citra/src/core/frontend/framebuffer_layout.cpp
esliwka 0d516f6da5
frontend: Added Hybrid Screen screen layout option (#4542) (#6600)
Signed-off-by: elim <e_sliwka@tuta.io>
2023-06-29 01:42:57 +03:00

707 lines
34 KiB
C++

// 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 "common/settings.h"
#include "core/3ds.h"
#include "core/frontend/framebuffer_layout.h"
namespace Layout {
static constexpr float TOP_SCREEN_ASPECT_RATIO =
static_cast<float>(Core::kScreenTopHeight) / Core::kScreenTopWidth;
static constexpr float BOT_SCREEN_ASPECT_RATIO =
static_cast<float>(Core::kScreenBottomHeight) / Core::kScreenBottomWidth;
static constexpr float TOP_SCREEN_UPRIGHT_ASPECT_RATIO =
static_cast<float>(Core::kScreenTopWidth) / Core::kScreenTopHeight;
static constexpr float BOT_SCREEN_UPRIGHT_ASPECT_RATIO =
static_cast<float>(Core::kScreenBottomWidth) / Core::kScreenBottomHeight;
u32 FramebufferLayout::GetScalingRatio() const {
if (is_rotated) {
return static_cast<u32>(((top_screen.GetWidth() - 1) / Core::kScreenTopWidth) + 1);
} else {
return static_cast<u32>(((top_screen.GetWidth() - 1) / Core::kScreenTopHeight) + 1);
}
}
// Finds the largest size subrectangle contained in window area that is confined to the aspect ratio
template <class T>
static Common::Rectangle<T> maxRectangle(Common::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 Common::Rectangle<T>{0, 0, static_cast<T>(std::round(scale)),
static_cast<T>(std::round(scale * screen_aspect_ratio))};
}
FramebufferLayout DefaultFrameLayout(u32 width, u32 height, bool swapped, bool upright) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res{width, height, true, true, {}, {}, !upright};
Common::Rectangle<u32> screen_window_area;
Common::Rectangle<u32> top_screen;
Common::Rectangle<u32> bot_screen;
float emulation_aspect_ratio;
if (upright) {
// Default layout gives equal screen sizes to the top and bottom screen
screen_window_area = {0, 0, width / 2, height};
top_screen = maxRectangle(screen_window_area, TOP_SCREEN_UPRIGHT_ASPECT_RATIO);
bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_UPRIGHT_ASPECT_RATIO);
// both screens width are taken into account by dividing by 2
emulation_aspect_ratio = TOP_SCREEN_UPRIGHT_ASPECT_RATIO / 2;
} else {
// Default layout gives equal screen sizes to the top and bottom screen
screen_window_area = {0, 0, width, height / 2};
top_screen = maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
// both screens height are taken into account by multiplying by 2
emulation_aspect_ratio = TOP_SCREEN_ASPECT_RATIO * 2;
}
float window_aspect_ratio = static_cast<float>(height) / width;
if (window_aspect_ratio < emulation_aspect_ratio) {
// Window is wider than the emulation content => apply borders to the right and left sides
if (upright) {
// Recalculate the bottom screen to account for the height difference between right and
// left
screen_window_area = {0, 0, top_screen.GetWidth(), height};
bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_UPRIGHT_ASPECT_RATIO);
bot_screen =
bot_screen.TranslateY((top_screen.GetHeight() - bot_screen.GetHeight()) / 2);
if (swapped) {
bot_screen = bot_screen.TranslateX(width / 2 - bot_screen.GetWidth());
} else {
top_screen = top_screen.TranslateX(width / 2 - top_screen.GetWidth());
}
} else {
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
if (upright) {
top_screen = top_screen.TranslateY(
(screen_window_area.GetHeight() - top_screen.GetHeight()) / 2);
bot_screen = bot_screen.TranslateY(
(screen_window_area.GetHeight() - bot_screen.GetHeight()) / 2);
} else {
// 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());
}
}
}
if (upright) {
// Move the top screen to the right if we are swapped.
res.top_screen = swapped ? top_screen.TranslateX(width / 2) : top_screen;
res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateX(width / 2);
} else {
// 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 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 = 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);
// 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, {}, {}, !upright};
Common::Rectangle<u32> screen_window_area{0, 0, width, height};
Common::Rectangle<u32> top_screen;
Common::Rectangle<u32> bot_screen;
float emulation_aspect_ratio;
if (upright) {
top_screen = maxRectangle(screen_window_area, TOP_SCREEN_UPRIGHT_ASPECT_RATIO);
bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_UPRIGHT_ASPECT_RATIO);
emulation_aspect_ratio =
(swapped) ? BOT_SCREEN_UPRIGHT_ASPECT_RATIO : TOP_SCREEN_UPRIGHT_ASPECT_RATIO;
} else {
top_screen = maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
emulation_aspect_ratio = (swapped) ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO;
}
float window_aspect_ratio = static_cast<float>(height) / width;
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(u32 width, u32 height, bool swapped, bool upright,
float scale_factor) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res{width, height, true, true, {}, {}, !upright};
// 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;
float large_screen_aspect_ratio;
float small_screen_aspect_ratio;
if (upright) {
if (swapped) {
emulation_aspect_ratio =
(Core::kScreenBottomWidth * scale_factor + Core::kScreenTopWidth) /
(Core::kScreenBottomHeight * scale_factor);
large_screen_aspect_ratio = BOT_SCREEN_UPRIGHT_ASPECT_RATIO;
small_screen_aspect_ratio = TOP_SCREEN_UPRIGHT_ASPECT_RATIO;
} else {
emulation_aspect_ratio =
(Core::kScreenTopWidth * scale_factor + Core::kScreenBottomWidth) /
(Core::kScreenTopHeight * scale_factor);
large_screen_aspect_ratio = TOP_SCREEN_UPRIGHT_ASPECT_RATIO;
small_screen_aspect_ratio = BOT_SCREEN_UPRIGHT_ASPECT_RATIO;
}
} else {
if (swapped) {
emulation_aspect_ratio =
Core::kScreenBottomHeight * scale_factor /
(Core::kScreenBottomWidth * scale_factor + Core::kScreenTopWidth);
large_screen_aspect_ratio = BOT_SCREEN_ASPECT_RATIO;
small_screen_aspect_ratio = TOP_SCREEN_ASPECT_RATIO;
} else {
emulation_aspect_ratio =
Core::kScreenTopHeight * scale_factor /
(Core::kScreenTopWidth * scale_factor + Core::kScreenBottomWidth);
large_screen_aspect_ratio = TOP_SCREEN_ASPECT_RATIO;
small_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((width - total_rect.GetWidth()) / 2);
} else {
large_screen = large_screen.TranslateY((height - total_rect.GetHeight()) / 2);
}
if (upright) {
large_screen = large_screen.TranslateY(small_screen.GetHeight());
small_screen = small_screen.TranslateX(large_screen.right - small_screen.GetWidth())
.TranslateY(large_screen.top - small_screen.GetHeight());
} else {
// 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 HybridScreenLayout(u32 width, u32 height, bool swapped, bool upright) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res{width, height, true, true, {}, {}, !upright, true, {}};
// Split the window into two parts. Give 2.25x width to the main screen,
// and make a bar on the right side with 1x width top screen and 1.25x width bottom screen
// To do that, find the total emulation box and maximize that based on window size
const float window_aspect_ratio = static_cast<float>(height) / width;
const float scale_factor = 2.25f;
float main_screen_aspect_ratio = TOP_SCREEN_ASPECT_RATIO;
float hybrid_area_aspect_ratio = 27.f / 65;
float top_screen_aspect_ratio = TOP_SCREEN_ASPECT_RATIO;
float bot_screen_aspect_ratio = BOT_SCREEN_ASPECT_RATIO;
if (swapped) {
main_screen_aspect_ratio = BOT_SCREEN_ASPECT_RATIO;
hybrid_area_aspect_ratio =
Core::kScreenBottomHeight * scale_factor /
(Core::kScreenBottomWidth * scale_factor + Core::kScreenTopWidth);
}
if (upright) {
hybrid_area_aspect_ratio = 1.f / hybrid_area_aspect_ratio;
main_screen_aspect_ratio = 1.f / main_screen_aspect_ratio;
top_screen_aspect_ratio = TOP_SCREEN_UPRIGHT_ASPECT_RATIO;
bot_screen_aspect_ratio = BOT_SCREEN_UPRIGHT_ASPECT_RATIO;
}
Common::Rectangle<u32> screen_window_area{0, 0, width, height};
Common::Rectangle<u32> total_rect = maxRectangle(screen_window_area, hybrid_area_aspect_ratio);
Common::Rectangle<u32> large_main_screen = maxRectangle(total_rect, main_screen_aspect_ratio);
Common::Rectangle<u32> side_rect = total_rect.Scale(1.f / scale_factor);
Common::Rectangle<u32> small_top_screen = maxRectangle(side_rect, top_screen_aspect_ratio);
Common::Rectangle<u32> small_bottom_screen = maxRectangle(side_rect, bot_screen_aspect_ratio);
if (window_aspect_ratio < hybrid_area_aspect_ratio) {
large_main_screen = large_main_screen.TranslateX((width - total_rect.GetWidth()) / 2);
} else {
large_main_screen = large_main_screen.TranslateY((height - total_rect.GetHeight()) / 2);
}
// Scale the bottom screen so it's width is the same as top screen
small_bottom_screen = small_bottom_screen.Scale(1.25f);
if (upright) {
large_main_screen = large_main_screen.TranslateY(small_bottom_screen.GetHeight());
// Shift small bottom screen to upper right corner
small_bottom_screen =
small_bottom_screen.TranslateX(large_main_screen.right - small_bottom_screen.GetWidth())
.TranslateY(large_main_screen.top - small_bottom_screen.GetHeight());
// Shift small top screen to upper left corner
small_top_screen = small_top_screen.TranslateX(large_main_screen.left)
.TranslateY(large_main_screen.top - small_bottom_screen.GetHeight());
} else {
// Shift the small bottom screen to the bottom right corner
small_bottom_screen =
small_bottom_screen.TranslateX(large_main_screen.right)
.TranslateY(large_main_screen.GetHeight() + large_main_screen.top -
small_bottom_screen.GetHeight());
// Shift small top screen to upper right corner
small_top_screen =
small_top_screen.TranslateX(large_main_screen.right).TranslateY(large_main_screen.top);
}
res.top_screen = small_top_screen;
res.additional_screen = swapped ? small_bottom_screen : large_main_screen;
res.bottom_screen = swapped ? large_main_screen : small_bottom_screen;
return res;
}
FramebufferLayout SideFrameLayout(u32 width, u32 height, bool swapped, bool upright) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res{width, height, true, true, {}, {}, !upright};
// Aspect ratio of both screens side by side
float emulation_aspect_ratio =
upright ? static_cast<float>(Core::kScreenTopWidth + Core::kScreenBottomWidth) /
Core::kScreenTopHeight
: static_cast<float>(Core::kScreenTopHeight) /
(Core::kScreenTopWidth + Core::kScreenBottomWidth);
float window_aspect_ratio = static_cast<float>(height) / width;
Common::Rectangle<u32> screen_window_area{0, 0, width, height};
// Find largest Rectangle that can fit in the window size with the given aspect ratio
Common::Rectangle<u32> screen_rect = maxRectangle(screen_window_area, emulation_aspect_ratio);
// Find sizes of top and bottom screen
Common::Rectangle<u32> top_screen =
upright ? maxRectangle(screen_rect, TOP_SCREEN_UPRIGHT_ASPECT_RATIO)
: maxRectangle(screen_rect, TOP_SCREEN_ASPECT_RATIO);
Common::Rectangle<u32> bot_screen =
upright ? maxRectangle(screen_rect, BOT_SCREEN_UPRIGHT_ASPECT_RATIO)
: maxRectangle(screen_rect, BOT_SCREEN_ASPECT_RATIO);
if (window_aspect_ratio < emulation_aspect_ratio) {
// Apply borders to the left and right sides of the window.
u32 shift_horizontal = (screen_window_area.GetWidth() - screen_rect.GetWidth()) / 2;
top_screen = top_screen.TranslateX(shift_horizontal);
bot_screen = bot_screen.TranslateX(shift_horizontal);
} else {
// Window is narrower than the emulation content => apply borders to the top and bottom
u32 shift_vertical = (screen_window_area.GetHeight() - screen_rect.GetHeight()) / 2;
top_screen = top_screen.TranslateY(shift_vertical);
bot_screen = bot_screen.TranslateY(shift_vertical);
}
if (upright) {
// Leave the top screen at the top if we are swapped.
res.top_screen = swapped ? top_screen : top_screen.TranslateY(bot_screen.GetHeight());
res.bottom_screen = swapped ? bot_screen.TranslateY(top_screen.GetHeight()) : bot_screen;
} else {
// Move the top screen to the right if we are swapped.
res.top_screen = swapped ? top_screen.TranslateX(bot_screen.GetWidth()) : top_screen;
res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateX(top_screen.GetWidth());
}
return res;
}
FramebufferLayout SeparateWindowsLayout(u32 width, u32 height, bool is_secondary, bool upright) {
// When is_secondary is true, we disable the top screen, and enable the bottom screen.
// The same logic is found in the SingleFrameLayout using the is_swapped bool.
is_secondary = Settings::values.swap_screen ? !is_secondary : is_secondary;
return SingleFrameLayout(width, height, is_secondary, upright);
}
FramebufferLayout CustomFrameLayout(u32 width, u32 height, bool is_swapped) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res{width, height, true, true, {}, {}, !Settings::values.upright_screen};
Common::Rectangle<u32> top_screen{Settings::values.custom_top_left.GetValue(),
Settings::values.custom_top_top.GetValue(),
Settings::values.custom_top_right.GetValue(),
Settings::values.custom_top_bottom.GetValue()};
Common::Rectangle<u32> bot_screen{Settings::values.custom_bottom_left.GetValue(),
Settings::values.custom_bottom_top.GetValue(),
Settings::values.custom_bottom_right.GetValue(),
Settings::values.custom_bottom_bottom.GetValue()};
if (is_swapped) {
res.top_screen = bot_screen;
res.bottom_screen = top_screen;
} else {
res.top_screen = top_screen;
res.bottom_screen = bot_screen;
}
return res;
}
FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale, bool is_secondary) {
FramebufferLayout layout;
if (Settings::values.custom_layout.GetValue() == true) {
layout = CustomFrameLayout(std::max(Settings::values.custom_top_right.GetValue(),
Settings::values.custom_bottom_right.GetValue()),
std::max(Settings::values.custom_top_bottom.GetValue(),
Settings::values.custom_bottom_bottom.GetValue()),
Settings::values.swap_screen.GetValue());
} else {
int width, height;
switch (Settings::values.layout_option.GetValue()) {
case Settings::LayoutOption::SingleScreen:
#ifndef ANDROID
case Settings::LayoutOption::SeparateWindows:
#endif
{
const bool swap_screens = is_secondary || Settings::values.swap_screen.GetValue();
if (Settings::values.upright_screen.GetValue()) {
if (swap_screens) {
width = Core::kScreenBottomHeight * res_scale;
height = Core::kScreenBottomWidth * res_scale;
} else {
width = Core::kScreenTopHeight * res_scale;
height = Core::kScreenTopWidth * res_scale;
}
} else {
if (swap_screens) {
width = Core::kScreenBottomWidth * res_scale;
height = Core::kScreenBottomHeight * res_scale;
} else {
width = Core::kScreenTopWidth * res_scale;
height = Core::kScreenTopHeight * res_scale;
}
}
layout = SingleFrameLayout(width, height, swap_screens,
Settings::values.upright_screen.GetValue());
break;
}
case Settings::LayoutOption::LargeScreen:
if (Settings::values.upright_screen.GetValue()) {
if (Settings::values.swap_screen.GetValue()) {
width = Core::kScreenBottomHeight * res_scale;
height =
(Core::kScreenBottomWidth +
static_cast<int>(Core::kScreenTopWidth /
Settings::values.large_screen_proportion.GetValue())) *
res_scale;
} else {
width = Core::kScreenTopHeight * res_scale;
height =
(Core::kScreenTopWidth +
static_cast<int>(Core::kScreenBottomWidth /
Settings::values.large_screen_proportion.GetValue())) *
res_scale;
}
} else {
if (Settings::values.swap_screen.GetValue()) {
width = (Core::kScreenBottomWidth +
Core::kScreenTopWidth /
static_cast<int>(
Settings::values.large_screen_proportion.GetValue())) *
res_scale;
height = Core::kScreenBottomHeight * res_scale;
} else {
width = (Core::kScreenTopWidth +
Core::kScreenBottomWidth /
static_cast<int>(
Settings::values.large_screen_proportion.GetValue())) *
res_scale;
height = Core::kScreenTopHeight * res_scale;
}
}
layout = LargeFrameLayout(width, height, Settings::values.swap_screen.GetValue(),
Settings::values.upright_screen.GetValue(),
Settings::values.large_screen_proportion.GetValue());
break;
case Settings::LayoutOption::SideScreen:
if (Settings::values.upright_screen.GetValue()) {
width = Core::kScreenTopHeight * res_scale;
height = (Core::kScreenTopWidth + Core::kScreenBottomWidth) * res_scale;
} else {
width = (Core::kScreenTopWidth + Core::kScreenBottomWidth) * res_scale;
height = Core::kScreenTopHeight * res_scale;
}
layout = SideFrameLayout(width, height, Settings::values.swap_screen.GetValue(),
Settings::values.upright_screen.GetValue());
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.GetValue());
break;
case Settings::LayoutOption::MobileLandscape:
if (Settings::values.swap_screen.GetValue()) {
width =
(Core::kScreenBottomWidth + static_cast<int>(Core::kScreenTopWidth / 2.25f)) *
res_scale;
height = Core::kScreenBottomHeight * res_scale;
} else {
width =
(Core::kScreenTopWidth + static_cast<int>(Core::kScreenBottomWidth / 2.25f)) *
res_scale;
height = Core::kScreenTopHeight * res_scale;
}
layout = MobileLandscapeFrameLayout(
width, height, Settings::values.swap_screen.GetValue(), 2.25f, false);
break;
case Settings::LayoutOption::Default:
default:
if (Settings::values.upright_screen.GetValue()) {
width = (Core::kScreenTopHeight + Core::kScreenBottomHeight) * res_scale;
height = Core::kScreenTopWidth * res_scale;
} else {
width = Core::kScreenTopWidth * res_scale;
height = (Core::kScreenTopHeight + Core::kScreenBottomHeight) * res_scale;
}
layout = DefaultFrameLayout(width, height, Settings::values.swap_screen.GetValue(),
Settings::values.upright_screen.GetValue());
break;
}
}
if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::CardboardVR) {
layout = Layout::GetCardboardSettings(layout);
}
return layout;
}
FramebufferLayout GetCardboardSettings(const FramebufferLayout& layout) {
u32 top_screen_left = 0;
u32 top_screen_top = 0;
u32 bottom_screen_left = 0;
u32 bottom_screen_top = 0;
u32 cardboard_screen_scale = Settings::values.cardboard_screen_size.GetValue();
u32 top_screen_width = ((layout.top_screen.GetWidth() / 2) * cardboard_screen_scale) / 100;
u32 top_screen_height = ((layout.top_screen.GetHeight() / 2) * cardboard_screen_scale) / 100;
u32 bottom_screen_width =
((layout.bottom_screen.GetWidth() / 2) * cardboard_screen_scale) / 100;
u32 bottom_screen_height =
((layout.bottom_screen.GetHeight() / 2) * cardboard_screen_scale) / 100;
const bool is_swapped = Settings::values.swap_screen.GetValue();
const bool is_portrait = layout.height > layout.width;
u32 cardboard_screen_width;
u32 cardboard_screen_height;
switch (Settings::values.layout_option.GetValue()) {
case Settings::LayoutOption::MobileLandscape:
case Settings::LayoutOption::SideScreen:
// If orientation is portrait, only use MobilePortrait
if (!is_portrait) {
cardboard_screen_width = top_screen_width + bottom_screen_width;
cardboard_screen_height = is_swapped ? bottom_screen_height : top_screen_height;
if (is_swapped)
top_screen_left += bottom_screen_width;
else
bottom_screen_left += top_screen_width;
break;
} else {
[[fallthrough]];
}
case Settings::LayoutOption::SingleScreen:
default:
if (!is_portrait) {
// Default values when using LayoutOption::SingleScreen
cardboard_screen_width = is_swapped ? bottom_screen_width : top_screen_width;
cardboard_screen_height = is_swapped ? bottom_screen_height : top_screen_height;
break;
} else {
[[fallthrough]];
}
case Settings::LayoutOption::MobilePortrait:
cardboard_screen_width = top_screen_width;
cardboard_screen_height = top_screen_height + bottom_screen_height;
bottom_screen_left += (top_screen_width - bottom_screen_width) / 2;
if (is_swapped)
top_screen_top += bottom_screen_height;
else
bottom_screen_top += top_screen_height;
break;
}
s32 cardboard_max_x_shift = (layout.width / 2 - cardboard_screen_width) / 2;
s32 cardboard_user_x_shift =
(Settings::values.cardboard_x_shift.GetValue() * cardboard_max_x_shift) / 100;
s32 cardboard_max_y_shift = (layout.height - cardboard_screen_height) / 2;
s32 cardboard_user_y_shift =
(Settings::values.cardboard_y_shift.GetValue() * cardboard_max_y_shift) / 100;
// Center the screens and apply user Y shift
FramebufferLayout new_layout = layout;
new_layout.top_screen.left = top_screen_left + cardboard_max_x_shift;
new_layout.top_screen.top = top_screen_top + cardboard_max_y_shift + cardboard_user_y_shift;
new_layout.bottom_screen.left = bottom_screen_left + cardboard_max_x_shift;
new_layout.bottom_screen.top =
bottom_screen_top + cardboard_max_y_shift + cardboard_user_y_shift;
// Set the X coordinates for the right eye and apply user X shift
new_layout.cardboard.top_screen_right_eye = new_layout.top_screen.left - cardboard_user_x_shift;
new_layout.top_screen.left += cardboard_user_x_shift;
new_layout.cardboard.bottom_screen_right_eye =
new_layout.bottom_screen.left - cardboard_user_x_shift;
new_layout.bottom_screen.left += cardboard_user_x_shift;
new_layout.cardboard.user_x_shift = cardboard_user_x_shift;
// Update right/bottom instead of passing new variables for width/height
new_layout.top_screen.right = new_layout.top_screen.left + top_screen_width;
new_layout.top_screen.bottom = new_layout.top_screen.top + top_screen_height;
new_layout.bottom_screen.right = new_layout.bottom_screen.left + bottom_screen_width;
new_layout.bottom_screen.bottom = new_layout.bottom_screen.top + bottom_screen_height;
return new_layout;
}
std::pair<unsigned, unsigned> GetMinimumSizeFromLayout(Settings::LayoutOption layout,
bool upright_screen) {
u32 min_width, min_height;
switch (layout) {
case Settings::LayoutOption::SingleScreen:
#ifndef ANDROID
case Settings::LayoutOption::SeparateWindows:
#endif
min_width = Settings::values.swap_screen ? Core::kScreenBottomWidth : Core::kScreenTopWidth;
min_height = Core::kScreenBottomHeight;
break;
case Settings::LayoutOption::LargeScreen:
min_width = static_cast<u32>(
Settings::values.swap_screen
? Core::kScreenTopWidth / Settings::values.large_screen_proportion.GetValue() +
Core::kScreenBottomWidth
: Core::kScreenTopWidth + Core::kScreenBottomWidth /
Settings::values.large_screen_proportion.GetValue());
min_height = Core::kScreenBottomHeight;
break;
case Settings::LayoutOption::SideScreen:
min_width = Core::kScreenTopWidth + Core::kScreenBottomWidth;
min_height = Core::kScreenBottomHeight;
break;
case Settings::LayoutOption::Default:
default:
min_width = Core::kScreenTopWidth;
min_height = Core::kScreenTopHeight + Core::kScreenBottomHeight;
break;
}
if (upright_screen) {
return std::make_pair(min_height, min_width);
} else {
return std::make_pair(min_width, min_height);
}
}
} // namespace Layout