Lime3DS/src/common/framebuffer_layout.cpp
2016-11-12 10:49:47 -07:00

139 lines
6.5 KiB
C++

// Copyright 2016 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <cmath>
#include "common/assert.h"
#include "common/framebuffer_layout.h"
#include "video_core/video_core.h"
namespace Layout {
static const float TOP_SCREEN_ASPECT_RATIO =
static_cast<float>(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth;
static const float BOT_SCREEN_ASPECT_RATIO =
static_cast<float>(VideoCore::kScreenBottomHeight) / VideoCore::kScreenBottomWidth;
// 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,
float screen_aspect_ratio) {
float scale = std::min(static_cast<float>(window_area.GetWidth()),
window_area.GetHeight() / screen_aspect_ratio);
return MathUtil::Rectangle<T>{0, 0, static_cast<T>(std::round(scale)),
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) {
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
? VideoCore::kScreenBottomHeight * 4 /
(VideoCore::kScreenBottomWidth * 4.0f + VideoCore::kScreenTopWidth)
: VideoCore::kScreenTopHeight * 4 /
(VideoCore::kScreenTopWidth * 4.0f + VideoCore::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;
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;
}
}