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authorbunnei <bunneidev@gmail.com>2018-01-10 04:36:07 +0100
committerbunnei <bunneidev@gmail.com>2018-01-11 05:28:43 +0100
commit482cf8a005a3c13ac7239995fdbe2e78d12984b9 (patch)
tree0e29fe56ada3a97a1f753ad68e1430e98f66e303 /src/core/frontend/framebuffer_layout.cpp
parentNV: Move the nv device nodes to their own directory and namespace. (diff)
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Diffstat (limited to 'src/core/frontend/framebuffer_layout.cpp')
-rw-r--r--src/core/frontend/framebuffer_layout.cpp170
1 files changed, 9 insertions, 161 deletions
diff --git a/src/core/frontend/framebuffer_layout.cpp b/src/core/frontend/framebuffer_layout.cpp
index e9f778fcb..8551858d1 100644
--- a/src/core/frontend/framebuffer_layout.cpp
+++ b/src/core/frontend/framebuffer_layout.cpp
@@ -1,25 +1,12 @@
-// Copyright 2016 Citra Emulator Project
+// Copyright 2018 Yuzu Emulator Team
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
-#include <cmath>
-
#include "common/assert.h"
-#include "core/3ds.h"
#include "core/frontend/framebuffer_layout.h"
-#include "core/settings.h"
namespace Layout {
-static const float TOP_SCREEN_ASPECT_RATIO =
- static_cast<float>(Core::kScreenTopHeight) / Core::kScreenTopWidth;
-static const float BOT_SCREEN_ASPECT_RATIO =
- static_cast<float>(Core::kScreenBottomHeight) / Core::kScreenBottomWidth;
-
-float FramebufferLayout::GetScalingRatio() const {
- return static_cast<float>(top_screen.GetWidth()) / Core::kScreenTopWidth;
-}
-
// 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,
@@ -30,166 +17,27 @@ static MathUtil::Rectangle<T> maxRectangle(MathUtil::Rectangle<T> window_area,
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) {
+FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height) {
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
- ? Core::kScreenBottomHeight * 4 /
- (Core::kScreenBottomWidth * 4.0f + Core::kScreenTopWidth)
- : Core::kScreenTopHeight * 4 /
- (Core::kScreenTopWidth * 4.0f + Core::kScreenBottomWidth);
- float large_screen_aspect_ratio = swapped ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO;
- float small_screen_aspect_ratio = swapped ? TOP_SCREEN_ASPECT_RATIO : BOT_SCREEN_ASPECT_RATIO;
+ FramebufferLayout res{width, height};
+ const float emulation_aspect_ratio{static_cast<float>(ScreenUndocked::Height) /
+ ScreenUndocked::Width};
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;
-}
-
-FramebufferLayout SideFrameLayout(unsigned width, unsigned height, bool swapped) {
- ASSERT(width > 0);
- ASSERT(height > 0);
+ MathUtil::Rectangle<unsigned> screen = maxRectangle(screen_window_area, emulation_aspect_ratio);
- FramebufferLayout res{width, height, true, true, {}, {}};
- // Aspect ratio of both screens side by side
- const float emulation_aspect_ratio = static_cast<float>(Core::kScreenTopHeight) /
- (Core::kScreenTopWidth + Core::kScreenBottomWidth);
float window_aspect_ratio = static_cast<float>(height) / width;
- MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height};
- // Find largest Rectangle that can fit in the window size with the given aspect ratio
- MathUtil::Rectangle<unsigned> screen_rect =
- maxRectangle(screen_window_area, emulation_aspect_ratio);
- // Find sizes of top and bottom screen
- MathUtil::Rectangle<unsigned> top_screen = maxRectangle(screen_rect, TOP_SCREEN_ASPECT_RATIO);
- MathUtil::Rectangle<unsigned> bot_screen = 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);
+ screen = screen.TranslateX((screen_window_area.GetWidth() - screen.GetWidth()) / 2);
} 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);
+ screen = screen.TranslateY((height - screen.GetHeight()) / 2);
}
- // 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());
+ res.screen = screen;
return res;
}
-FramebufferLayout CustomFrameLayout(unsigned width, unsigned height) {
- ASSERT(width > 0);
- ASSERT(height > 0);
-
- FramebufferLayout res{width, height, true, true, {}, {}};
-
- MathUtil::Rectangle<unsigned> top_screen{
- Settings::values.custom_top_left, Settings::values.custom_top_top,
- Settings::values.custom_top_right, Settings::values.custom_top_bottom};
- MathUtil::Rectangle<unsigned> bot_screen{
- Settings::values.custom_bottom_left, Settings::values.custom_bottom_top,
- Settings::values.custom_bottom_right, Settings::values.custom_bottom_bottom};
-
- res.top_screen = top_screen;
- res.bottom_screen = bot_screen;
- return res;
-}
} // namespace Layout