summaryrefslogtreecommitdiffstats
path: root/src/core/frontend
diff options
context:
space:
mode:
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
parentNV: Move the nv device nodes to their own directory and namespace. (diff)
downloadyuzu-482cf8a005a3c13ac7239995fdbe2e78d12984b9.tar
yuzu-482cf8a005a3c13ac7239995fdbe2e78d12984b9.tar.gz
yuzu-482cf8a005a3c13ac7239995fdbe2e78d12984b9.tar.bz2
yuzu-482cf8a005a3c13ac7239995fdbe2e78d12984b9.tar.lz
yuzu-482cf8a005a3c13ac7239995fdbe2e78d12984b9.tar.xz
yuzu-482cf8a005a3c13ac7239995fdbe2e78d12984b9.tar.zst
yuzu-482cf8a005a3c13ac7239995fdbe2e78d12984b9.zip
Diffstat (limited to 'src/core/frontend')
-rw-r--r--src/core/frontend/emu_window.cpp48
-rw-r--r--src/core/frontend/emu_window.h6
-rw-r--r--src/core/frontend/framebuffer_layout.cpp170
-rw-r--r--src/core/frontend/framebuffer_layout.h66
4 files changed, 39 insertions, 251 deletions
diff --git a/src/core/frontend/emu_window.cpp b/src/core/frontend/emu_window.cpp
index e67394177..2d776c693 100644
--- a/src/core/frontend/emu_window.cpp
+++ b/src/core/frontend/emu_window.cpp
@@ -41,7 +41,8 @@ private:
EmuWindow::EmuWindow() {
// TODO: Find a better place to set this.
- config.min_client_area_size = std::make_pair(400u, 480u);
+ config.min_client_area_size =
+ std::make_pair(Layout::ScreenUndocked::Width, Layout::ScreenUndocked::Height);
active_config = config;
touch_state = std::make_shared<TouchState>();
Input::RegisterFactory<Input::TouchDevice>("emu_window", touch_state);
@@ -60,17 +61,16 @@ EmuWindow::~EmuWindow() {
*/
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 &&
- framebuffer_x >= layout.bottom_screen.left && framebuffer_x < layout.bottom_screen.right);
+ return (framebuffer_y >= layout.screen.top && framebuffer_y < layout.screen.bottom &&
+ framebuffer_x >= layout.screen.left && framebuffer_x < layout.screen.right);
}
std::tuple<unsigned, unsigned> EmuWindow::ClipToTouchScreen(unsigned new_x, unsigned new_y) {
- new_x = std::max(new_x, framebuffer_layout.bottom_screen.left);
- new_x = std::min(new_x, framebuffer_layout.bottom_screen.right - 1);
+ new_x = std::max(new_x, framebuffer_layout.screen.left);
+ new_x = std::min(new_x, framebuffer_layout.screen.right - 1);
- new_y = std::max(new_y, framebuffer_layout.bottom_screen.top);
- new_y = std::min(new_y, framebuffer_layout.bottom_screen.bottom - 1);
+ new_y = std::max(new_y, framebuffer_layout.screen.top);
+ new_y = std::min(new_y, framebuffer_layout.screen.bottom - 1);
return std::make_tuple(new_x, new_y);
}
@@ -80,12 +80,10 @@ void EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
return;
std::lock_guard<std::mutex> guard(touch_state->mutex);
- touch_state->touch_x =
- static_cast<float>(framebuffer_x - framebuffer_layout.bottom_screen.left) /
- (framebuffer_layout.bottom_screen.right - framebuffer_layout.bottom_screen.left);
- touch_state->touch_y =
- static_cast<float>(framebuffer_y - framebuffer_layout.bottom_screen.top) /
- (framebuffer_layout.bottom_screen.bottom - framebuffer_layout.bottom_screen.top);
+ touch_state->touch_x = static_cast<float>(framebuffer_x - framebuffer_layout.screen.left) /
+ (framebuffer_layout.screen.right - framebuffer_layout.screen.left);
+ touch_state->touch_y = static_cast<float>(framebuffer_y - framebuffer_layout.screen.top) /
+ (framebuffer_layout.screen.bottom - framebuffer_layout.screen.top);
touch_state->touch_pressed = true;
}
@@ -108,25 +106,5 @@ void EmuWindow::TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y) {
}
void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height) {
- Layout::FramebufferLayout layout;
- if (Settings::values.custom_layout == true) {
- layout = Layout::CustomFrameLayout(width, height);
- } else {
- 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::SideScreen:
- layout = Layout::SideFrameLayout(width, height, Settings::values.swap_screen);
- break;
- case Settings::LayoutOption::Default:
- default:
- layout = Layout::DefaultFrameLayout(width, height, Settings::values.swap_screen);
- break;
- }
- }
- NotifyFramebufferLayoutChanged(layout);
+ NotifyFramebufferLayoutChanged(Layout::DefaultFrameLayout(width, height));
}
diff --git a/src/core/frontend/emu_window.h b/src/core/frontend/emu_window.h
index c10dee51b..e8c29adfb 100644
--- a/src/core/frontend/emu_window.h
+++ b/src/core/frontend/emu_window.h
@@ -87,9 +87,9 @@ public:
}
/**
- * Gets the framebuffer layout (width, height, and screen regions)
- * @note This method is thread-safe
- */
+ * Gets the framebuffer layout (width, height, and screen regions)
+ * @note This method is thread-safe
+ */
const Layout::FramebufferLayout& GetFramebufferLayout() const {
return framebuffer_layout;
}
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
diff --git a/src/core/frontend/framebuffer_layout.h b/src/core/frontend/framebuffer_layout.h
index 4983cf103..b06999e1b 100644
--- a/src/core/frontend/framebuffer_layout.h
+++ b/src/core/frontend/framebuffer_layout.h
@@ -1,4 +1,4 @@
-// Copyright 2016 Citra Emulator Project
+// Copyright 2018 Yuzu Emulator Team
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
@@ -8,68 +8,30 @@
namespace Layout {
-/// Describes the layout of the window framebuffer (size and top/bottom screen positions)
+enum ScreenUndocked : unsigned { Width = 1280, Height = 720 };
+
+/// Describes the layout of the window framebuffer
struct FramebufferLayout {
- unsigned width;
- unsigned height;
- bool top_screen_enabled;
- bool bottom_screen_enabled;
- MathUtil::Rectangle<unsigned> top_screen;
- MathUtil::Rectangle<unsigned> bottom_screen;
+ unsigned width{ScreenUndocked::Width};
+ unsigned height{ScreenUndocked::Height};
+
+ MathUtil::Rectangle<unsigned> screen;
/**
- * Returns the ration of pixel size of the top screen, compared to the native size of the 3DS
- * screen.
+ * Returns the ration of pixel size of the screen, compared to the native size of the undocked
+ * Switch screen.
*/
- float GetScalingRatio() const;
+ float GetScalingRatio() const {
+ return static_cast<float>(screen.GetWidth()) / ScreenUndocked::Width;
+ }
};
/**
* 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);
-
-/**
-* Factory method for constructing a Frame with the Top screen and bottom
-* screen side by side
-* This is useful for devices with small screens, like the GPDWin
-* @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 left display
-* @return Newly created FramebufferLayout object with default screen regions initialized
-*/
-FramebufferLayout SideFrameLayout(unsigned width, unsigned height, bool is_swapped);
-
-/**
- * Factory method for constructing a custom 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 CustomFrameLayout(unsigned width, unsigned height);
+FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height);
} // namespace Layout