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https://github.com/Lime3DS/Lime3DS
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LargeFrameLayout + Swapped
Make small screen stay at 1x, and large screen maintain its aspect ratio.
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2b1654ad9b
commit
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1 changed files with 36 additions and 50 deletions
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@ -201,47 +201,40 @@ static FramebufferLayout LargeFrameLayout(unsigned width, unsigned height) {
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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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FramebufferLayout res{ width, height, true, true,{},{} };
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float window_aspect_ratio = static_cast<float>(height) / width;
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float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight * 4) /
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(VideoCore::kScreenTopWidth * 4 + VideoCore::kScreenBottomWidth);
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float window_aspect_ratio = static_cast<float>(width) / height;
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float top_screen_aspect_ratio = static_cast<float>(VideoCore::kScreenTopWidth) /
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VideoCore::kScreenTopHeight;
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if (window_aspect_ratio > emulation_aspect_ratio) {
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int viewport_height = static_cast<int>(std::round((width - VideoCore::kScreenBottomWidth) /
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top_screen_aspect_ratio));
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int viewport_width = static_cast<int>(std::round((height * top_screen_aspect_ratio) +
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VideoCore::kScreenBottomWidth));
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float emulation_aspect_ratio = static_cast<float>(width) / viewport_height;
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if (window_aspect_ratio < emulation_aspect_ratio) {
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// Window is narrower than the emulation content => apply borders to the top and bottom
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int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
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res.top_screen.left = 0;
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// Top screen occupies 4 / 5ths of the total width
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res.top_screen.right = static_cast<int>(std::round(width / 5)) * 4;
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res.top_screen.right = width - VideoCore::kScreenBottomWidth;
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res.top_screen.top = (height - viewport_height) / 2;
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res.top_screen.bottom = res.top_screen.top + viewport_height;
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int bottom_height = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomHeight) /
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VideoCore::kScreenBottomWidth) * (width - res.top_screen.right));
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res.top_screen.bottom = viewport_height + res.top_screen.top;
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res.bottom_screen.left = res.top_screen.right;
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res.bottom_screen.right = width;
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res.bottom_screen.bottom = res.top_screen.bottom;
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res.bottom_screen.top = res.bottom_screen.bottom - bottom_height;
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res.bottom_screen.top = res.bottom_screen.bottom - VideoCore::kScreenBottomHeight;
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} else {
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// Otherwise, apply borders to the left and right sides of the window.
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int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio));
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// Break the viewport into fifths and give top 4 of them
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int fifth_width = static_cast<int>(std::round(viewport_width / 5));
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res.top_screen.left = (width - viewport_width) / 2;
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res.top_screen.right = res.top_screen.left + fifth_width * 4;
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res.top_screen.right = (top_screen_aspect_ratio * height) + res.top_screen.left;
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res.top_screen.top = 0;
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res.top_screen.bottom = height;
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int bottom_height = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomHeight) /
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VideoCore::kScreenBottomWidth) * (fifth_width));
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res.bottom_screen.left = res.top_screen.right;
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res.bottom_screen.right = width - (width - viewport_width) / 2;
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res.bottom_screen.bottom = res.top_screen.bottom;
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res.bottom_screen.top = res.bottom_screen.bottom - bottom_height;
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res.bottom_screen.right = res.bottom_screen.left + VideoCore::kScreenBottomWidth;
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res.bottom_screen.bottom = height;
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res.bottom_screen.top = height - VideoCore::kScreenBottomHeight;
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}
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return res;
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@ -254,45 +247,38 @@ static FramebufferLayout LargeFrameLayout_Swapped(unsigned width, unsigned heigh
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FramebufferLayout res {width, height, true, true, {}, {}};
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float window_aspect_ratio = static_cast<float>(height) / width;
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float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenBottomHeight * 4) /
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(VideoCore::kScreenBottomWidth * 4 + VideoCore::kScreenTopWidth);
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float window_aspect_ratio = static_cast<float>(width) / height;
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float bottom_screen_aspect_ratio = static_cast<float>(VideoCore::kScreenBottomWidth) /
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VideoCore::kScreenBottomHeight;
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if (window_aspect_ratio > emulation_aspect_ratio) {
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int viewport_height = static_cast<int>(std::round((width - VideoCore::kScreenTopWidth) /
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bottom_screen_aspect_ratio));
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int viewport_width = static_cast<int>(std::round((height * bottom_screen_aspect_ratio) +
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VideoCore::kScreenTopWidth));
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float emulation_aspect_ratio = static_cast<float>(width) / viewport_height;
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if (window_aspect_ratio < emulation_aspect_ratio) {
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// Window is narrower than the emulation content => apply borders to the top and bottom
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int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
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res.bottom_screen.left = 0;
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// Top screen occupies 4 / 5ths of the total width
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res.bottom_screen.right = static_cast<int>(std::round(width / 5)) * 4;
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res.bottom_screen.right = width - VideoCore::kScreenTopWidth;
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res.bottom_screen.top = (height - viewport_height) / 2;
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res.bottom_screen.bottom = res.bottom_screen.top + viewport_height;
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int top_height = static_cast<int>((static_cast<float>(VideoCore::kScreenTopHeight) /
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VideoCore::kScreenTopWidth) * (width - res.bottom_screen.right));
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res.bottom_screen.bottom = viewport_height + res.bottom_screen.top;
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res.top_screen.left = res.bottom_screen.right;
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res.top_screen.right = width;
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res.top_screen.bottom = res.bottom_screen.bottom;
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res.top_screen.top = res.top_screen.bottom - top_height;
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res.top_screen.top = res.top_screen.bottom - VideoCore::kScreenTopHeight;
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} else {
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// Otherwise, apply borders to the left and right sides of the window.
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int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio));
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// Break the viewport into fifths and give top 4 of them
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int fifth_width = static_cast<int>(std::round(viewport_width / 5));
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res.bottom_screen.left = (width - viewport_width) / 2;
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res.bottom_screen.right = res.bottom_screen.left + fifth_width * 4;
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res.bottom_screen.right = (bottom_screen_aspect_ratio * height) + res.bottom_screen.left;
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res.bottom_screen.top = 0;
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res.bottom_screen.bottom = height;
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int top_height = static_cast<int>((static_cast<float>(VideoCore::kScreenTopHeight) /
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VideoCore::kScreenTopWidth) * (fifth_width));
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res.top_screen.left = res.bottom_screen.right;
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res.top_screen.right = width - (width - viewport_width) / 2;
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res.top_screen.bottom = res.bottom_screen.bottom;
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res.top_screen.top = res.top_screen.bottom - top_height;
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res.top_screen.right = res.top_screen.left + VideoCore::kScreenTopWidth;
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res.top_screen.bottom = height;
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res.top_screen.top = height - VideoCore::kScreenTopHeight;
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}
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return res;
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