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	android: frontend: Add MobileLandscape layout profile for mobile devices.
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		|  | @ -169,6 +169,13 @@ void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height) | |||
|             layout = Layout::SideFrameLayout(width, height, Settings::values.swap_screen, | ||||
|                                              Settings::values.upright_screen); | ||||
|             break; | ||||
|         case Settings::LayoutOption::MobilePortrait: | ||||
|             layout = Layout::MobilePortraitFrameLayout(width, height, Settings::values.swap_screen); | ||||
|             break; | ||||
|         case Settings::LayoutOption::MobileLandscape: | ||||
|             layout = Layout::MobileLandscapeFrameLayout(width, height, Settings::values.swap_screen, | ||||
|                                                         2.25f, false); | ||||
|             break; | ||||
|         case Settings::LayoutOption::Default: | ||||
|         default: | ||||
|             layout = Layout::DefaultFrameLayout(width, height, Settings::values.swap_screen, | ||||
|  |  | |||
|  | @ -117,6 +117,82 @@ FramebufferLayout DefaultFrameLayout(u32 width, u32 height, bool swapped, bool u | |||
|     return res; | ||||
| } | ||||
| 
 | ||||
| FramebufferLayout MobilePortraitFrameLayout(u32 width, u32 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
 | ||||
|     Common::Rectangle<u32> screen_window_area{0, 0, width, height / 2}; | ||||
|     Common::Rectangle<u32> top_screen = maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO); | ||||
|     Common::Rectangle<u32> 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
 | ||||
|         // Recalculate the bottom screen to account for the width difference between top and bottom
 | ||||
| 
 | ||||
|         bot_screen = bot_screen.TranslateX((top_screen.GetWidth() - bot_screen.GetWidth()) / 2); | ||||
|     } | ||||
| 
 | ||||
|     // Move the top screen to the bottom if we are swapped.
 | ||||
|     res.top_screen = swapped ? top_screen.TranslateY(bot_screen.GetHeight()) : top_screen; | ||||
|     res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateY(top_screen.GetHeight()); | ||||
| 
 | ||||
|     return res; | ||||
| } | ||||
| 
 | ||||
| FramebufferLayout MobileLandscapeFrameLayout(u32 width, u32 height, bool swapped, | ||||
|                                              float scale_factor, bool center_vertical) { | ||||
|     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 ? Core::kScreenBottomHeight * scale_factor / | ||||
|                       (Core::kScreenBottomWidth * scale_factor + Core::kScreenTopWidth) | ||||
|                 : Core::kScreenTopHeight * scale_factor / | ||||
|                       (Core::kScreenTopWidth * scale_factor + Core::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; | ||||
| 
 | ||||
|     Common::Rectangle<u32> screen_window_area{0, 0, width, height}; | ||||
|     Common::Rectangle<u32> total_rect = maxRectangle(screen_window_area, emulation_aspect_ratio); | ||||
|     Common::Rectangle<u32> large_screen = maxRectangle(total_rect, large_screen_aspect_ratio); | ||||
|     Common::Rectangle<u32> fourth_size_rect = total_rect.Scale(1.f / scale_factor); | ||||
|     Common::Rectangle<u32> 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 if (center_vertical) { | ||||
|         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); | ||||
|     if (center_vertical) { | ||||
|         small_screen.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 SingleFrameLayout(u32 width, u32 height, bool swapped, bool upright) { | ||||
|     ASSERT(width > 0); | ||||
|     ASSERT(height > 0); | ||||
|  | @ -346,6 +422,22 @@ FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale) { | |||
|             layout = SideFrameLayout(width, height, Settings::values.swap_screen, | ||||
|                                      Settings::values.upright_screen); | ||||
|             break; | ||||
|         case Settings::LayoutOption::MobilePortrait: | ||||
|             width = Core::kScreenTopWidth * res_scale; | ||||
|             height = (Core::kScreenTopHeight + Core::kScreenBottomHeight) * res_scale; | ||||
|             layout = MobilePortraitFrameLayout(width, height, Settings::values.swap_screen); | ||||
|             break; | ||||
|         case Settings::LayoutOption::MobileLandscape: | ||||
|             if (Settings::values.swap_screen) { | ||||
|                 width = (Core::kScreenBottomWidth + Core::kScreenTopWidth / 2.25f) * res_scale; | ||||
|                 height = Core::kScreenBottomHeight * res_scale; | ||||
|             } else { | ||||
|                 width = (Core::kScreenTopWidth + Core::kScreenBottomWidth / 2.25f) * res_scale; | ||||
|                 height = Core::kScreenTopHeight * res_scale; | ||||
|             } | ||||
|             layout = MobileLandscapeFrameLayout(width, height, Settings::values.swap_screen, 2.25f, | ||||
|                                                 false); | ||||
|             break; | ||||
|         case Settings::LayoutOption::Default: | ||||
|         default: | ||||
|             if (Settings::values.upright_screen) { | ||||
|  |  | |||
|  | @ -35,6 +35,29 @@ struct FramebufferLayout { | |||
|  */ | ||||
| FramebufferLayout DefaultFrameLayout(u32 width, u32 height, bool is_swapped, bool upright); | ||||
| 
 | ||||
| /**
 | ||||
|  * Factory method for constructing a mobile portrait 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 mobile portrait screen regions initialized | ||||
|  */ | ||||
| FramebufferLayout MobilePortraitFrameLayout(u32 width, u32 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 | ||||
|  * @param scale_factor Scale factor to use for bottom screen with respect to top screen | ||||
|  * @param center_vertical When true, centers the top and bottom screens vertically | ||||
|  * @return Newly created FramebufferLayout object with default screen regions initialized | ||||
|  */ | ||||
| FramebufferLayout MobileLandscapeFrameLayout(u32 width, u32 height, bool is_swapped, | ||||
|                                              float scale_factor, bool center_vertical); | ||||
| 
 | ||||
| /**
 | ||||
|  * Factory method for constructing a FramebufferLayout with only the top or bottom screen | ||||
|  * @param width Window framebuffer width in pixels | ||||
|  |  | |||
|  | @ -24,6 +24,14 @@ enum class LayoutOption { | |||
|     SingleScreen, | ||||
|     LargeScreen, | ||||
|     SideScreen, | ||||
| 
 | ||||
|     // Similiar to default, but better for mobile devices in portrait mode. Top screen in clamped to
 | ||||
|     // the top of the frame, and the bottom screen is enlarged to match the top screen.
 | ||||
|     MobilePortrait, | ||||
| 
 | ||||
|     // Similiar to LargeScreen, but better for mobile devices in landscape mode. The screens are
 | ||||
|     // clamped to the top of the frame, and the bottom screen is a bit bigger.
 | ||||
|     MobileLandscape, | ||||
| }; | ||||
| 
 | ||||
| enum class MicInputType { | ||||
|  |  | |||
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