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707 lines
34 KiB
C++
707 lines
34 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 "common/settings.h"
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#include "core/3ds.h"
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#include "core/frontend/framebuffer_layout.h"
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namespace Layout {
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static constexpr float TOP_SCREEN_ASPECT_RATIO =
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static_cast<float>(Core::kScreenTopHeight) / Core::kScreenTopWidth;
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static constexpr float BOT_SCREEN_ASPECT_RATIO =
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static_cast<float>(Core::kScreenBottomHeight) / Core::kScreenBottomWidth;
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static constexpr float TOP_SCREEN_UPRIGHT_ASPECT_RATIO =
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static_cast<float>(Core::kScreenTopWidth) / Core::kScreenTopHeight;
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static constexpr float BOT_SCREEN_UPRIGHT_ASPECT_RATIO =
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static_cast<float>(Core::kScreenBottomWidth) / Core::kScreenBottomHeight;
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u32 FramebufferLayout::GetScalingRatio() const {
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if (is_rotated) {
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return static_cast<u32>(((top_screen.GetWidth() - 1) / Core::kScreenTopWidth) + 1);
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} else {
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return static_cast<u32>(((top_screen.GetWidth() - 1) / Core::kScreenTopHeight) + 1);
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}
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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 Common::Rectangle<T> maxRectangle(Common::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 Common::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(u32 width, u32 height, bool swapped, bool upright) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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FramebufferLayout res{width, height, true, true, {}, {}, !upright};
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Common::Rectangle<u32> screen_window_area;
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Common::Rectangle<u32> top_screen;
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Common::Rectangle<u32> bot_screen;
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float emulation_aspect_ratio;
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if (upright) {
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// Default layout gives equal screen sizes to the top and bottom screen
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screen_window_area = {0, 0, width / 2, height};
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top_screen = maxRectangle(screen_window_area, TOP_SCREEN_UPRIGHT_ASPECT_RATIO);
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bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_UPRIGHT_ASPECT_RATIO);
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// both screens width are taken into account by dividing by 2
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emulation_aspect_ratio = TOP_SCREEN_UPRIGHT_ASPECT_RATIO / 2;
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} else {
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// Default layout gives equal screen sizes to the top and bottom screen
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screen_window_area = {0, 0, width, height / 2};
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top_screen = maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
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bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
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// both screens height are taken into account by multiplying by 2
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emulation_aspect_ratio = TOP_SCREEN_ASPECT_RATIO * 2;
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}
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float window_aspect_ratio = static_cast<float>(height) / width;
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if (window_aspect_ratio < emulation_aspect_ratio) {
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// Window is wider than the emulation content => apply borders to the right and left sides
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if (upright) {
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// Recalculate the bottom screen to account for the height difference between right and
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// left
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screen_window_area = {0, 0, top_screen.GetWidth(), height};
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bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_UPRIGHT_ASPECT_RATIO);
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bot_screen =
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bot_screen.TranslateY((top_screen.GetHeight() - bot_screen.GetHeight()) / 2);
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if (swapped) {
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bot_screen = bot_screen.TranslateX(width / 2 - bot_screen.GetWidth());
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} else {
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top_screen = top_screen.TranslateX(width / 2 - top_screen.GetWidth());
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}
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} else {
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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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}
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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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if (upright) {
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top_screen = top_screen.TranslateY(
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(screen_window_area.GetHeight() - top_screen.GetHeight()) / 2);
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bot_screen = bot_screen.TranslateY(
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(screen_window_area.GetHeight() - bot_screen.GetHeight()) / 2);
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} else {
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// Recalculate the bottom screen to account for the width difference between top and
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// 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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}
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if (upright) {
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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(width / 2) : top_screen;
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res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateX(width / 2);
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} else {
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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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}
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return res;
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}
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FramebufferLayout MobilePortraitFrameLayout(u32 width, u32 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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Common::Rectangle<u32> screen_window_area{0, 0, width, height / 2};
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Common::Rectangle<u32> top_screen = maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
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Common::Rectangle<u32> bot_screen = 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
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// Recalculate the bottom screen to account for the width difference between top and bottom
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bot_screen = bot_screen.TranslateX((top_screen.GetWidth() - bot_screen.GetWidth()) / 2);
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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(bot_screen.GetHeight()) : top_screen;
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res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateY(top_screen.GetHeight());
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return res;
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}
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FramebufferLayout MobileLandscapeFrameLayout(u32 width, u32 height, bool swapped,
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float scale_factor, bool center_vertical) {
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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 ? Core::kScreenBottomHeight * scale_factor /
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(Core::kScreenBottomWidth * scale_factor + Core::kScreenTopWidth)
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: Core::kScreenTopHeight * scale_factor /
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(Core::kScreenTopWidth * scale_factor + 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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Common::Rectangle<u32> screen_window_area{0, 0, width, height};
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Common::Rectangle<u32> total_rect = maxRectangle(screen_window_area, emulation_aspect_ratio);
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Common::Rectangle<u32> large_screen = maxRectangle(total_rect, large_screen_aspect_ratio);
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Common::Rectangle<u32> fourth_size_rect = total_rect.Scale(1.f / scale_factor);
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Common::Rectangle<u32> small_screen = 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 if (center_vertical) {
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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 = small_screen.TranslateX(large_screen.right);
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if (center_vertical) {
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small_screen = small_screen.TranslateY(large_screen.GetHeight() + large_screen.top -
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small_screen.GetHeight());
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}
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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 SingleFrameLayout(u32 width, u32 height, bool swapped, bool upright) {
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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, {}, {}, !upright};
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Common::Rectangle<u32> screen_window_area{0, 0, width, height};
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Common::Rectangle<u32> top_screen;
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Common::Rectangle<u32> bot_screen;
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float emulation_aspect_ratio;
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if (upright) {
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top_screen = maxRectangle(screen_window_area, TOP_SCREEN_UPRIGHT_ASPECT_RATIO);
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bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_UPRIGHT_ASPECT_RATIO);
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emulation_aspect_ratio =
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(swapped) ? BOT_SCREEN_UPRIGHT_ASPECT_RATIO : TOP_SCREEN_UPRIGHT_ASPECT_RATIO;
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} else {
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top_screen = maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
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bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
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emulation_aspect_ratio = (swapped) ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO;
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}
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float window_aspect_ratio = static_cast<float>(height) / width;
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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(u32 width, u32 height, bool swapped, bool upright,
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float scale_factor) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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FramebufferLayout res{width, height, true, true, {}, {}, !upright};
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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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float large_screen_aspect_ratio;
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float small_screen_aspect_ratio;
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if (upright) {
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if (swapped) {
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emulation_aspect_ratio =
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(Core::kScreenBottomWidth * scale_factor + Core::kScreenTopWidth) /
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(Core::kScreenBottomHeight * scale_factor);
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large_screen_aspect_ratio = BOT_SCREEN_UPRIGHT_ASPECT_RATIO;
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small_screen_aspect_ratio = TOP_SCREEN_UPRIGHT_ASPECT_RATIO;
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} else {
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emulation_aspect_ratio =
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(Core::kScreenTopWidth * scale_factor + Core::kScreenBottomWidth) /
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(Core::kScreenTopHeight * scale_factor);
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large_screen_aspect_ratio = TOP_SCREEN_UPRIGHT_ASPECT_RATIO;
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small_screen_aspect_ratio = BOT_SCREEN_UPRIGHT_ASPECT_RATIO;
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}
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} else {
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if (swapped) {
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emulation_aspect_ratio =
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Core::kScreenBottomHeight * scale_factor /
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(Core::kScreenBottomWidth * scale_factor + Core::kScreenTopWidth);
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large_screen_aspect_ratio = BOT_SCREEN_ASPECT_RATIO;
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small_screen_aspect_ratio = TOP_SCREEN_ASPECT_RATIO;
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} else {
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emulation_aspect_ratio =
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Core::kScreenTopHeight * scale_factor /
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(Core::kScreenTopWidth * scale_factor + Core::kScreenBottomWidth);
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large_screen_aspect_ratio = TOP_SCREEN_ASPECT_RATIO;
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small_screen_aspect_ratio = BOT_SCREEN_ASPECT_RATIO;
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}
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}
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Common::Rectangle<u32> screen_window_area{0, 0, width, height};
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Common::Rectangle<u32> total_rect = maxRectangle(screen_window_area, emulation_aspect_ratio);
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Common::Rectangle<u32> large_screen = maxRectangle(total_rect, large_screen_aspect_ratio);
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Common::Rectangle<u32> fourth_size_rect = total_rect.Scale(1.f / scale_factor);
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Common::Rectangle<u32> small_screen = 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 = large_screen.TranslateX((width - 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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if (upright) {
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large_screen = large_screen.TranslateY(small_screen.GetHeight());
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small_screen = small_screen.TranslateX(large_screen.right - small_screen.GetWidth())
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.TranslateY(large_screen.top - small_screen.GetHeight());
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} else {
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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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}
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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 HybridScreenLayout(u32 width, u32 height, bool swapped, bool upright) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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FramebufferLayout res{width, height, true, true, {}, {}, !upright, true, {}};
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// Split the window into two parts. Give 2.25x width to the main screen,
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// and make a bar on the right side with 1x width top screen and 1.25x width bottom screen
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// To do that, find the total emulation box and maximize that based on window size
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const float window_aspect_ratio = static_cast<float>(height) / width;
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const float scale_factor = 2.25f;
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float main_screen_aspect_ratio = TOP_SCREEN_ASPECT_RATIO;
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float hybrid_area_aspect_ratio = 27.f / 65;
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float top_screen_aspect_ratio = TOP_SCREEN_ASPECT_RATIO;
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float bot_screen_aspect_ratio = BOT_SCREEN_ASPECT_RATIO;
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if (swapped) {
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main_screen_aspect_ratio = BOT_SCREEN_ASPECT_RATIO;
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hybrid_area_aspect_ratio =
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Core::kScreenBottomHeight * scale_factor /
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(Core::kScreenBottomWidth * scale_factor + Core::kScreenTopWidth);
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}
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if (upright) {
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hybrid_area_aspect_ratio = 1.f / hybrid_area_aspect_ratio;
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main_screen_aspect_ratio = 1.f / main_screen_aspect_ratio;
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top_screen_aspect_ratio = TOP_SCREEN_UPRIGHT_ASPECT_RATIO;
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bot_screen_aspect_ratio = BOT_SCREEN_UPRIGHT_ASPECT_RATIO;
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}
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Common::Rectangle<u32> screen_window_area{0, 0, width, height};
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Common::Rectangle<u32> total_rect = maxRectangle(screen_window_area, hybrid_area_aspect_ratio);
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Common::Rectangle<u32> large_main_screen = maxRectangle(total_rect, main_screen_aspect_ratio);
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Common::Rectangle<u32> side_rect = total_rect.Scale(1.f / scale_factor);
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Common::Rectangle<u32> small_top_screen = maxRectangle(side_rect, top_screen_aspect_ratio);
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Common::Rectangle<u32> small_bottom_screen = maxRectangle(side_rect, bot_screen_aspect_ratio);
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if (window_aspect_ratio < hybrid_area_aspect_ratio) {
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large_main_screen = large_main_screen.TranslateX((width - total_rect.GetWidth()) / 2);
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} else {
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large_main_screen = large_main_screen.TranslateY((height - total_rect.GetHeight()) / 2);
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}
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// Scale the bottom screen so it's width is the same as top screen
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small_bottom_screen = small_bottom_screen.Scale(1.25f);
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if (upright) {
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large_main_screen = large_main_screen.TranslateY(small_bottom_screen.GetHeight());
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// Shift small bottom screen to upper right corner
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small_bottom_screen =
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small_bottom_screen.TranslateX(large_main_screen.right - small_bottom_screen.GetWidth())
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.TranslateY(large_main_screen.top - small_bottom_screen.GetHeight());
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// Shift small top screen to upper left corner
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small_top_screen = small_top_screen.TranslateX(large_main_screen.left)
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.TranslateY(large_main_screen.top - small_bottom_screen.GetHeight());
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} else {
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// Shift the small bottom screen to the bottom right corner
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small_bottom_screen =
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small_bottom_screen.TranslateX(large_main_screen.right)
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.TranslateY(large_main_screen.GetHeight() + large_main_screen.top -
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small_bottom_screen.GetHeight());
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// Shift small top screen to upper right corner
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small_top_screen =
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small_top_screen.TranslateX(large_main_screen.right).TranslateY(large_main_screen.top);
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}
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res.top_screen = small_top_screen;
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res.additional_screen = swapped ? small_bottom_screen : large_main_screen;
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res.bottom_screen = swapped ? large_main_screen : small_bottom_screen;
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return res;
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}
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FramebufferLayout SideFrameLayout(u32 width, u32 height, bool swapped, bool upright) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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FramebufferLayout res{width, height, true, true, {}, {}, !upright};
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// Aspect ratio of both screens side by side
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float emulation_aspect_ratio =
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upright ? static_cast<float>(Core::kScreenTopWidth + Core::kScreenBottomWidth) /
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Core::kScreenTopHeight
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: static_cast<float>(Core::kScreenTopHeight) /
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(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
|