight() + large_screen.top - small_screen.GetHeight()); | ||||
|     res.top_screen = swapped ? small_screen : large_screen; | ||||
|     res.bottom_screen = swapped ? large_screen : small_screen; | ||||
|     return res; | ||||
| } | ||||
| 
 | ||||
| FramebufferLayout CustomFrameLayout(unsigned width, unsigned height) { | ||||
|     ASSERT(width > 0); | ||||
|     ASSERT(height > 0); | ||||
| 
 | ||||
|     FramebufferLayout res{width, height, true, true, {}, {}}; | ||||
| 
 | ||||
|     MathUtil::Rectangle<unsigned> top_screen{ | ||||
|         Settings::values.custom_top_left, Settings::values.custom_top_top, | ||||
|         Settings::values.custom_top_right, Settings::values.custom_top_bottom}; | ||||
|     MathUtil::Rectangle<unsigned> bot_screen{ | ||||
|         Settings::values.custom_bottom_left, Settings::values.custom_bottom_top, | ||||
|         Settings::values.custom_bottom_right, Settings::values.custom_bottom_bottom}; | ||||
| 
 | ||||
|     res.top_screen = top_screen; | ||||
|     res.bottom_screen = bot_screen; | ||||
|     return res; | ||||
| } | ||||
| } | ||||
							
								
								
									
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								src/core/frontend/framebuffer_layout.h
									
										
									
									
									
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								src/core/frontend/framebuffer_layout.h
									
										
									
									
									
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							|  | @ -0,0 +1,55 @@ | |||
| // 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" | ||||
| namespace Layout { | ||||
| /// Describes the layout of the window framebuffer (size and top/bottom screen positions)
 | ||||
| struct FramebufferLayout { | ||||
|     unsigned width; | ||||
|     unsigned height; | ||||
|     bool top_screen_enabled; | ||||
|     bool bottom_screen_enabled; | ||||
|     MathUtil::Rectangle<unsigned> top_screen; | ||||
|     MathUtil::Rectangle<unsigned> bottom_screen; | ||||
| }; | ||||
| 
 | ||||
| /**
 | ||||
|  * 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(unsigned width, unsigned height, bool is_swapped); | ||||
| 
 | ||||
| /**
 | ||||
|  * 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(unsigned width, unsigned height, bool is_swapped); | ||||
| 
 | ||||
| /**
 | ||||
|  * 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(unsigned width, unsigned height, bool is_swapped); | ||||
| 
 | ||||
| /**
 | ||||
|  * 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(unsigned width, unsigned height); | ||||
| } | ||||
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