diff options
Diffstat (limited to 'src/common')
-rw-r--r-- | src/common/CMakeLists.txt | 2 | ||||
-rw-r--r-- | src/common/emu_window.cpp | 68 | ||||
-rw-r--r-- | src/common/emu_window.h | 30 | ||||
-rw-r--r-- | src/common/framebuffer_layout.cpp | 312 | ||||
-rw-r--r-- | src/common/framebuffer_layout.h | 43 |
5 files changed, 382 insertions, 73 deletions
diff --git a/src/common/CMakeLists.txt b/src/common/CMakeLists.txt index aa6eee2a3..74a271f08 100644 --- a/src/common/CMakeLists.txt +++ b/src/common/CMakeLists.txt @@ -5,6 +5,7 @@ set(SRCS break_points.cpp emu_window.cpp file_util.cpp + framebuffer_layout.cpp hash.cpp key_map.cpp logging/filter.cpp @@ -35,6 +36,7 @@ set(HEADERS common_types.h emu_window.h file_util.h + framebuffer_layout.h hash.h key_map.h linear_disk_cache.h diff --git a/src/common/emu_window.cpp b/src/common/emu_window.cpp index 122f1c212..e3a9e08e6 100644 --- a/src/common/emu_window.cpp +++ b/src/common/emu_window.cpp @@ -40,7 +40,7 @@ void EmuWindow::CirclePadUpdated(float x, float y) { * @param framebuffer_y Framebuffer y-coordinate to check * @return True if the coordinates are within the touchpad, otherwise false */ -static bool IsWithinTouchscreen(const EmuWindow::FramebufferLayout& layout, unsigned framebuffer_x, +static bool IsWithinTouchscreen(const Layout::FramebufferLayout& layout, unsigned framebuffer_x, unsigned framebuffer_y) { return ( framebuffer_y >= layout.bottom_screen.top && framebuffer_y < layout.bottom_screen.bottom && @@ -89,57 +89,19 @@ void EmuWindow::TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y) { TouchPressed(framebuffer_x, framebuffer_y); } -EmuWindow::FramebufferLayout EmuWindow::FramebufferLayout::DefaultScreenLayout(unsigned width, - unsigned height) { - // When hiding the widget, the function receives a size of 0 - if (width == 0) - width = 1; - if (height == 0) - height = 1; - - EmuWindow::FramebufferLayout res = {width, height, {}, {}}; - - float window_aspect_ratio = static_cast<float>(height) / width; - float emulation_aspect_ratio = - static_cast<float>(VideoCore::kScreenTopHeight * 2) / VideoCore::kScreenTopWidth; - - if (window_aspect_ratio > emulation_aspect_ratio) { - // Window is narrower than the emulation content => apply borders to the top and bottom - int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width)); - - res.top_screen.left = 0; - res.top_screen.right = res.top_screen.left + width; - res.top_screen.top = (height - viewport_height) / 2; - res.top_screen.bottom = res.top_screen.top + viewport_height / 2; - - int bottom_width = static_cast<int>( - (static_cast<float>(VideoCore::kScreenBottomWidth) / VideoCore::kScreenTopWidth) * - (res.top_screen.right - res.top_screen.left)); - int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2; - - res.bottom_screen.left = bottom_border; - res.bottom_screen.right = res.bottom_screen.left + bottom_width; - res.bottom_screen.top = res.top_screen.bottom; - res.bottom_screen.bottom = res.bottom_screen.top + viewport_height / 2; - } else { - // Otherwise, apply borders to the left and right sides of the window. - int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio)); - - res.top_screen.left = (width - viewport_width) / 2; - res.top_screen.right = res.top_screen.left + viewport_width; - res.top_screen.top = 0; - res.top_screen.bottom = res.top_screen.top + height / 2; - - int bottom_width = static_cast<int>( - (static_cast<float>(VideoCore::kScreenBottomWidth) / VideoCore::kScreenTopWidth) * - (res.top_screen.right - res.top_screen.left)); - int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2; - - res.bottom_screen.left = res.top_screen.left + bottom_border; - res.bottom_screen.right = res.bottom_screen.left + bottom_width; - res.bottom_screen.top = res.top_screen.bottom; - res.bottom_screen.bottom = res.bottom_screen.top + height / 2; +void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height) { + Layout::FramebufferLayout layout; + switch (Settings::values.layout_option) { + case Settings::LayoutOption::SingleScreen: + layout = Layout::SingleFrameLayout(width, height, Settings::values.swap_screen); + break; + case Settings::LayoutOption::LargeScreen: + layout = Layout::LargeFrameLayout(width, height, Settings::values.swap_screen); + break; + case Settings::LayoutOption::Default: + default: + layout = Layout::DefaultFrameLayout(width, height, Settings::values.swap_screen); + break; } - - return res; + NotifyFramebufferLayoutChanged(layout); } diff --git a/src/common/emu_window.h b/src/common/emu_window.h index 67df63e06..6fac572f5 100644 --- a/src/common/emu_window.h +++ b/src/common/emu_window.h @@ -7,6 +7,7 @@ #include <tuple> #include <utility> #include "common/common_types.h" +#include "common/framebuffer_layout.h" #include "common/math_util.h" #include "core/hle/service/hid/hid.h" @@ -38,23 +39,6 @@ public: std::pair<unsigned, unsigned> min_client_area_size; }; - /// Describes the layout of the window framebuffer (size and top/bottom screen positions) - struct FramebufferLayout { - - /** - * Factory method for constructing a default FramebufferLayout - * @param width Window framebuffer width in pixels - * @param height Window framebuffer height in pixels - * @return Newly created FramebufferLayout object with default screen regions initialized - */ - static FramebufferLayout DefaultScreenLayout(unsigned width, unsigned height); - - unsigned width; - unsigned height; - MathUtil::Rectangle<unsigned> top_screen; - MathUtil::Rectangle<unsigned> bottom_screen; - }; - /// Swap buffers to display the next frame virtual void SwapBuffers() = 0; @@ -211,10 +195,16 @@ public: * Gets the framebuffer layout (width, height, and screen regions) * @note This method is thread-safe */ - const FramebufferLayout& GetFramebufferLayout() const { + const Layout::FramebufferLayout& GetFramebufferLayout() const { return framebuffer_layout; } + /** + * Convenience method to update the VideoCore EmuWindow + * Read from the current settings to determine which layout to use. + */ + void UpdateCurrentFramebufferLayout(unsigned width, unsigned height); + protected: EmuWindow() { // TODO: Find a better place to set this. @@ -250,7 +240,7 @@ protected: * Update framebuffer layout with the given parameter. * @note EmuWindow implementations will usually use this in window resize event handlers. */ - void NotifyFramebufferLayoutChanged(const FramebufferLayout& layout) { + void NotifyFramebufferLayoutChanged(const Layout::FramebufferLayout& layout) { framebuffer_layout = layout; } @@ -274,7 +264,7 @@ private: // By default, ignore this request and do nothing. } - FramebufferLayout framebuffer_layout; ///< Current framebuffer layout + Layout::FramebufferLayout framebuffer_layout; ///< Current framebuffer layout unsigned client_area_width; ///< Current client width, should be set by window impl. unsigned client_area_height; ///< Current client height, should be set by window impl. diff --git a/src/common/framebuffer_layout.cpp b/src/common/framebuffer_layout.cpp new file mode 100644 index 000000000..a0e75090d --- /dev/null +++ b/src/common/framebuffer_layout.cpp @@ -0,0 +1,312 @@ +// 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 FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height) { + + ASSERT(width > 0); + ASSERT(height > 0); + + FramebufferLayout res {width, height, true, true, {}, {}}; + + float window_aspect_ratio = static_cast<float>(height) / width; + float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight * 2) / + VideoCore::kScreenTopWidth; + + if (window_aspect_ratio > emulation_aspect_ratio) { + // Window is narrower than the emulation content => apply borders to the top and bottom + int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width)); + + res.top_screen.left = 0; + res.top_screen.right = res.top_screen.left + width; + res.top_screen.top = (height - viewport_height) / 2; + res.top_screen.bottom = res.top_screen.top + viewport_height / 2; + + int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) / + VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left)); + int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2; + + res.bottom_screen.left = bottom_border; + res.bottom_screen.right = res.bottom_screen.left + bottom_width; + res.bottom_screen.top = res.top_screen.bottom; + res.bottom_screen.bottom = res.bottom_screen.top + viewport_height / 2; + } else { + // Otherwise, apply borders to the left and right sides of the window. + int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio)); + + res.top_screen.left = (width - viewport_width) / 2; + res.top_screen.right = res.top_screen.left + viewport_width; + res.top_screen.top = 0; + res.top_screen.bottom = res.top_screen.top + height / 2; + + int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) / + VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left)); + int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2; + + res.bottom_screen.left = res.top_screen.left + bottom_border; + res.bottom_screen.right = res.bottom_screen.left + bottom_width; + res.bottom_screen.top = res.top_screen.bottom; + res.bottom_screen.bottom = res.bottom_screen.top + height / 2; + } + + return res; +} + +static FramebufferLayout DefaultFrameLayout_Swapped(unsigned width, unsigned height) { + + ASSERT(width > 0); + ASSERT(height > 0); + + FramebufferLayout res {width, height, true, true, {}, {}}; + + float window_aspect_ratio = static_cast<float>(height) / width; + float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight * 2) / + VideoCore::kScreenTopWidth; + + if (window_aspect_ratio > emulation_aspect_ratio) { + // Window is narrower than the emulation content => apply borders to the top and bottom + int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width)); + + res.top_screen.left = 0; + res.top_screen.right = res.top_screen.left + width; + + int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) / + VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left)); + int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2; + + res.bottom_screen.left = bottom_border; + res.bottom_screen.right = res.bottom_screen.left + bottom_width; + res.bottom_screen.top = (height - viewport_height) / 2; + res.bottom_screen.bottom = res.bottom_screen.top + viewport_height / 2; + + res.top_screen.top = res.bottom_screen.bottom; + res.top_screen.bottom = res.top_screen.top + viewport_height / 2; + } else { + // Otherwise, apply borders to the left and right sides of the window. + int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio)); + res.top_screen.left = (width - viewport_width) / 2; + res.top_screen.right = res.top_screen.left + viewport_width; + + int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) / + VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left)); + int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2; + + res.bottom_screen.left = res.top_screen.left + bottom_border; + res.bottom_screen.right = res.bottom_screen.left + bottom_width; + res.bottom_screen.top = 0; + res.bottom_screen.bottom = res.bottom_screen.top + height / 2; + + res.top_screen.top = res.bottom_screen.bottom; + res.top_screen.bottom = res.top_screen.top + height / 2; + } + + return res; +} + +static FramebufferLayout SingleFrameLayout(unsigned width, unsigned height) { + + ASSERT(width > 0); + ASSERT(height > 0); + + FramebufferLayout res {width, height, true, false, {}, {}}; + + float window_aspect_ratio = static_cast<float>(height) / width; + float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight) / + VideoCore::kScreenTopWidth; + + if (window_aspect_ratio > emulation_aspect_ratio) { + // Window is narrower than the emulation content => apply borders to the top and bottom + int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width)); + + res.top_screen.left = 0; + res.top_screen.right = res.top_screen.left + width; + res.top_screen.top = (height - viewport_height) / 2; + res.top_screen.bottom = res.top_screen.top + viewport_height; + + res.bottom_screen.left = 0; + res.bottom_screen.right = VideoCore::kScreenBottomWidth; + res.bottom_screen.top = 0; + res.bottom_screen.bottom = VideoCore::kScreenBottomHeight; + } else { + // Otherwise, apply borders to the left and right sides of the window. + int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio)); + + res.top_screen.left = (width - viewport_width) / 2; + res.top_screen.right = res.top_screen.left + viewport_width; + res.top_screen.top = 0; + res.top_screen.bottom = res.top_screen.top + height; + + // The Rasterizer still depends on these fields to maintain the right aspect ratio + res.bottom_screen.left = 0; + res.bottom_screen.right = VideoCore::kScreenBottomWidth; + res.bottom_screen.top = 0; + res.bottom_screen.bottom = VideoCore::kScreenBottomHeight; + } + + return res; +} + +static FramebufferLayout SingleFrameLayout_Swapped(unsigned width, unsigned height) { + + ASSERT(width > 0); + ASSERT(height > 0); + + FramebufferLayout res {width, height, false, true, {}, {}}; + + float window_aspect_ratio = static_cast<float>(height) / width; + float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenBottomHeight) / + VideoCore::kScreenBottomWidth; + + if (window_aspect_ratio > emulation_aspect_ratio) { + // Window is narrower than the emulation content => apply borders to the top and bottom + int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width)); + + res.bottom_screen.left = 0; + res.bottom_screen.right = res.bottom_screen.left + width; + res.bottom_screen.top = (height - viewport_height) / 2; + res.bottom_screen.bottom = res.bottom_screen.top + viewport_height; + + // The Rasterizer still depends on these fields to maintain the right aspect ratio + res.top_screen.left = 0; + res.top_screen.right = VideoCore::kScreenTopWidth; + res.top_screen.top = 0; + res.top_screen.bottom = VideoCore::kScreenTopHeight; + } else { + // Otherwise, apply borders to the left and right sides of the window. + int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio)); + + res.bottom_screen.left = (width - viewport_width) / 2; + res.bottom_screen.right = res.bottom_screen.left + viewport_width; + res.bottom_screen.top = 0; + res.bottom_screen.bottom = res.bottom_screen.top + height; + + res.top_screen.left = 0; + res.top_screen.right = VideoCore::kScreenTopWidth; + res.top_screen.top = 0; + res.top_screen.bottom = VideoCore::kScreenTopHeight; + } + + return res; +} + +static FramebufferLayout LargeFrameLayout(unsigned width, unsigned height) { + + ASSERT(width > 0); + ASSERT(height > 0); + + FramebufferLayout res {width, height, true, true, {}, {}}; + + float window_aspect_ratio = static_cast<float>(height) / width; + float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight * 4) / + (VideoCore::kScreenTopWidth * 4 + VideoCore::kScreenBottomWidth); + + if (window_aspect_ratio > emulation_aspect_ratio) { + // Window is narrower than the emulation content => apply borders to the top and bottom + int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width)); + + res.top_screen.left = 0; + // Top screen occupies 4 / 5ths of the total width + res.top_screen.right = static_cast<int>(std::round(width / 5)) * 4; + res.top_screen.top = (height - viewport_height) / 2; + res.top_screen.bottom = res.top_screen.top + viewport_height; + + int bottom_height = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomHeight) / + VideoCore::kScreenBottomWidth) * (width - res.top_screen.right)); + + res.bottom_screen.left = res.top_screen.right; + res.bottom_screen.right = width; + res.bottom_screen.bottom = res.top_screen.bottom; + res.bottom_screen.top = res.bottom_screen.bottom - bottom_height; + } else { + // Otherwise, apply borders to the left and right sides of the window. + int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio)); + // Break the viewport into fifths and give top 4 of them + int fifth_width = static_cast<int>(std::round(viewport_width / 5)); + + res.top_screen.left = (width - viewport_width) / 2; + res.top_screen.right = res.top_screen.left + fifth_width * 4; + res.top_screen.top = 0; + res.top_screen.bottom = height; + + int bottom_height = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomHeight) / + VideoCore::kScreenBottomWidth) * (fifth_width)); + + res.bottom_screen.left = res.top_screen.right; + res.bottom_screen.right = width - (width - viewport_width) / 2; + res.bottom_screen.bottom = res.top_screen.bottom; + res.bottom_screen.top = res.bottom_screen.bottom - bottom_height; + } + + return res; +} + +static FramebufferLayout LargeFrameLayout_Swapped(unsigned width, unsigned height) { + + ASSERT(width > 0); + ASSERT(height > 0); + + FramebufferLayout res {width, height, true, true, {}, {}}; + + float window_aspect_ratio = static_cast<float>(height) / width; + float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenBottomHeight * 4) / + (VideoCore::kScreenBottomWidth * 4 + VideoCore::kScreenTopWidth); + + if (window_aspect_ratio > emulation_aspect_ratio) { + // Window is narrower than the emulation content => apply borders to the top and bottom + int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width)); + + res.bottom_screen.left = 0; + // Top screen occupies 4 / 5ths of the total width + res.bottom_screen.right = static_cast<int>(std::round(width / 5)) * 4; + res.bottom_screen.top = (height - viewport_height) / 2; + res.bottom_screen.bottom = res.bottom_screen.top + viewport_height; + + int top_height = static_cast<int>((static_cast<float>(VideoCore::kScreenTopHeight) / + VideoCore::kScreenTopWidth) * (width - res.bottom_screen.right)); + + res.top_screen.left = res.bottom_screen.right; + res.top_screen.right = width; + res.top_screen.bottom = res.bottom_screen.bottom; + res.top_screen.top = res.top_screen.bottom - top_height; + } else { + // Otherwise, apply borders to the left and right sides of the window. + int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio)); + // Break the viewport into fifths and give top 4 of them + int fifth_width = static_cast<int>(std::round(viewport_width / 5)); + + res.bottom_screen.left = (width - viewport_width) / 2; + res.bottom_screen.right = res.bottom_screen.left + fifth_width * 4; + res.bottom_screen.top = 0; + res.bottom_screen.bottom = height; + + int top_height = static_cast<int>((static_cast<float>(VideoCore::kScreenTopHeight) / + VideoCore::kScreenTopWidth) * (fifth_width)); + + res.top_screen.left = res.bottom_screen.right; + res.top_screen.right = width - (width - viewport_width) / 2; + res.top_screen.bottom = res.bottom_screen.bottom; + res.top_screen.top = res.top_screen.bottom - top_height; + } + + return res; +} + +FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool is_swapped) { + return is_swapped ? DefaultFrameLayout_Swapped(width, height) : DefaultFrameLayout(width, height); +} + +FramebufferLayout SingleFrameLayout(unsigned width, unsigned height, bool is_swapped) { + return is_swapped ? SingleFrameLayout_Swapped(width, height) : SingleFrameLayout(width, height); +} + +FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool is_swapped) { + return is_swapped ? LargeFrameLayout_Swapped(width, height) : LargeFrameLayout(width, height); +} +}
\ No newline at end of file diff --git a/src/common/framebuffer_layout.h b/src/common/framebuffer_layout.h new file mode 100644 index 000000000..c69a80732 --- /dev/null +++ b/src/common/framebuffer_layout.h @@ -0,0 +1,43 @@ +// Copyright 2016 Citra Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#pragma once + +#include "common/math_util.h" +namespace Layout { +/// Describes the layout of the window framebuffer (size and top/bottom screen positions) +struct FramebufferLayout { + unsigned width; + unsigned height; + bool top_screen_enabled; + bool bottom_screen_enabled; + MathUtil::Rectangle<unsigned> top_screen; + MathUtil::Rectangle<unsigned> bottom_screen; +}; + +/** + * Factory method for constructing a default FramebufferLayout + * @param width Window framebuffer width in pixels + * @param height Window framebuffer height in pixels + * @return Newly created FramebufferLayout object with default screen regions initialized + */ +FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool is_swapped); + +/** + * Factory method for constructing a FramebufferLayout with only the top screen + * @param width Window framebuffer width in pixels + * @param height Window framebuffer height in pixels + * @return Newly created FramebufferLayout object with default screen regions initialized + */ +FramebufferLayout SingleFrameLayout(unsigned width, unsigned height, bool is_swapped); + +/** + * Factory method for constructing a Frame with the a 4x size Top screen with a 1x size bottom screen on the right + * This is useful in particular because it matches well with a 1920x1080 resolution monitor + * @param width Window framebuffer width in pixels + * @param height Window framebuffer height in pixels + * @return Newly created FramebufferLayout object with default screen regions initialized + */ +FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool is_swapped); +}
\ No newline at end of file |