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https://github.com/Lime3DS/Lime3DS
synced 2024-12-28 01:52:29 -06:00
implement upright orientation for side and large frame layouts
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89cab445d4
commit
be88d2a59a
1 changed files with 85 additions and 29 deletions
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@ -159,17 +159,38 @@ FramebufferLayout LargeFrameLayout(u32 width, u32 height, bool swapped, bool upr
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ASSERT(width > 0);
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ASSERT(width > 0);
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ASSERT(height > 0);
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ASSERT(height > 0);
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FramebufferLayout res{width, height, true, true, {}, {}, true};
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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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// 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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// 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 window_aspect_ratio = static_cast<float>(height) / width;
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float emulation_aspect_ratio =
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float emulation_aspect_ratio;
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swapped ? Core::kScreenBottomHeight * 4 /
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float large_screen_aspect_ratio;
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(Core::kScreenBottomWidth * 4.0f + Core::kScreenTopWidth)
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float small_screen_aspect_ratio;
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: Core::kScreenTopHeight * 4 /
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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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(Core::kScreenTopWidth * 4.0f + Core::kScreenBottomWidth);
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float large_screen_aspect_ratio = swapped ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO;
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large_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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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> 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> total_rect = maxRectangle(screen_window_area, emulation_aspect_ratio);
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@ -178,15 +199,20 @@ FramebufferLayout LargeFrameLayout(u32 width, u32 height, bool swapped, bool upr
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Common::Rectangle<u32> small_screen = maxRectangle(fourth_size_rect, small_screen_aspect_ratio);
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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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if (window_aspect_ratio < emulation_aspect_ratio) {
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large_screen =
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large_screen = large_screen.TranslateX((width - total_rect.GetWidth()) / 2);
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large_screen.TranslateX((screen_window_area.GetWidth() - total_rect.GetWidth()) / 2);
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} else {
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} else {
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large_screen = large_screen.TranslateY((height - total_rect.GetHeight()) / 2);
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large_screen = large_screen.TranslateY((height - total_rect.GetHeight()) / 2);
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}
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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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// Shift the small screen to the bottom right corner
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small_screen =
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small_screen =
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small_screen.TranslateX(large_screen.right)
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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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.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.top_screen = swapped ? small_screen : large_screen;
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res.bottom_screen = swapped ? large_screen : small_screen;
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res.bottom_screen = swapped ? large_screen : small_screen;
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return res;
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return res;
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@ -196,17 +222,26 @@ FramebufferLayout SideFrameLayout(u32 width, u32 height, bool swapped, bool upri
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ASSERT(width > 0);
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ASSERT(width > 0);
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ASSERT(height > 0);
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ASSERT(height > 0);
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FramebufferLayout res{width, height, true, true, {}, {}, true};
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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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// Aspect ratio of both screens side by side
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const float emulation_aspect_ratio = static_cast<float>(Core::kScreenTopHeight) /
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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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(Core::kScreenTopWidth + Core::kScreenBottomWidth);
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float window_aspect_ratio = static_cast<float>(height) / width;
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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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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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// 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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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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// Find sizes of top and bottom screen
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Common::Rectangle<u32> top_screen = maxRectangle(screen_rect, TOP_SCREEN_ASPECT_RATIO);
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Common::Rectangle<u32> top_screen =
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Common::Rectangle<u32> bot_screen = maxRectangle(screen_rect, BOT_SCREEN_ASPECT_RATIO);
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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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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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// Apply borders to the left and right sides of the window.
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@ -219,9 +254,15 @@ FramebufferLayout SideFrameLayout(u32 width, u32 height, bool swapped, bool upri
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top_screen = top_screen.TranslateY(shift_vertical);
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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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bot_screen = bot_screen.TranslateY(shift_vertical);
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}
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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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// 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.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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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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return res;
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}
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}
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@ -274,6 +315,15 @@ FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale) {
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Settings::values.upright_screen);
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Settings::values.upright_screen);
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break;
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break;
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case Settings::LayoutOption::LargeScreen:
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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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if (Settings::values.swap_screen) {
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width = (Core::kScreenBottomWidth + Core::kScreenTopWidth / 4) * res_scale;
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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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height = Core::kScreenBottomHeight * res_scale;
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@ -281,12 +331,18 @@ FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale) {
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width = (Core::kScreenTopWidth + Core::kScreenBottomWidth / 4) * res_scale;
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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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height = Core::kScreenTopHeight * res_scale;
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}
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}
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}
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layout = LargeFrameLayout(width, height, Settings::values.swap_screen,
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layout = LargeFrameLayout(width, height, Settings::values.swap_screen,
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Settings::values.upright_screen);
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Settings::values.upright_screen);
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break;
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break;
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case Settings::LayoutOption::SideScreen:
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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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width = (Core::kScreenTopWidth + Core::kScreenBottomWidth) * res_scale;
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height = Core::kScreenTopHeight * 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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layout = SideFrameLayout(width, height, Settings::values.swap_screen,
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Settings::values.upright_screen);
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Settings::values.upright_screen);
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break;
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break;
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