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https://git.suyu.dev/suyu/suyu
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76 lines
2.7 KiB
C++
76 lines
2.7 KiB
C++
// Copyright 2018 yuzu emulator team
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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 "core/frontend/framebuffer_layout.h"
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#include "core/settings.h"
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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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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 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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}
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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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// 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};
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const float window_aspect_ratio = static_cast<float>(height) / width;
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const float emulation_aspect_ratio = EmulationAspectRatio(
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static_cast<AspectRatio>(Settings::values.aspect_ratio), 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(u32 res_scale) {
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u32 width, height;
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if (Settings::values.use_docked_mode) {
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width = ScreenDocked::WidthDocked * res_scale;
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height = ScreenDocked::HeightDocked * res_scale;
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} else {
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width = ScreenUndocked::Width * res_scale;
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height = ScreenUndocked::Height * res_scale;
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}
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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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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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return 3.0f / 4.0f;
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case AspectRatio::R21_9:
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return 9.0f / 21.0f;
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case AspectRatio::StretchToWindow:
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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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}
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}
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} // namespace Layout
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