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Diffstat (limited to '')
-rw-r--r-- | src/common/framebuffer_layout.cpp | 138 |
1 files changed, 138 insertions, 0 deletions
diff --git a/src/common/framebuffer_layout.cpp b/src/common/framebuffer_layout.cpp new file mode 100644 index 000000000..46c008d9c --- /dev/null +++ b/src/common/framebuffer_layout.cpp @@ -0,0 +1,138 @@ +// 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/framebuffer_layout.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; +} +} |