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 | 138 | ||||
-rw-r--r-- | src/common/framebuffer_layout.h | 47 | ||||
-rw-r--r-- | src/common/math_util.h | 10 |
6 files changed, 222 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..835c4d500 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 current frame layout + * 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..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; +} +} diff --git a/src/common/framebuffer_layout.h b/src/common/framebuffer_layout.h new file mode 100644 index 000000000..a125646a3 --- /dev/null +++ b/src/common/framebuffer_layout.h @@ -0,0 +1,47 @@ +// 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 + * @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 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); + +/** + * 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 + * @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); +} diff --git a/src/common/math_util.h b/src/common/math_util.h index 41d89666c..cdeaeb733 100644 --- a/src/common/math_util.h +++ b/src/common/math_util.h @@ -38,6 +38,16 @@ struct Rectangle { T GetHeight() const { return std::abs(static_cast<typename std::make_signed<T>::type>(bottom - top)); } + Rectangle<T> TranslateX(const T x) const { + return Rectangle{left + x, top, right + x, bottom}; + } + Rectangle<T> TranslateY(const T y) const { + return Rectangle{left, top + y, right, bottom + y}; + } + Rectangle<T> Scale(const float s) const { + return Rectangle{left, top, static_cast<T>(left + GetWidth() * s), + static_cast<T>(top + GetHeight() * s)}; + } }; } // namespace MathUtil |