From 2b1654ad9bbd8af53f22434d350704a1a1d0a285 Mon Sep 17 00:00:00 2001 From: James Rowe Date: Tue, 3 May 2016 00:07:17 -0600 Subject: Support additional screen layouts. Allows users to choose a single screen layout or a large screen layout. Adds a configuration option to change the prominent screen. --- src/common/CMakeLists.txt | 2 + src/common/emu_window.cpp | 68 ++------- src/common/emu_window.h | 30 ++-- src/common/framebuffer_layout.cpp | 312 ++++++++++++++++++++++++++++++++++++++ src/common/framebuffer_layout.h | 43 ++++++ 5 files changed, 382 insertions(+), 73 deletions(-) create mode 100644 src/common/framebuffer_layout.cpp create mode 100644 src/common/framebuffer_layout.h (limited to 'src/common') 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(height) / width; - float emulation_aspect_ratio = - static_cast(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(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( - (static_cast(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(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( - (static_cast(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 #include #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 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 top_screen; - MathUtil::Rectangle 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 + +#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(height) / width; + float emulation_aspect_ratio = static_cast(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(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((static_cast(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(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((static_cast(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(height) / width; + float emulation_aspect_ratio = static_cast(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(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((static_cast(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(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((static_cast(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(height) / width; + float emulation_aspect_ratio = static_cast(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(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(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(height) / width; + float emulation_aspect_ratio = static_cast(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(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(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(height) / width; + float emulation_aspect_ratio = static_cast(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(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(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((static_cast(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(std::round(height / emulation_aspect_ratio)); + // Break the viewport into fifths and give top 4 of them + int fifth_width = static_cast(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((static_cast(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(height) / width; + float emulation_aspect_ratio = static_cast(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(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(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((static_cast(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(std::round(height / emulation_aspect_ratio)); + // Break the viewport into fifths and give top 4 of them + int fifth_width = static_cast(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((static_cast(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 top_screen; + MathUtil::Rectangle 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 -- cgit v1.2.3 From e40c23463f6f9924936d7b5c8e97e7a70d3f7e65 Mon Sep 17 00:00:00 2001 From: SonofUgly Date: Sat, 22 Oct 2016 14:03:13 -0700 Subject: LargeFrameLayout + Swapped Make small screen stay at 1x, and large screen maintain its aspect ratio. --- src/common/framebuffer_layout.cpp | 86 ++++++++++++++++----------------------- 1 file changed, 36 insertions(+), 50 deletions(-) (limited to 'src/common') diff --git a/src/common/framebuffer_layout.cpp b/src/common/framebuffer_layout.cpp index a0e75090d..42cfa32a9 100644 --- a/src/common/framebuffer_layout.cpp +++ b/src/common/framebuffer_layout.cpp @@ -201,47 +201,40 @@ static FramebufferLayout LargeFrameLayout(unsigned width, unsigned height) { ASSERT(width > 0); ASSERT(height > 0); - FramebufferLayout res {width, height, true, true, {}, {}}; + FramebufferLayout res{ width, height, true, true,{},{} }; - float window_aspect_ratio = static_cast(height) / width; - float emulation_aspect_ratio = static_cast(VideoCore::kScreenTopHeight * 4) / - (VideoCore::kScreenTopWidth * 4 + VideoCore::kScreenBottomWidth); + float window_aspect_ratio = static_cast(width) / height; + float top_screen_aspect_ratio = static_cast(VideoCore::kScreenTopWidth) / + VideoCore::kScreenTopHeight; - 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(std::round(emulation_aspect_ratio * width)); + int viewport_height = static_cast(std::round((width - VideoCore::kScreenBottomWidth) / + top_screen_aspect_ratio)); + int viewport_width = static_cast(std::round((height * top_screen_aspect_ratio) + + VideoCore::kScreenBottomWidth)); + float emulation_aspect_ratio = static_cast(width) / viewport_height; + if (window_aspect_ratio < emulation_aspect_ratio) { + // Window is narrower than the emulation content => apply borders to the top and bottom res.top_screen.left = 0; - // Top screen occupies 4 / 5ths of the total width - res.top_screen.right = static_cast(std::round(width / 5)) * 4; + res.top_screen.right = width - VideoCore::kScreenBottomWidth; res.top_screen.top = (height - viewport_height) / 2; - res.top_screen.bottom = res.top_screen.top + viewport_height; - - int bottom_height = static_cast((static_cast(VideoCore::kScreenBottomHeight) / - VideoCore::kScreenBottomWidth) * (width - res.top_screen.right)); + res.top_screen.bottom = viewport_height + res.top_screen.top; 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; + res.bottom_screen.top = res.bottom_screen.bottom - VideoCore::kScreenBottomHeight; } else { // Otherwise, apply borders to the left and right sides of the window. - int viewport_width = static_cast(std::round(height / emulation_aspect_ratio)); - // Break the viewport into fifths and give top 4 of them - int fifth_width = static_cast(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.right = (top_screen_aspect_ratio * height) + res.top_screen.left; res.top_screen.top = 0; res.top_screen.bottom = height; - int bottom_height = static_cast((static_cast(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; + res.bottom_screen.right = res.bottom_screen.left + VideoCore::kScreenBottomWidth; + res.bottom_screen.bottom = height; + res.bottom_screen.top = height - VideoCore::kScreenBottomHeight; } return res; @@ -254,45 +247,38 @@ static FramebufferLayout LargeFrameLayout_Swapped(unsigned width, unsigned heigh FramebufferLayout res {width, height, true, true, {}, {}}; - float window_aspect_ratio = static_cast(height) / width; - float emulation_aspect_ratio = static_cast(VideoCore::kScreenBottomHeight * 4) / - (VideoCore::kScreenBottomWidth * 4 + VideoCore::kScreenTopWidth); + float window_aspect_ratio = static_cast(width) / height; + float bottom_screen_aspect_ratio = static_cast(VideoCore::kScreenBottomWidth) / + VideoCore::kScreenBottomHeight; - 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(std::round(emulation_aspect_ratio * width)); + int viewport_height = static_cast(std::round((width - VideoCore::kScreenTopWidth) / + bottom_screen_aspect_ratio)); + int viewport_width = static_cast(std::round((height * bottom_screen_aspect_ratio) + + VideoCore::kScreenTopWidth)); + float emulation_aspect_ratio = static_cast(width) / viewport_height; + if (window_aspect_ratio < emulation_aspect_ratio) { + // Window is narrower than the emulation content => apply borders to the top and bottom res.bottom_screen.left = 0; - // Top screen occupies 4 / 5ths of the total width - res.bottom_screen.right = static_cast(std::round(width / 5)) * 4; + res.bottom_screen.right = width - VideoCore::kScreenTopWidth; res.bottom_screen.top = (height - viewport_height) / 2; - res.bottom_screen.bottom = res.bottom_screen.top + viewport_height; - - int top_height = static_cast((static_cast(VideoCore::kScreenTopHeight) / - VideoCore::kScreenTopWidth) * (width - res.bottom_screen.right)); + res.bottom_screen.bottom = viewport_height + res.bottom_screen.top; 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; + res.top_screen.top = res.top_screen.bottom - VideoCore::kScreenTopHeight; } else { // Otherwise, apply borders to the left and right sides of the window. - int viewport_width = static_cast(std::round(height / emulation_aspect_ratio)); - // Break the viewport into fifths and give top 4 of them - int fifth_width = static_cast(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.right = (bottom_screen_aspect_ratio * height) + res.bottom_screen.left; res.bottom_screen.top = 0; res.bottom_screen.bottom = height; - int top_height = static_cast((static_cast(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; + res.top_screen.right = res.top_screen.left + VideoCore::kScreenTopWidth; + res.top_screen.bottom = height; + res.top_screen.top = height - VideoCore::kScreenTopHeight; } return res; @@ -309,4 +295,4 @@ FramebufferLayout SingleFrameLayout(unsigned width, unsigned height, bool is_swa 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 +} -- cgit v1.2.3 From 5f72aade771ea63eaee468b09e2017dbbc5e6bef Mon Sep 17 00:00:00 2001 From: James Rowe Date: Sat, 5 Nov 2016 01:47:05 -0600 Subject: Rework frame layouts to use a max rectangle instead of hardcoded calculations --- src/common/framebuffer_layout.cpp | 338 ++++++++++---------------------------- src/common/math_util.h | 12 ++ 2 files changed, 100 insertions(+), 250 deletions(-) (limited to 'src/common') diff --git a/src/common/framebuffer_layout.cpp b/src/common/framebuffer_layout.cpp index 42cfa32a9..d50c141bb 100644 --- a/src/common/framebuffer_layout.cpp +++ b/src/common/framebuffer_layout.cpp @@ -9,290 +9,128 @@ #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(height) / width; - float emulation_aspect_ratio = static_cast(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(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((static_cast(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(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((static_cast(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 const float TOP_SCREEN_ASPECT_RATIO = + static_cast(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth; +static const float BOT_SCREEN_ASPECT_RATIO = + static_cast(VideoCore::kScreenBottomHeight) / VideoCore::kScreenBottomWidth; +static const float BOT_TO_TOP_SCREEN_RATIO_DIFFERENCE = + BOT_SCREEN_ASPECT_RATIO - TOP_SCREEN_ASPECT_RATIO; + +// Finds the largest size subrectangle contained in window area that is confined to the aspect ratio +template +static MathUtil::Rectangle maxRectangle(MathUtil::Rectangle window_area, + float screen_aspect_ratio) { + float scale = std::min(static_cast(window_area.GetWidth()), + window_area.GetHeight() / screen_aspect_ratio); + return MathUtil::Rectangle{0, 0, static_cast(scale), + static_cast(scale * screen_aspect_ratio)}; } -static FramebufferLayout DefaultFrameLayout_Swapped(unsigned width, unsigned height) { - +FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool swapped) { ASSERT(width > 0); ASSERT(height > 0); - FramebufferLayout res {width, height, true, true, {}, {}}; + FramebufferLayout res{width, height, true, true, {}, {}}; + // Default layout gives equal screen sizes to the top and bottom screen + MathUtil::Rectangle screen_window_area{0, 0, width, height / 2}; + MathUtil::Rectangle top_screen = + maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO); + MathUtil::Rectangle bot_screen = + maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO); float window_aspect_ratio = static_cast(height) / width; - float emulation_aspect_ratio = static_cast(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(std::round(emulation_aspect_ratio * width)); - - res.top_screen.left = 0; - res.top_screen.right = res.top_screen.left + width; + // both screens height are taken into account by multiplying by 2 + float emulation_aspect_ratio = TOP_SCREEN_ASPECT_RATIO * 2; - int bottom_width = static_cast((static_cast(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; + 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 { - // Otherwise, apply borders to the left and right sides of the window. - int viewport_width = static_cast(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((static_cast(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(height) / width; - float emulation_aspect_ratio = static_cast(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(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(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; + top_screen = top_screen.TranslateY(height / 2 - top_screen.GetHeight()); + // 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); } - + // 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; } -static FramebufferLayout SingleFrameLayout_Swapped(unsigned width, unsigned height) { - +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, {}, {}}; - FramebufferLayout res {width, height, false, true, {}, {}}; + MathUtil::Rectangle screen_window_area{0, 0, width, height}; + MathUtil::Rectangle top_screen = + maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO); + MathUtil::Rectangle bot_screen = + maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO); float window_aspect_ratio = static_cast(height) / width; - float emulation_aspect_ratio = static_cast(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(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(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(width) / height; - float top_screen_aspect_ratio = static_cast(VideoCore::kScreenTopWidth) / - VideoCore::kScreenTopHeight; - - int viewport_height = static_cast(std::round((width - VideoCore::kScreenBottomWidth) / - top_screen_aspect_ratio)); - int viewport_width = static_cast(std::round((height * top_screen_aspect_ratio) + - VideoCore::kScreenBottomWidth)); - float emulation_aspect_ratio = static_cast(width) / viewport_height; + float emulation_aspect_ratio = (swapped) ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO; if (window_aspect_ratio < emulation_aspect_ratio) { - // Window is narrower than the emulation content => apply borders to the top and bottom - res.top_screen.left = 0; - res.top_screen.right = width - VideoCore::kScreenBottomWidth; - res.top_screen.top = (height - viewport_height) / 2; - res.top_screen.bottom = viewport_height + res.top_screen.top; - - 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 - VideoCore::kScreenBottomHeight; + 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 { - // Otherwise, apply borders to the left and right sides of the window. - res.top_screen.left = (width - viewport_width) / 2; - res.top_screen.right = (top_screen_aspect_ratio * height) + res.top_screen.left; - res.top_screen.top = 0; - res.top_screen.bottom = height; - - res.bottom_screen.left = res.top_screen.right; - res.bottom_screen.right = res.bottom_screen.left + VideoCore::kScreenBottomWidth; - res.bottom_screen.bottom = height; - res.bottom_screen.top = height - VideoCore::kScreenBottomHeight; + 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; } -static FramebufferLayout LargeFrameLayout_Swapped(unsigned width, unsigned height) { - +FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool swapped) { ASSERT(width > 0); ASSERT(height > 0); - FramebufferLayout res {width, height, true, true, {}, {}}; - - float window_aspect_ratio = static_cast(width) / height; - float bottom_screen_aspect_ratio = static_cast(VideoCore::kScreenBottomWidth) / - VideoCore::kScreenBottomHeight; - - int viewport_height = static_cast(std::round((width - VideoCore::kScreenTopWidth) / - bottom_screen_aspect_ratio)); - int viewport_width = static_cast(std::round((height * bottom_screen_aspect_ratio) + - VideoCore::kScreenTopWidth)); - float emulation_aspect_ratio = static_cast(width) / viewport_height; + 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(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 screen_window_area{0, 0, width, height}; + MathUtil::Rectangle total_rect = + maxRectangle(screen_window_area, emulation_aspect_ratio); + MathUtil::Rectangle large_screen = + maxRectangle(total_rect, large_screen_aspect_ratio); + MathUtil::Rectangle fourth_size_rect = total_rect.Scale(.25f); + MathUtil::Rectangle small_screen = + maxRectangle(fourth_size_rect, small_screen_aspect_ratio); if (window_aspect_ratio < emulation_aspect_ratio) { - // Window is narrower than the emulation content => apply borders to the top and bottom - res.bottom_screen.left = 0; - res.bottom_screen.right = width - VideoCore::kScreenTopWidth; - res.bottom_screen.top = (height - viewport_height) / 2; - res.bottom_screen.bottom = viewport_height + res.bottom_screen.top; - - 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 - VideoCore::kScreenTopHeight; + large_screen = + large_screen.TranslateX((screen_window_area.GetWidth() - total_rect.GetWidth()) / 2); } else { - // Otherwise, apply borders to the left and right sides of the window. - res.bottom_screen.left = (width - viewport_width) / 2; - res.bottom_screen.right = (bottom_screen_aspect_ratio * height) + res.bottom_screen.left; - res.bottom_screen.top = 0; - res.bottom_screen.bottom = height; - - res.top_screen.left = res.bottom_screen.right; - res.top_screen.right = res.top_screen.left + VideoCore::kScreenTopWidth; - res.top_screen.bottom = height; - res.top_screen.top = height - VideoCore::kScreenTopHeight; + 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; } - -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); -} } diff --git a/src/common/math_util.h b/src/common/math_util.h index 41d89666c..570ec8e56 100644 --- a/src/common/math_util.h +++ b/src/common/math_util.h @@ -38,6 +38,18 @@ struct Rectangle { T GetHeight() const { return std::abs(static_cast::type>(bottom - top)); } + Rectangle TranslateX(const T x) const { + return Rectangle{left + x, top, right + x, bottom}; + } + Rectangle TranslateY(const T y) const { + return Rectangle{left, top + y, right, bottom + y}; + } + Rectangle Scale(const float s) const { + ASSERT(s > 0); + return Rectangle { + left, top, static_cast((right + left) * s), static_cast((top + bottom) * s) + }; + } }; } // namespace MathUtil -- cgit v1.2.3 From d9305b0a074a255eb484911db70a126a6fe347b1 Mon Sep 17 00:00:00 2001 From: James Rowe Date: Sat, 5 Nov 2016 02:58:11 -0600 Subject: Add default hotkey to swap primary screens. Also minor style changes --- src/common/emu_window.h | 2 +- src/common/framebuffer_layout.cpp | 6 +++++- src/common/framebuffer_layout.h | 3 ++- src/common/math_util.h | 6 ++---- 4 files changed, 10 insertions(+), 7 deletions(-) (limited to 'src/common') diff --git a/src/common/emu_window.h b/src/common/emu_window.h index 6fac572f5..835c4d500 100644 --- a/src/common/emu_window.h +++ b/src/common/emu_window.h @@ -200,7 +200,7 @@ public: } /** - * Convenience method to update the VideoCore EmuWindow + * Convenience method to update the current frame layout * Read from the current settings to determine which layout to use. */ void UpdateCurrentFramebufferLayout(unsigned width, unsigned height); diff --git a/src/common/framebuffer_layout.cpp b/src/common/framebuffer_layout.cpp index d50c141bb..e8538dcfd 100644 --- a/src/common/framebuffer_layout.cpp +++ b/src/common/framebuffer_layout.cpp @@ -51,11 +51,15 @@ FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool swapp 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 - top_screen = top_screen.TranslateY(height / 2 - top_screen.GetHeight()); // 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; diff --git a/src/common/framebuffer_layout.h b/src/common/framebuffer_layout.h index c69a80732..7f88c9463 100644 --- a/src/common/framebuffer_layout.h +++ b/src/common/framebuffer_layout.h @@ -33,7 +33,8 @@ FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool is_sw 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 + * 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 diff --git a/src/common/math_util.h b/src/common/math_util.h index 570ec8e56..9e630d93d 100644 --- a/src/common/math_util.h +++ b/src/common/math_util.h @@ -45,10 +45,8 @@ struct Rectangle { return Rectangle{left, top + y, right, bottom + y}; } Rectangle Scale(const float s) const { - ASSERT(s > 0); - return Rectangle { - left, top, static_cast((right + left) * s), static_cast((top + bottom) * s) - }; + return Rectangle{left, top, static_cast((right + left) * s), + static_cast((top + bottom) * s)}; } }; -- cgit v1.2.3 From 793339b73a9bc87d6fa22742be4631565c2201db Mon Sep 17 00:00:00 2001 From: James Rowe Date: Thu, 10 Nov 2016 00:36:07 -0700 Subject: Round the rectangle size to prevent float to int casting issues And other minor style changes --- src/common/framebuffer_layout.cpp | 6 ++---- src/common/framebuffer_layout.h | 7 +++++-- src/common/math_util.h | 4 ++-- 3 files changed, 9 insertions(+), 8 deletions(-) (limited to 'src/common') diff --git a/src/common/framebuffer_layout.cpp b/src/common/framebuffer_layout.cpp index e8538dcfd..46c008d9c 100644 --- a/src/common/framebuffer_layout.cpp +++ b/src/common/framebuffer_layout.cpp @@ -14,8 +14,6 @@ static const float TOP_SCREEN_ASPECT_RATIO = static_cast(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth; static const float BOT_SCREEN_ASPECT_RATIO = static_cast(VideoCore::kScreenBottomHeight) / VideoCore::kScreenBottomWidth; -static const float BOT_TO_TOP_SCREEN_RATIO_DIFFERENCE = - BOT_SCREEN_ASPECT_RATIO - TOP_SCREEN_ASPECT_RATIO; // Finds the largest size subrectangle contained in window area that is confined to the aspect ratio template @@ -23,8 +21,8 @@ static MathUtil::Rectangle maxRectangle(MathUtil::Rectangle window_area, float screen_aspect_ratio) { float scale = std::min(static_cast(window_area.GetWidth()), window_area.GetHeight() / screen_aspect_ratio); - return MathUtil::Rectangle{0, 0, static_cast(scale), - static_cast(scale * screen_aspect_ratio)}; + return MathUtil::Rectangle{0, 0, static_cast(std::round(scale)), + static_cast(std::round(scale * screen_aspect_ratio))}; } FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool swapped) { diff --git a/src/common/framebuffer_layout.h b/src/common/framebuffer_layout.h index 7f88c9463..a125646a3 100644 --- a/src/common/framebuffer_layout.h +++ b/src/common/framebuffer_layout.h @@ -20,14 +20,16 @@ struct FramebufferLayout { * Factory method for constructing a default FramebufferLayout * @param width Window framebuffer width in pixels * @param height Window framebuffer height in pixels + * @param is_swapped if true, the bottom screen will be displayed above the top screen * @return Newly created FramebufferLayout object with default screen regions initialized */ FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool is_swapped); /** - * Factory method for constructing a FramebufferLayout with only the top screen + * Factory method for constructing a FramebufferLayout with only the top or bottom screen * @param width Window framebuffer width in pixels * @param height Window framebuffer height in pixels + * @param is_swapped if true, the bottom screen will be displayed (and the top won't be displayed) * @return Newly created FramebufferLayout object with default screen regions initialized */ FramebufferLayout SingleFrameLayout(unsigned width, unsigned height, bool is_swapped); @@ -38,7 +40,8 @@ FramebufferLayout SingleFrameLayout(unsigned width, unsigned height, bool is_swa * This is useful in particular because it matches well with a 1920x1080 resolution monitor * @param width Window framebuffer width in pixels * @param height Window framebuffer height in pixels + * @param is_swapped if true, the bottom screen will be the large display * @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 +} diff --git a/src/common/math_util.h b/src/common/math_util.h index 9e630d93d..cdeaeb733 100644 --- a/src/common/math_util.h +++ b/src/common/math_util.h @@ -45,8 +45,8 @@ struct Rectangle { return Rectangle{left, top + y, right, bottom + y}; } Rectangle Scale(const float s) const { - return Rectangle{left, top, static_cast((right + left) * s), - static_cast((top + bottom) * s)}; + return Rectangle{left, top, static_cast(left + GetWidth() * s), + static_cast(top + GetHeight() * s)}; } }; -- cgit v1.2.3