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https://github.com/Lime3DS/Lime3DS.git
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60235827c5
Based on hrydgard/ppsspp/pull/12449
127 lines
5.2 KiB
C++
127 lines
5.2 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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#pragma once
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#include "common/math_util.h"
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#include "core/settings.h"
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namespace Layout {
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/// Describes the horizontal coordinates for the right eye screen when using Cardboard VR
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struct CardboardSettings {
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float top_screen_right_eye;
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float bottom_screen_right_eye;
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float user_x_shift;
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};
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/// Describes the layout of the window framebuffer (size and top/bottom screen positions)
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struct FramebufferLayout {
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u32 width;
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u32 height;
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bool top_screen_enabled;
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bool bottom_screen_enabled;
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Common::Rectangle<u32> top_screen;
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Common::Rectangle<u32> bottom_screen;
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bool is_rotated = true;
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CardboardSettings cardboard;
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/**
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* Returns the ration of pixel size of the top screen, compared to the native size of the 3DS
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* screen.
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*/
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u32 GetScalingRatio() const;
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};
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/**
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* Factory method for constructing a default FramebufferLayout
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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 displayed above the top screen
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* @return Newly created FramebufferLayout object with default screen regions initialized
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*/
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FramebufferLayout DefaultFrameLayout(u32 width, u32 height, bool is_swapped, bool upright);
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/**
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* Factory method for constructing a mobile portrait FramebufferLayout
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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 displayed above the top screen
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* @return Newly created FramebufferLayout object with mobile portrait screen regions initialized
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*/
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FramebufferLayout MobilePortraitFrameLayout(u32 width, u32 height, bool is_swapped);
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/**
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* Factory method for constructing a Frame with the a 4x size Top screen with a 1x size bottom
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* screen on the right
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* This is useful in particular because it matches well with a 1920x1080 resolution monitor
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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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* @param scale_factor Scale factor to use for bottom screen with respect to top screen
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* @param center_vertical When true, centers the top and bottom screens vertically
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* @return Newly created FramebufferLayout object with default screen regions initialized
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*/
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FramebufferLayout MobileLandscapeFrameLayout(u32 width, u32 height, bool is_swapped,
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float scale_factor, bool center_vertical);
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/**
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* Factory method for constructing a FramebufferLayout with only the top or bottom screen
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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 displayed (and the top won't be displayed)
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* @return Newly created FramebufferLayout object with default screen regions initialized
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*/
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FramebufferLayout SingleFrameLayout(u32 width, u32 height, bool is_swapped, bool upright);
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/**
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* Factory method for constructing a Frame with the a 4x size Top screen with a 1x size bottom
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* screen on the right
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* This is useful in particular because it matches well with a 1920x1080 resolution monitor
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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 LargeFrameLayout(u32 width, u32 height, bool is_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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* screen side by side
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* This is useful for devices with small screens, like the GPDWin
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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 left display
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* @return Newly created FramebufferLayout object with default screen regions initialized
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*/
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FramebufferLayout SideFrameLayout(u32 width, u32 height, bool is_swapped, bool upright);
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/**
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* Factory method for constructing a custom FramebufferLayout
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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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* @return Newly created FramebufferLayout object with default screen regions initialized
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*/
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FramebufferLayout CustomFrameLayout(u32 width, u32 height);
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/**
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* Convenience method to get frame layout by resolution scale
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* Read from the current settings to determine which layout to use.
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* @param res_scale resolution scale factor
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*/
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FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale);
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/**
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* Convenience method for transforming a frame layout when using Cardboard VR
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* @param layout frame layout to transform
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* @return layout transformed with the user cardboard settings
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*/
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FramebufferLayout GetCardboardSettings(FramebufferLayout layout);
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std::pair<unsigned, unsigned> GetMinimumSizeFromLayout(Settings::LayoutOption layout,
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bool upright_screen);
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} // namespace Layout
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