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Merge pull request #1753 from jroweboy/frame_layouts
Merge pull request #1753 from jroweboy/frame_layouts
Support additional screen layouts.pull/15/merge
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GitHub
19 changed files with 368 additions and 127 deletions
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5src/citra/config.cpp
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10src/citra/default_ini.h
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5src/citra/emu_window/emu_window_sdl2.cpp
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4src/citra_qt/bootmanager.cpp
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11src/citra_qt/config.cpp
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1src/citra_qt/configure_dialog.cpp
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5src/citra_qt/configure_graphics.cpp
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115src/citra_qt/configure_graphics.ui
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8src/citra_qt/main.cpp
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1src/citra_qt/main.h
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2src/common/CMakeLists.txt
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68src/common/emu_window.cpp
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30src/common/emu_window.h
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138src/common/framebuffer_layout.cpp
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47src/common/framebuffer_layout.h
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10src/common/math_util.h
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7src/core/settings.cpp
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11src/core/settings.h
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17src/video_core/renderer_opengl/renderer_opengl.cpp
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// 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 "common/framebuffer_layout.h"
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#include "video_core/video_core.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>(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth; |
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static const float BOT_SCREEN_ASPECT_RATIO = |
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static_cast<float>(VideoCore::kScreenBottomHeight) / VideoCore::kScreenBottomWidth; |
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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 MathUtil::Rectangle<T> maxRectangle(MathUtil::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 MathUtil::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(unsigned width, unsigned height, bool swapped) { |
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ASSERT(width > 0); |
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ASSERT(height > 0); |
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FramebufferLayout res{width, height, true, true, {}, {}}; |
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// Default layout gives equal screen sizes to the top and bottom screen
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MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height / 2}; |
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MathUtil::Rectangle<unsigned> top_screen = |
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maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO); |
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MathUtil::Rectangle<unsigned> bot_screen = |
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maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO); |
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float window_aspect_ratio = static_cast<float>(height) / width; |
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// both screens height are taken into account by multiplying by 2
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float emulation_aspect_ratio = TOP_SCREEN_ASPECT_RATIO * 2; |
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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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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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// Window is narrower than the emulation content => apply borders to the top and bottom
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// Recalculate the bottom screen to account for the width difference between top and 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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// 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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return res; |
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} |
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FramebufferLayout SingleFrameLayout(unsigned width, unsigned height, bool swapped) { |
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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, {}, {}}; |
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MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height}; |
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MathUtil::Rectangle<unsigned> top_screen = |
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maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO); |
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MathUtil::Rectangle<unsigned> bot_screen = |
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maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO); |
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float window_aspect_ratio = static_cast<float>(height) / width; |
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float emulation_aspect_ratio = (swapped) ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO; |
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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(unsigned width, unsigned height, bool swapped) { |
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ASSERT(width > 0); |
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ASSERT(height > 0); |
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FramebufferLayout res{width, height, true, true, {}, {}}; |
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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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swapped |
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? VideoCore::kScreenBottomHeight * 4 / |
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(VideoCore::kScreenBottomWidth * 4.0f + VideoCore::kScreenTopWidth) |
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: VideoCore::kScreenTopHeight * 4 / |
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(VideoCore::kScreenTopWidth * 4.0f + VideoCore::kScreenBottomWidth); |
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float large_screen_aspect_ratio = swapped ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO; |
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float small_screen_aspect_ratio = swapped ? TOP_SCREEN_ASPECT_RATIO : BOT_SCREEN_ASPECT_RATIO; |
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MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height}; |
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MathUtil::Rectangle<unsigned> total_rect = |
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maxRectangle(screen_window_area, emulation_aspect_ratio); |
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MathUtil::Rectangle<unsigned> large_screen = |
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maxRectangle(total_rect, large_screen_aspect_ratio); |
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MathUtil::Rectangle<unsigned> fourth_size_rect = total_rect.Scale(.25f); |
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MathUtil::Rectangle<unsigned> small_screen = |
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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 = |
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large_screen.TranslateX((screen_window_area.GetWidth() - 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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// 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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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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} |
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// 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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namespace Layout { |
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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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unsigned width; |
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unsigned height; |
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bool top_screen_enabled; |
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bool bottom_screen_enabled; |
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MathUtil::Rectangle<unsigned> top_screen; |
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MathUtil::Rectangle<unsigned> bottom_screen; |
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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(unsigned width, unsigned height, bool is_swapped); |
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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(unsigned width, unsigned 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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* @return Newly created FramebufferLayout object with default screen regions initialized |
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*/ |
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FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool is_swapped); |
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} |
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