mirror of
https://github.com/Lime3DS/Lime3DS.git
synced 2024-11-30 13:24:16 +01:00
Signed-off-by: elim <e_sliwka@tuta.io>
This commit is contained in:
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2d6aca4563
commit
0d516f6da5
@ -187,6 +187,7 @@ filter_mode =
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# 2: Large Screen Small Screen
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# 3: Side by Side
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# 4: Separate Windows
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# 5: Hybrid Screen
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layout_option =
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# Toggle custom layout (using the settings below) on or off.
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@ -368,6 +368,11 @@
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<string>Separate Windows</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string>Hybrid Screen</string>
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</property>
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</item>
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</widget>
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</item>
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</layout>
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@ -387,6 +387,7 @@ void GMainWindow::InitializeWidgets() {
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actionGroup_ScreenLayouts->addAction(ui->action_Screen_Layout_Default);
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actionGroup_ScreenLayouts->addAction(ui->action_Screen_Layout_Single_Screen);
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actionGroup_ScreenLayouts->addAction(ui->action_Screen_Layout_Large_Screen);
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actionGroup_ScreenLayouts->addAction(ui->action_Screen_Layout_Hybrid_Screen);
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actionGroup_ScreenLayouts->addAction(ui->action_Screen_Layout_Side_by_Side);
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actionGroup_ScreenLayouts->addAction(ui->action_Screen_Layout_Separate_Windows);
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}
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@ -800,6 +801,7 @@ void GMainWindow::ConnectMenuEvents() {
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connect_menu(ui->action_Screen_Layout_Default, &GMainWindow::ChangeScreenLayout);
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connect_menu(ui->action_Screen_Layout_Single_Screen, &GMainWindow::ChangeScreenLayout);
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connect_menu(ui->action_Screen_Layout_Large_Screen, &GMainWindow::ChangeScreenLayout);
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connect_menu(ui->action_Screen_Layout_Hybrid_Screen, &GMainWindow::ChangeScreenLayout);
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connect_menu(ui->action_Screen_Layout_Side_by_Side, &GMainWindow::ChangeScreenLayout);
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connect_menu(ui->action_Screen_Layout_Separate_Windows, &GMainWindow::ChangeScreenLayout);
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connect_menu(ui->action_Screen_Layout_Swap_Screens, &GMainWindow::OnSwapScreens);
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@ -1883,6 +1885,8 @@ void GMainWindow::ChangeScreenLayout() {
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new_layout = Settings::LayoutOption::SingleScreen;
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} else if (ui->action_Screen_Layout_Large_Screen->isChecked()) {
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new_layout = Settings::LayoutOption::LargeScreen;
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} else if (ui->action_Screen_Layout_Hybrid_Screen->isChecked()) {
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new_layout = Settings::LayoutOption::HybridScreen;
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} else if (ui->action_Screen_Layout_Side_by_Side->isChecked()) {
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new_layout = Settings::LayoutOption::SideScreen;
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} else if (ui->action_Screen_Layout_Separate_Windows->isChecked()) {
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@ -1902,6 +1906,8 @@ void GMainWindow::ToggleScreenLayout() {
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case Settings::LayoutOption::SingleScreen:
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return Settings::LayoutOption::LargeScreen;
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case Settings::LayoutOption::LargeScreen:
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return Settings::LayoutOption::HybridScreen;
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case Settings::LayoutOption::HybridScreen:
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return Settings::LayoutOption::SideScreen;
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case Settings::LayoutOption::SideScreen:
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return Settings::LayoutOption::SeparateWindows;
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@ -2774,6 +2780,8 @@ void GMainWindow::SyncMenuUISettings() {
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Settings::LayoutOption::SingleScreen);
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ui->action_Screen_Layout_Large_Screen->setChecked(Settings::values.layout_option.GetValue() ==
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Settings::LayoutOption::LargeScreen);
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ui->action_Screen_Layout_Hybrid_Screen->setChecked(Settings::values.layout_option.GetValue() ==
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Settings::LayoutOption::HybridScreen);
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ui->action_Screen_Layout_Side_by_Side->setChecked(Settings::values.layout_option.GetValue() ==
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Settings::LayoutOption::SideScreen);
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ui->action_Screen_Layout_Separate_Windows->setChecked(
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@ -134,6 +134,7 @@
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<addaction name="action_Screen_Layout_Default"/>
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<addaction name="action_Screen_Layout_Single_Screen"/>
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<addaction name="action_Screen_Layout_Large_Screen"/>
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<addaction name="action_Screen_Layout_Hybrid_Screen"/>
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<addaction name="action_Screen_Layout_Side_by_Side"/>
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<addaction name="action_Screen_Layout_Separate_Windows"/>
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<addaction name="separator"/>
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@ -504,6 +505,14 @@
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<string>Large Screen</string>
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</property>
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</action>
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<action name="action_Screen_Layout_Hybrid_Screen">
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<property name="checkable">
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<bool>true</bool>
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</property>
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<property name="text">
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<string>Hybrid Screen</string>
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</property>
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</action>
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<action name="action_Screen_Layout_Side_by_Side">
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<property name="checkable">
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<bool>true</bool>
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@ -36,6 +36,7 @@ enum class LayoutOption : u32 {
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#ifndef ANDROID
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SeparateWindows,
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#endif
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HybridScreen,
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// Similiar to default, but better for mobile devices in portrait mode. Top screen in clamped to
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// the top of the frame, and the bottom screen is enlarged to match the top screen.
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MobilePortrait,
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@ -200,6 +200,11 @@ void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height,
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Settings::values.upright_screen.GetValue(),
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Settings::values.large_screen_proportion.GetValue());
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break;
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case Settings::LayoutOption::HybridScreen:
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layout =
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Layout::HybridScreenLayout(width, height, Settings::values.swap_screen.GetValue(),
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Settings::values.upright_screen.GetValue());
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break;
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case Settings::LayoutOption::SideScreen:
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layout = Layout::SideFrameLayout(width, height, Settings::values.swap_screen.GetValue(),
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Settings::values.upright_screen.GetValue());
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@ -299,6 +299,80 @@ FramebufferLayout LargeFrameLayout(u32 width, u32 height, bool swapped, bool upr
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return res;
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}
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FramebufferLayout HybridScreenLayout(u32 width, u32 height, bool swapped, bool upright) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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FramebufferLayout res{width, height, true, true, {}, {}, !upright, true, {}};
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// Split the window into two parts. Give 2.25x width to the main screen,
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// and make a bar on the right side with 1x width top screen and 1.25x width bottom screen
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// To do that, find the total emulation box and maximize that based on window size
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const float window_aspect_ratio = static_cast<float>(height) / width;
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const float scale_factor = 2.25f;
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float main_screen_aspect_ratio = TOP_SCREEN_ASPECT_RATIO;
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float hybrid_area_aspect_ratio = 27.f / 65;
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float top_screen_aspect_ratio = TOP_SCREEN_ASPECT_RATIO;
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float bot_screen_aspect_ratio = BOT_SCREEN_ASPECT_RATIO;
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if (swapped) {
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main_screen_aspect_ratio = BOT_SCREEN_ASPECT_RATIO;
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hybrid_area_aspect_ratio =
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Core::kScreenBottomHeight * scale_factor /
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(Core::kScreenBottomWidth * scale_factor + Core::kScreenTopWidth);
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}
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if (upright) {
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hybrid_area_aspect_ratio = 1.f / hybrid_area_aspect_ratio;
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main_screen_aspect_ratio = 1.f / main_screen_aspect_ratio;
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top_screen_aspect_ratio = TOP_SCREEN_UPRIGHT_ASPECT_RATIO;
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bot_screen_aspect_ratio = BOT_SCREEN_UPRIGHT_ASPECT_RATIO;
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}
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Common::Rectangle<u32> screen_window_area{0, 0, width, height};
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Common::Rectangle<u32> total_rect = maxRectangle(screen_window_area, hybrid_area_aspect_ratio);
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Common::Rectangle<u32> large_main_screen = maxRectangle(total_rect, main_screen_aspect_ratio);
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Common::Rectangle<u32> side_rect = total_rect.Scale(1.f / scale_factor);
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Common::Rectangle<u32> small_top_screen = maxRectangle(side_rect, top_screen_aspect_ratio);
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Common::Rectangle<u32> small_bottom_screen = maxRectangle(side_rect, bot_screen_aspect_ratio);
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if (window_aspect_ratio < hybrid_area_aspect_ratio) {
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large_main_screen = large_main_screen.TranslateX((width - total_rect.GetWidth()) / 2);
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} else {
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large_main_screen = large_main_screen.TranslateY((height - total_rect.GetHeight()) / 2);
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}
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// Scale the bottom screen so it's width is the same as top screen
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small_bottom_screen = small_bottom_screen.Scale(1.25f);
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if (upright) {
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large_main_screen = large_main_screen.TranslateY(small_bottom_screen.GetHeight());
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// Shift small bottom screen to upper right corner
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small_bottom_screen =
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small_bottom_screen.TranslateX(large_main_screen.right - small_bottom_screen.GetWidth())
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.TranslateY(large_main_screen.top - small_bottom_screen.GetHeight());
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// Shift small top screen to upper left corner
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small_top_screen = small_top_screen.TranslateX(large_main_screen.left)
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.TranslateY(large_main_screen.top - small_bottom_screen.GetHeight());
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} else {
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// Shift the small bottom screen to the bottom right corner
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small_bottom_screen =
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small_bottom_screen.TranslateX(large_main_screen.right)
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.TranslateY(large_main_screen.GetHeight() + large_main_screen.top -
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small_bottom_screen.GetHeight());
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// Shift small top screen to upper right corner
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small_top_screen =
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small_top_screen.TranslateX(large_main_screen.right).TranslateY(large_main_screen.top);
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}
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res.top_screen = small_top_screen;
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res.additional_screen = swapped ? small_bottom_screen : large_main_screen;
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res.bottom_screen = swapped ? large_main_screen : small_bottom_screen;
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return res;
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}
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FramebufferLayout SideFrameLayout(u32 width, u32 height, bool swapped, bool upright) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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@ -37,6 +37,9 @@ struct FramebufferLayout {
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Common::Rectangle<u32> bottom_screen;
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bool is_rotated = true;
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bool additional_screen_enabled;
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Common::Rectangle<u32> additional_screen;
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CardboardSettings cardboard;
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/**
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@ -99,6 +102,15 @@ FramebufferLayout SingleFrameLayout(u32 width, u32 height, bool is_swapped, bool
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*/
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FramebufferLayout LargeFrameLayout(u32 width, u32 height, bool is_swapped, bool upright,
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float scale_factor);
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/**
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* Factory method for constructing a frame with 2.5 times bigger top screen on the right,
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* and 1x top and bottom screen on the left
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* @param width Window framebuffer width in pixels
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* @param height Window framebuffer height in pixels
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* @param is_swapped if true, the bottom screen will be the large display
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* @return Newly created FramebufferLayout object with default screen regions initialized
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*/
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FramebufferLayout HybridScreenLayout(u32 width, u32 height, bool swapped, bool upright);
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/**
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* Factory method for constructing a Frame with the Top screen and bottom
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@ -942,6 +942,15 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f
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ApplySecondLayerOpacity();
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DrawTopScreen(layout, top_screen);
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}
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if (layout.additional_screen_enabled) {
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const auto& additional_screen = layout.additional_screen;
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if (!Settings::values.swap_screen.GetValue()) {
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DrawTopScreen(layout, additional_screen);
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} else {
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DrawBottomScreen(layout, additional_screen);
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}
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}
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ResetSecondLayerOpacity();
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}
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