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@ -14,69 +14,54 @@ |
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namespace Layout { |
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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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const float scale = (std::min)(static_cast<float>(window_area.GetWidth()), |
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static_cast<float>(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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static Common::Rectangle<u32> MaxRectangle(Common::Rectangle<u32> window_area, float screen_aspect_ratio) noexcept { |
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const float scale = (std::min)(float(window_area.GetWidth()), float(window_area.GetHeight()) / screen_aspect_ratio); |
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return Common::Rectangle<u32>{0, 0, u32(std::round(scale)), u32(std::round(scale * screen_aspect_ratio))}; |
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} |
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FramebufferLayout DefaultFrameLayout(u32 width, u32 height) { |
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ASSERT(width > 0); |
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ASSERT(height > 0); |
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/// @brief 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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/// @return Newly created FramebufferLayout object with default screen regions initialized
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FramebufferLayout DefaultFrameLayout(u32 width, u32 height) noexcept { |
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ASSERT(width > 0 && height > 0); |
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auto const window_aspect_ratio = float(height) / float(width); |
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auto const emulation_aspect_ratio = EmulationAspectRatio(Settings::values.aspect_ratio.GetValue(), window_aspect_ratio); |
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Common::Rectangle<u32> const screen_window_area{0, 0, width, height}; |
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auto screen = MaxRectangle(screen_window_area, emulation_aspect_ratio); |
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if (window_aspect_ratio < emulation_aspect_ratio) { |
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screen = screen.TranslateX((screen_window_area.GetWidth() - screen.GetWidth()) / 2); |
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} else { |
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screen = screen.TranslateY((height - screen.GetHeight()) / 2); |
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} |
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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{ |
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return FramebufferLayout{ |
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.width = width, |
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.height = height, |
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.screen = {}, |
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.screen = screen, |
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.is_srgb = false, |
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}; |
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const float window_aspect_ratio = static_cast<float>(height) / static_cast<float>(width); |
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const float emulation_aspect_ratio = EmulationAspectRatio( |
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static_cast<AspectRatio>(Settings::values.aspect_ratio.GetValue()), window_aspect_ratio); |
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const Common::Rectangle<u32> screen_window_area{0, 0, width, height}; |
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Common::Rectangle<u32> screen = MaxRectangle(screen_window_area, emulation_aspect_ratio); |
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if (window_aspect_ratio < emulation_aspect_ratio) { |
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screen = screen.TranslateX((screen_window_area.GetWidth() - screen.GetWidth()) / 2); |
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} else { |
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screen = screen.TranslateY((height - screen.GetHeight()) / 2); |
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} |
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res.screen = screen; |
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return res; |
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} |
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FramebufferLayout FrameLayoutFromResolutionScale(f32 res_scale) { |
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const bool is_docked = Settings::IsDockedMode(); |
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const u32 screen_width = is_docked ? ScreenDocked::Width : ScreenUndocked::Width; |
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const u32 screen_height = is_docked ? ScreenDocked::Height : ScreenUndocked::Height; |
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const u32 width = static_cast<u32>(static_cast<f32>(screen_width) * res_scale); |
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const u32 height = static_cast<u32>(static_cast<f32>(screen_height) * res_scale); |
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return DefaultFrameLayout(width, height); |
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} |
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float EmulationAspectRatio(AspectRatio aspect, float window_aspect_ratio) { |
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/// @brief Convenience method to determine emulation aspect ratio
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/// @param aspect Represents the index of aspect ratio stored in Settings::values.aspect_ratio
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/// @param window_aspect_ratio Current window aspect ratio
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/// @return Emulation render window aspect ratio
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float EmulationAspectRatio(Settings::AspectRatio aspect, float window_aspect_ratio) noexcept { |
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switch (aspect) { |
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case AspectRatio::Default: |
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return static_cast<float>(ScreenUndocked::Height) / ScreenUndocked::Width; |
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case AspectRatio::R4_3: |
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case Settings::AspectRatio::R16_9: |
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return 9.0f / 16.0f; |
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case Settings::AspectRatio::R4_3: |
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return 3.0f / 4.0f; |
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case AspectRatio::R21_9: |
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case Settings::AspectRatio::R21_9: |
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return 9.0f / 21.0f; |
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case AspectRatio::R16_10: |
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case Settings::AspectRatio::R16_10: |
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return 10.0f / 16.0f; |
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case AspectRatio::StretchToWindow: |
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case Settings::AspectRatio::Stretch: |
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return window_aspect_ratio; |
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default: |
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return static_cast<float>(ScreenUndocked::Height) / ScreenUndocked::Width; |
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return float(ScreenUndocked::Height) / ScreenUndocked::Width; |
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} |
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} |
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