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399 lines
19 KiB
C++
399 lines
19 KiB
C++
// Copyright 2016 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <cmath>
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#include "common/assert.h"
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#include "core/3ds.h"
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#include "core/frontend/framebuffer_layout.h"
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#include "core/settings.h"
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namespace Layout {
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static const float TOP_SCREEN_ASPECT_RATIO =
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static_cast<float>(Core::kScreenTopHeight) / Core::kScreenTopWidth;
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static const float BOT_SCREEN_ASPECT_RATIO =
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static_cast<float>(Core::kScreenBottomHeight) / Core::kScreenBottomWidth;
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static const float TOP_SCREEN_UPRIGHT_ASPECT_RATIO =
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static_cast<float>(Core::kScreenTopWidth) / Core::kScreenTopHeight;
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static const float BOT_SCREEN_UPRIGHT_ASPECT_RATIO =
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static_cast<float>(Core::kScreenBottomWidth) / Core::kScreenBottomHeight;
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u32 FramebufferLayout::GetScalingRatio() const {
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if (is_rotated) {
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return static_cast<u32>(((top_screen.GetWidth() - 1) / Core::kScreenTopWidth) + 1);
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} else {
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return static_cast<u32>(((top_screen.GetWidth() - 1) / Core::kScreenTopHeight) + 1);
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}
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}
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// Finds the largest size subrectangle contained in window area that is confined to the aspect ratio
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template <class T>
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static Common::Rectangle<T> maxRectangle(Common::Rectangle<T> window_area,
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float screen_aspect_ratio) {
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float scale = std::min(static_cast<float>(window_area.GetWidth()),
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window_area.GetHeight() / screen_aspect_ratio);
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return Common::Rectangle<T>{0, 0, static_cast<T>(std::round(scale)),
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static_cast<T>(std::round(scale * screen_aspect_ratio))};
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}
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FramebufferLayout DefaultFrameLayout(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};
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Common::Rectangle<u32> screen_window_area;
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Common::Rectangle<u32> top_screen;
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Common::Rectangle<u32> bot_screen;
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float emulation_aspect_ratio;
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if (upright) {
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// Default layout gives equal screen sizes to the top and bottom screen
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screen_window_area = {0, 0, width / 2, height};
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top_screen = maxRectangle(screen_window_area, TOP_SCREEN_UPRIGHT_ASPECT_RATIO);
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bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_UPRIGHT_ASPECT_RATIO);
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// both screens width are taken into account by dividing by 2
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emulation_aspect_ratio = TOP_SCREEN_UPRIGHT_ASPECT_RATIO / 2;
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} else {
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// Default layout gives equal screen sizes to the top and bottom screen
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screen_window_area = {0, 0, width, height / 2};
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top_screen = maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
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bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
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// both screens height are taken into account by multiplying by 2
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emulation_aspect_ratio = TOP_SCREEN_ASPECT_RATIO * 2;
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}
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float window_aspect_ratio = static_cast<float>(height) / width;
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if (window_aspect_ratio < emulation_aspect_ratio) {
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// Window is wider than the emulation content => apply borders to the right and left sides
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if (upright) {
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// Recalculate the bottom screen to account for the height difference between right and
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// left
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screen_window_area = {0, 0, top_screen.GetWidth(), height};
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bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_UPRIGHT_ASPECT_RATIO);
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bot_screen =
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bot_screen.TranslateY((top_screen.GetHeight() - bot_screen.GetHeight()) / 2);
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if (swapped) {
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bot_screen = bot_screen.TranslateX(width / 2 - bot_screen.GetWidth());
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} else {
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top_screen = top_screen.TranslateX(width / 2 - top_screen.GetWidth());
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}
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} else {
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top_screen =
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top_screen.TranslateX((screen_window_area.GetWidth() - top_screen.GetWidth()) / 2);
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bot_screen =
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bot_screen.TranslateX((screen_window_area.GetWidth() - bot_screen.GetWidth()) / 2);
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}
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} else {
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// Window is narrower than the emulation content => apply borders to the top and bottom
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if (upright) {
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top_screen = top_screen.TranslateY(
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(screen_window_area.GetHeight() - top_screen.GetHeight()) / 2);
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bot_screen = bot_screen.TranslateY(
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(screen_window_area.GetHeight() - bot_screen.GetHeight()) / 2);
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} else {
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// Recalculate the bottom screen to account for the width difference between top and
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// bottom
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screen_window_area = {0, 0, width, top_screen.GetHeight()};
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bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
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bot_screen = bot_screen.TranslateX((top_screen.GetWidth() - bot_screen.GetWidth()) / 2);
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if (swapped) {
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bot_screen = bot_screen.TranslateY(height / 2 - bot_screen.GetHeight());
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} else {
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top_screen = top_screen.TranslateY(height / 2 - top_screen.GetHeight());
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}
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}
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}
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if (upright) {
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// Move the top screen to the right if we are swapped.
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res.top_screen = swapped ? top_screen.TranslateX(width / 2) : top_screen;
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res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateX(width / 2);
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} else {
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// Move the top screen to the bottom if we are swapped.
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res.top_screen = swapped ? top_screen.TranslateY(height / 2) : top_screen;
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res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateY(height / 2);
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}
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return res;
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}
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FramebufferLayout SingleFrameLayout(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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// The drawing code needs at least somewhat valid values for both screens
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// so just calculate them both even if the other isn't showing.
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FramebufferLayout res{width, height, !swapped, swapped, {}, {}, !upright};
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Common::Rectangle<u32> screen_window_area{0, 0, width, height};
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Common::Rectangle<u32> top_screen;
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Common::Rectangle<u32> bot_screen;
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float emulation_aspect_ratio;
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if (upright) {
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top_screen = maxRectangle(screen_window_area, TOP_SCREEN_UPRIGHT_ASPECT_RATIO);
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bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_UPRIGHT_ASPECT_RATIO);
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emulation_aspect_ratio =
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(swapped) ? BOT_SCREEN_UPRIGHT_ASPECT_RATIO : TOP_SCREEN_UPRIGHT_ASPECT_RATIO;
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} else {
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top_screen = maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
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bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
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emulation_aspect_ratio = (swapped) ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO;
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}
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float window_aspect_ratio = static_cast<float>(height) / width;
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if (window_aspect_ratio < emulation_aspect_ratio) {
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top_screen =
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top_screen.TranslateX((screen_window_area.GetWidth() - top_screen.GetWidth()) / 2);
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bot_screen =
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bot_screen.TranslateX((screen_window_area.GetWidth() - bot_screen.GetWidth()) / 2);
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} else {
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top_screen = top_screen.TranslateY((height - top_screen.GetHeight()) / 2);
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bot_screen = bot_screen.TranslateY((height - bot_screen.GetHeight()) / 2);
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}
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res.top_screen = top_screen;
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res.bottom_screen = bot_screen;
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return res;
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}
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FramebufferLayout LargeFrameLayout(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};
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// Split the window into two parts. Give 4x width to the main screen and 1x width to the small
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// To do that, find the total emulation box and maximize that based on window size
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float window_aspect_ratio = static_cast<float>(height) / width;
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float emulation_aspect_ratio;
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float large_screen_aspect_ratio;
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float small_screen_aspect_ratio;
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if (upright) {
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if (swapped) {
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emulation_aspect_ratio = (Core::kScreenBottomWidth * 4.0f + Core::kScreenTopWidth) /
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(Core::kScreenBottomHeight * 4);
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large_screen_aspect_ratio = BOT_SCREEN_UPRIGHT_ASPECT_RATIO;
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small_screen_aspect_ratio = TOP_SCREEN_UPRIGHT_ASPECT_RATIO;
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} else {
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emulation_aspect_ratio = (Core::kScreenTopWidth * 4.0f + Core::kScreenBottomWidth) /
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(Core::kScreenTopHeight * 4);
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large_screen_aspect_ratio = TOP_SCREEN_UPRIGHT_ASPECT_RATIO;
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small_screen_aspect_ratio = BOT_SCREEN_UPRIGHT_ASPECT_RATIO;
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}
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} else {
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if (swapped) {
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emulation_aspect_ratio = Core::kScreenBottomHeight * 4 /
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(Core::kScreenBottomWidth * 4.0f + Core::kScreenTopWidth);
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large_screen_aspect_ratio = BOT_SCREEN_ASPECT_RATIO;
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small_screen_aspect_ratio = TOP_SCREEN_ASPECT_RATIO;
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} else {
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emulation_aspect_ratio = Core::kScreenTopHeight * 4 /
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(Core::kScreenTopWidth * 4.0f + Core::kScreenBottomWidth);
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large_screen_aspect_ratio = TOP_SCREEN_ASPECT_RATIO;
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small_screen_aspect_ratio = BOT_SCREEN_ASPECT_RATIO;
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}
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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, emulation_aspect_ratio);
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Common::Rectangle<u32> large_screen = maxRectangle(total_rect, large_screen_aspect_ratio);
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Common::Rectangle<u32> fourth_size_rect = total_rect.Scale(.25f);
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Common::Rectangle<u32> small_screen = maxRectangle(fourth_size_rect, small_screen_aspect_ratio);
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if (window_aspect_ratio < emulation_aspect_ratio) {
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large_screen = large_screen.TranslateX((width - total_rect.GetWidth()) / 2);
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} else {
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large_screen = large_screen.TranslateY((height - total_rect.GetHeight()) / 2);
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}
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if (upright) {
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large_screen = large_screen.TranslateY(small_screen.GetHeight());
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small_screen = small_screen.TranslateX(large_screen.right - small_screen.GetWidth())
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.TranslateY(large_screen.top - small_screen.GetHeight());
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} else {
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// Shift the small screen to the bottom right corner
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small_screen =
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small_screen.TranslateX(large_screen.right)
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.TranslateY(large_screen.GetHeight() + large_screen.top - small_screen.GetHeight());
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}
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res.top_screen = swapped ? small_screen : large_screen;
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res.bottom_screen = swapped ? large_screen : small_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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FramebufferLayout res{width, height, true, true, {}, {}, !upright};
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// Aspect ratio of both screens side by side
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float emulation_aspect_ratio =
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upright ? static_cast<float>(Core::kScreenTopWidth + Core::kScreenBottomWidth) /
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Core::kScreenTopHeight
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: static_cast<float>(Core::kScreenTopHeight) /
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(Core::kScreenTopWidth + Core::kScreenBottomWidth);
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float window_aspect_ratio = static_cast<float>(height) / width;
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Common::Rectangle<u32> screen_window_area{0, 0, width, height};
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// Find largest Rectangle that can fit in the window size with the given aspect ratio
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Common::Rectangle<u32> screen_rect = maxRectangle(screen_window_area, emulation_aspect_ratio);
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// Find sizes of top and bottom screen
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Common::Rectangle<u32> top_screen =
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upright ? maxRectangle(screen_rect, TOP_SCREEN_UPRIGHT_ASPECT_RATIO)
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: maxRectangle(screen_rect, TOP_SCREEN_ASPECT_RATIO);
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Common::Rectangle<u32> bot_screen =
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upright ? maxRectangle(screen_rect, BOT_SCREEN_UPRIGHT_ASPECT_RATIO)
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: maxRectangle(screen_rect, BOT_SCREEN_ASPECT_RATIO);
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if (window_aspect_ratio < emulation_aspect_ratio) {
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// Apply borders to the left and right sides of the window.
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u32 shift_horizontal = (screen_window_area.GetWidth() - screen_rect.GetWidth()) / 2;
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top_screen = top_screen.TranslateX(shift_horizontal);
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bot_screen = bot_screen.TranslateX(shift_horizontal);
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} else {
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// Window is narrower than the emulation content => apply borders to the top and bottom
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u32 shift_vertical = (screen_window_area.GetHeight() - screen_rect.GetHeight()) / 2;
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top_screen = top_screen.TranslateY(shift_vertical);
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bot_screen = bot_screen.TranslateY(shift_vertical);
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}
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if (upright) {
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// Leave the top screen at the top if we are swapped.
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res.top_screen = swapped ? top_screen : top_screen.TranslateY(bot_screen.GetHeight());
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res.bottom_screen = swapped ? bot_screen.TranslateY(top_screen.GetHeight()) : bot_screen;
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} else {
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// Move the top screen to the right if we are swapped.
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res.top_screen = swapped ? top_screen.TranslateX(bot_screen.GetWidth()) : top_screen;
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res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateX(top_screen.GetWidth());
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}
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return res;
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}
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FramebufferLayout CustomFrameLayout(u32 width, u32 height) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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FramebufferLayout res{width, height, true, true, {}, {}, !Settings::values.upright_screen};
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Common::Rectangle<u32> top_screen{
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Settings::values.custom_top_left, Settings::values.custom_top_top,
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Settings::values.custom_top_right, Settings::values.custom_top_bottom};
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Common::Rectangle<u32> bot_screen{
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Settings::values.custom_bottom_left, Settings::values.custom_bottom_top,
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Settings::values.custom_bottom_right, Settings::values.custom_bottom_bottom};
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res.top_screen = top_screen;
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res.bottom_screen = bot_screen;
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return res;
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}
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FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale) {
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FramebufferLayout layout;
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if (Settings::values.custom_layout == true) {
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layout = CustomFrameLayout(
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std::max(Settings::values.custom_top_right, Settings::values.custom_bottom_right),
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std::max(Settings::values.custom_top_bottom, Settings::values.custom_bottom_bottom));
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} else {
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int width, height;
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switch (Settings::values.layout_option) {
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case Settings::LayoutOption::SingleScreen:
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if (Settings::values.upright_screen) {
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if (Settings::values.swap_screen) {
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width = Core::kScreenBottomHeight * res_scale;
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height = Core::kScreenBottomWidth * res_scale;
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} else {
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width = Core::kScreenTopHeight * res_scale;
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height = Core::kScreenTopWidth * res_scale;
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}
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} else {
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if (Settings::values.swap_screen) {
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width = Core::kScreenBottomWidth * res_scale;
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height = Core::kScreenBottomHeight * res_scale;
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} else {
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width = Core::kScreenTopWidth * res_scale;
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height = Core::kScreenTopHeight * res_scale;
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}
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}
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layout = SingleFrameLayout(width, height, Settings::values.swap_screen,
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Settings::values.upright_screen);
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break;
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case Settings::LayoutOption::LargeScreen:
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if (Settings::values.upright_screen) {
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if (Settings::values.swap_screen) {
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width = Core::kScreenBottomHeight * res_scale;
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height = (Core::kScreenBottomWidth + Core::kScreenTopWidth / 4) * res_scale;
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} else {
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width = Core::kScreenTopHeight * res_scale;
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height = (Core::kScreenTopWidth + Core::kScreenBottomWidth / 4) * res_scale;
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}
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} else {
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if (Settings::values.swap_screen) {
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width = (Core::kScreenBottomWidth + Core::kScreenTopWidth / 4) * res_scale;
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height = Core::kScreenBottomHeight * res_scale;
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} else {
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width = (Core::kScreenTopWidth + Core::kScreenBottomWidth / 4) * res_scale;
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height = Core::kScreenTopHeight * res_scale;
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}
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}
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layout = LargeFrameLayout(width, height, Settings::values.swap_screen,
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Settings::values.upright_screen);
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break;
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case Settings::LayoutOption::SideScreen:
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if (Settings::values.upright_screen) {
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width = Core::kScreenTopHeight * res_scale;
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height = (Core::kScreenTopWidth + Core::kScreenBottomWidth) * res_scale;
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} else {
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width = (Core::kScreenTopWidth + Core::kScreenBottomWidth) * res_scale;
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height = Core::kScreenTopHeight * res_scale;
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}
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layout = SideFrameLayout(width, height, Settings::values.swap_screen,
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Settings::values.upright_screen);
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break;
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case Settings::LayoutOption::Default:
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default:
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if (Settings::values.upright_screen) {
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width = (Core::kScreenTopHeight + Core::kScreenBottomHeight) * res_scale;
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height = Core::kScreenTopWidth * res_scale;
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} else {
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width = Core::kScreenTopWidth * res_scale;
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height = (Core::kScreenTopHeight + Core::kScreenBottomHeight) * res_scale;
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}
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layout = DefaultFrameLayout(width, height, Settings::values.swap_screen,
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Settings::values.upright_screen);
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break;
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}
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}
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return layout;
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}
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std::pair<unsigned, unsigned> GetMinimumSizeFromLayout(Settings::LayoutOption layout,
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bool upright_screen) {
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unsigned min_width, min_height;
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switch (layout) {
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case Settings::LayoutOption::SingleScreen:
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min_width = Settings::values.swap_screen ? Core::kScreenBottomWidth : Core::kScreenTopWidth;
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min_height = Core::kScreenBottomHeight;
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break;
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case Settings::LayoutOption::LargeScreen:
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min_width = Settings::values.swap_screen
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? Core::kScreenTopWidth / 4 + Core::kScreenBottomWidth
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: Core::kScreenTopWidth + Core::kScreenBottomWidth / 4;
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min_height = Core::kScreenBottomHeight;
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break;
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case Settings::LayoutOption::SideScreen:
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min_width = Core::kScreenTopWidth + Core::kScreenBottomWidth;
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min_height = Core::kScreenBottomHeight;
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break;
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case Settings::LayoutOption::Default:
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default:
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min_width = Core::kScreenTopWidth;
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min_height = Core::kScreenTopHeight + Core::kScreenBottomHeight;
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break;
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}
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if (upright_screen) {
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return std::make_pair(min_height, min_width);
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} else {
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return std::make_pair(min_width, min_height);
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}
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}
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} // namespace Layout
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