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android: Fixed landscape layouts not displaying correctly
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61715bd4a2
commit
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@ -42,7 +42,9 @@ enum class LayoutOption : u32 {
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SeparateWindows,
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SeparateWindows,
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#endif
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#endif
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HybridScreen,
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HybridScreen,
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#ifndef ANDROID // TODO: Implement custom layouts on Android
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CustomLayout,
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CustomLayout,
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#endif
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// Similiar to default, but better for mobile devices in portrait mode. Top screen in clamped to
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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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// 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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MobilePortrait,
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@ -228,10 +228,12 @@ void EmuWindow::UpdateCurrentFramebufferLayout(u32 width, u32 height, bool is_po
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Layout::LargeFrameLayout(width, height, Settings::values.swap_screen.GetValue(),
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Layout::LargeFrameLayout(width, height, Settings::values.swap_screen.GetValue(),
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false, 2.25f, Layout::VerticalAlignment::Top);
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false, 2.25f, Layout::VerticalAlignment::Top);
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break;
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break;
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#ifndef ANDROID // TODO: Implement custom layouts on Android
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case Settings::LayoutOption::CustomLayout:
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case Settings::LayoutOption::CustomLayout:
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layout =
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layout =
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Layout::CustomFrameLayout(width, height, Settings::values.swap_screen.GetValue());
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Layout::CustomFrameLayout(width, height, Settings::values.swap_screen.GetValue());
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break;
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break;
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#endif
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case Settings::LayoutOption::Default:
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case Settings::LayoutOption::Default:
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default:
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default:
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layout =
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layout =
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@ -696,6 +696,7 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f
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}
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}
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void RendererOpenGL::ApplySecondLayerOpacity() {
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void RendererOpenGL::ApplySecondLayerOpacity() {
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#ifndef ANDROID // TODO: Implement custom layouts on Android
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if ((Settings::values.layout_option.GetValue() == Settings::LayoutOption::CustomLayout ||
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if ((Settings::values.layout_option.GetValue() == Settings::LayoutOption::CustomLayout ||
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Settings::values.custom_layout) &&
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Settings::values.custom_layout) &&
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Settings::values.custom_second_layer_opacity.GetValue() < 100) {
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Settings::values.custom_second_layer_opacity.GetValue() < 100) {
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@ -705,9 +706,11 @@ void RendererOpenGL::ApplySecondLayerOpacity() {
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state.blend.dst_rgb_func = GL_ONE_MINUS_CONSTANT_ALPHA;
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state.blend.dst_rgb_func = GL_ONE_MINUS_CONSTANT_ALPHA;
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state.blend.color.alpha = Settings::values.custom_second_layer_opacity.GetValue() / 100.0f;
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state.blend.color.alpha = Settings::values.custom_second_layer_opacity.GetValue() / 100.0f;
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}
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}
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#endif
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}
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}
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void RendererOpenGL::ResetSecondLayerOpacity() {
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void RendererOpenGL::ResetSecondLayerOpacity() {
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#ifndef ANDROID // TODO: Implement custom layouts on Android
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if ((Settings::values.layout_option.GetValue() == Settings::LayoutOption::CustomLayout ||
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if ((Settings::values.layout_option.GetValue() == Settings::LayoutOption::CustomLayout ||
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Settings::values.custom_layout) &&
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Settings::values.custom_layout) &&
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Settings::values.custom_second_layer_opacity.GetValue() < 100) {
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Settings::values.custom_second_layer_opacity.GetValue() < 100) {
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@ -717,6 +720,7 @@ void RendererOpenGL::ResetSecondLayerOpacity() {
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state.blend.dst_a_func = GL_ZERO;
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state.blend.dst_a_func = GL_ZERO;
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state.blend.color.alpha = 0.0f;
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state.blend.color.alpha = 0.0f;
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}
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}
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#endif
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}
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}
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void RendererOpenGL::DrawTopScreen(const Layout::FramebufferLayout& layout,
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void RendererOpenGL::DrawTopScreen(const Layout::FramebufferLayout& layout,
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