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-rw-r--r--src/common/CMakeLists.txt2
-rw-r--r--src/common/emu_window.cpp68
-rw-r--r--src/common/emu_window.h30
-rw-r--r--src/common/framebuffer_layout.cpp138
-rw-r--r--src/common/framebuffer_layout.h47
-rw-r--r--src/common/math_util.h10
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