Support additional screen layouts.

Allows users to choose a single screen layout or a large screen layout.
Adds a configuration option to change the prominent screen.
This commit is contained in:
James Rowe 2016-05-03 00:07:17 -06:00
parent 1f70365faa
commit 2b1654ad9b
16 changed files with 522 additions and 132 deletions

View file

@ -72,6 +72,10 @@ void Config::ReadValues() {
Settings::values.bg_green = (float)sdl2_config->GetReal("Renderer", "bg_green", 1.0);
Settings::values.bg_blue = (float)sdl2_config->GetReal("Renderer", "bg_blue", 1.0);
// Layout
Settings::values.layout_option = static_cast<Settings::LayoutOption>(sdl2_config->GetInteger("Layout", "layout_option", 0));
Settings::values.swap_screen = sdl2_config->GetBoolean("Layout", "swap_screen", false);
// Audio
Settings::values.sink_id = sdl2_config->Get("Audio", "output_engine", "auto");
Settings::values.enable_audio_stretching =

View file

@ -63,6 +63,16 @@ use_scaled_resolution =
# 0 (default): Off, 1: On
use_vsync =
[Layout]
# Layout for the screen inside the render window.
# 0 (default): Default Top Bottom Screen, 1: Single Screen Only, 2: Large Screen Small Screen
layout_option =
# Swaps the prominent screen with the other screen.
# For example, if Single Screen is chosen, setting this to 1 will display the bottom screen instead of the top screen.
# 0 (default): Top Screen is prominent, 1: Bottom Screen is prominent
swap_screen =
# The clear color for the renderer. What shows up on the sides of the bottom screen.
# Must be in range of 0.0-1.0. Defaults to 1.0 for all.
bg_red =

View file

@ -46,11 +46,8 @@ bool EmuWindow_SDL2::IsOpen() const {
void EmuWindow_SDL2::OnResize() {
int width, height;
SDL_GetWindowSize(render_window, &width, &height);
NotifyFramebufferLayoutChanged(
EmuWindow::FramebufferLayout::DefaultScreenLayout(width, height));
UpdateCurrentFramebufferLayout(width, height);
}
EmuWindow_SDL2::EmuWindow_SDL2() {

View file

@ -161,9 +161,7 @@ void GRenderWindow::OnFramebufferSizeChanged() {
qreal pixelRatio = windowPixelRatio();
unsigned width = child->QPaintDevice::width() * pixelRatio;
unsigned height = child->QPaintDevice::height() * pixelRatio;
NotifyFramebufferLayoutChanged(
EmuWindow::FramebufferLayout::DefaultScreenLayout(width, height));
UpdateCurrentFramebufferLayout(width, height);
}
void GRenderWindow::BackupGeometry() {

View file

@ -54,6 +54,11 @@ void Config::ReadValues() {
Settings::values.bg_blue = qt_config->value("bg_blue", 1.0).toFloat();
qt_config->endGroup();
qt_config->beginGroup("Layout");
Settings::values.layout_option = static_cast<Settings::LayoutOption>(qt_config->value("layout_option").toInt());
Settings::values.swap_screen = qt_config->value("swap_screen", false).toBool();
qt_config->endGroup();
qt_config->beginGroup("Audio");
Settings::values.sink_id = qt_config->value("output_engine", "auto").toString().toStdString();
Settings::values.enable_audio_stretching =
@ -155,6 +160,11 @@ void Config::SaveValues() {
qt_config->setValue("bg_blue", (double)Settings::values.bg_blue);
qt_config->endGroup();
qt_config->beginGroup("Layout");
qt_config->setValue("layout_option", static_cast<int>(Settings::values.layout_option));
qt_config->setValue("swap_screen", Settings::values.swap_screen);
qt_config->endGroup();
qt_config->beginGroup("Audio");
qt_config->setValue("output_engine", QString::fromStdString(Settings::values.sink_id));
qt_config->setValue("enable_audio_stretching", Settings::values.enable_audio_stretching);

View file

@ -23,4 +23,5 @@ void ConfigureDialog::applyConfiguration() {
ui->graphicsTab->applyConfiguration();
ui->audioTab->applyConfiguration();
ui->debugTab->applyConfiguration();
Settings::Apply();
}

View file

@ -23,6 +23,8 @@ void ConfigureGraphics::setConfiguration() {
ui->toggle_shader_jit->setChecked(Settings::values.use_shader_jit);
ui->toggle_scaled_resolution->setChecked(Settings::values.use_scaled_resolution);
ui->toggle_vsync->setChecked(Settings::values.use_vsync);
ui->layout_combobox->setCurrentIndex(static_cast<int>(Settings::values.layout_option));
ui->swap_screen->setChecked(Settings::values.swap_screen);
}
void ConfigureGraphics::applyConfiguration() {
@ -30,5 +32,7 @@ void ConfigureGraphics::applyConfiguration() {
Settings::values.use_shader_jit = ui->toggle_shader_jit->isChecked();
Settings::values.use_scaled_resolution = ui->toggle_scaled_resolution->isChecked();
Settings::values.use_vsync = ui->toggle_vsync->isChecked();
Settings::values.layout_option = static_cast<Settings::LayoutOption>(ui->layout_combobox->currentIndex());
Settings::values.swap_screen = ui->swap_screen->isChecked();
Settings::Apply();
}

View file

@ -22,39 +22,89 @@
<string>Graphics</string>
</property>
<layout class="QVBoxLayout" name="verticalLayout_2">
<item>
<widget class="QCheckBox" name="toggle_hw_renderer">
<property name="text">
<string>Enable hardware renderer</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="toggle_shader_jit">
<property name="text">
<string>Enable shader JIT</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="toggle_scaled_resolution">
<property name="text">
<string>Enable scaled resolution</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="toggle_vsync">
<property name="text">
<string>Enable V-Sync</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="toggle_hw_renderer">
<property name="text">
<string>Enable hardware renderer</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="toggle_shader_jit">
<property name="text">
<string>Enable shader JIT</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="toggle_scaled_resolution">
<property name="text">
<string>Enable scaled resolution</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="toggle_vsync">
<property name="text">
<string>Enable V-Sync</string>
</property>
</widget>
</item>
</layout>
</widget>
</item>
</layout>
</item>
<item>
<widget class="QGroupBox" name="groupBox2">
<property name="title">
<string>Layout</string>
</property>
<layout class="QHBoxLayout" name="horizontalLayout_3">
<item>
<layout class="QVBoxLayout" name="verticalLayout_2">
<item>
<layout class="QHBoxLayout" name="horizontalLayout_3">
<item>
<widget class="QLabel" name="label1">
<property name="text">
<string>Screen Layout:</string>
</property>
</widget>
</item>
<item>
<widget class="QComboBox" name="layout_combobox">
<item>
<property name="text">
<string notr="true">Default</string>
</property>
</item>
<item>
<property name="text">
<string notr="true">Single Screen</string>
</property>
</item>
<item>
<property name="text">
<string notr="true">Large Screen</string>
</property>
</item>
</widget>
</item>
</layout>
</item>
<item>
<widget class="QCheckBox" name="swap_screen">
<property name="text">
<string>Swap Screens</string>
</property>
</widget>
</item>
</layout>
</item>
</layout>
</widget>
</item>
<item>
<spacer name="verticalSpacer">
<property name="orientation">
@ -71,22 +121,5 @@
</layout>
</widget>
<resources/>
<connections>
<connection>
<sender>toggle_gdbstub</sender>
<signal>toggled(bool)</signal>
<receiver>gdbport_spinbox</receiver>
<slot>setEnabled(bool)</slot>
<hints>
<hint type="sourcelabel">
<x>84</x>
<y>157</y>
</hint>
<hint type="destinationlabel">
<x>342</x>
<y>158</y>
</hint>
</hints>
</connection>
</connections>
<connections/>
</ui>

View file

@ -5,6 +5,7 @@ set(SRCS
break_points.cpp
emu_window.cpp
file_util.cpp
framebuffer_layout.cpp
hash.cpp
key_map.cpp
logging/filter.cpp
@ -35,6 +36,7 @@ set(HEADERS
common_types.h
emu_window.h
file_util.h
framebuffer_layout.h
hash.h
key_map.h
linear_disk_cache.h

View file

@ -40,7 +40,7 @@ void EmuWindow::CirclePadUpdated(float x, float y) {
* @param framebuffer_y Framebuffer y-coordinate to check
* @return True if the coordinates are within the touchpad, otherwise false
*/
static bool IsWithinTouchscreen(const EmuWindow::FramebufferLayout& layout, unsigned framebuffer_x,
static bool IsWithinTouchscreen(const Layout::FramebufferLayout& layout, unsigned framebuffer_x,
unsigned framebuffer_y) {
return (
framebuffer_y >= layout.bottom_screen.top && framebuffer_y < layout.bottom_screen.bottom &&
@ -89,57 +89,19 @@ void EmuWindow::TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y) {
TouchPressed(framebuffer_x, framebuffer_y);
}
EmuWindow::FramebufferLayout EmuWindow::FramebufferLayout::DefaultScreenLayout(unsigned width,
unsigned height) {
// When hiding the widget, the function receives a size of 0
if (width == 0)
width = 1;
if (height == 0)
height = 1;
EmuWindow::FramebufferLayout res = {width, height, {}, {}};
float window_aspect_ratio = static_cast<float>(height) / width;
float emulation_aspect_ratio =
static_cast<float>(VideoCore::kScreenTopHeight * 2) / VideoCore::kScreenTopWidth;
if (window_aspect_ratio > emulation_aspect_ratio) {
// Window is narrower than the emulation content => apply borders to the top and bottom
int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
res.top_screen.left = 0;
res.top_screen.right = res.top_screen.left + width;
res.top_screen.top = (height - viewport_height) / 2;
res.top_screen.bottom = res.top_screen.top + viewport_height / 2;
int bottom_width = static_cast<int>(
(static_cast<float>(VideoCore::kScreenBottomWidth) / VideoCore::kScreenTopWidth) *
(res.top_screen.right - res.top_screen.left));
int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
res.bottom_screen.left = bottom_border;
res.bottom_screen.right = res.bottom_screen.left + bottom_width;
res.bottom_screen.top = res.top_screen.bottom;
res.bottom_screen.bottom = res.bottom_screen.top + viewport_height / 2;
} else {
// Otherwise, apply borders to the left and right sides of the window.
int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio));
res.top_screen.left = (width - viewport_width) / 2;
res.top_screen.right = res.top_screen.left + viewport_width;
res.top_screen.top = 0;
res.top_screen.bottom = res.top_screen.top + height / 2;
int bottom_width = static_cast<int>(
(static_cast<float>(VideoCore::kScreenBottomWidth) / VideoCore::kScreenTopWidth) *
(res.top_screen.right - res.top_screen.left));
int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
res.bottom_screen.left = res.top_screen.left + bottom_border;
res.bottom_screen.right = res.bottom_screen.left + bottom_width;
res.bottom_screen.top = res.top_screen.bottom;
res.bottom_screen.bottom = res.bottom_screen.top + height / 2;
void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height) {
Layout::FramebufferLayout layout;
switch (Settings::values.layout_option) {
case Settings::LayoutOption::SingleScreen:
layout = Layout::SingleFrameLayout(width, height, Settings::values.swap_screen);
break;
case Settings::LayoutOption::LargeScreen:
layout = Layout::LargeFrameLayout(width, height, Settings::values.swap_screen);
break;
case Settings::LayoutOption::Default:
default:
layout = Layout::DefaultFrameLayout(width, height, Settings::values.swap_screen);
break;
}
return res;
NotifyFramebufferLayoutChanged(layout);
}

View file

@ -7,6 +7,7 @@
#include <tuple>
#include <utility>
#include "common/common_types.h"
#include "common/framebuffer_layout.h"
#include "common/math_util.h"
#include "core/hle/service/hid/hid.h"
@ -38,23 +39,6 @@ public:
std::pair<unsigned, unsigned> min_client_area_size;
};
/// Describes the layout of the window framebuffer (size and top/bottom screen positions)
struct FramebufferLayout {
/**
* Factory method for constructing a default FramebufferLayout
* @param width Window framebuffer width in pixels
* @param height Window framebuffer height in pixels
* @return Newly created FramebufferLayout object with default screen regions initialized
*/
static FramebufferLayout DefaultScreenLayout(unsigned width, unsigned height);
unsigned width;
unsigned height;
MathUtil::Rectangle<unsigned> top_screen;
MathUtil::Rectangle<unsigned> bottom_screen;
};
/// Swap buffers to display the next frame
virtual void SwapBuffers() = 0;
@ -211,10 +195,16 @@ public:
* Gets the framebuffer layout (width, height, and screen regions)
* @note This method is thread-safe
*/
const FramebufferLayout& GetFramebufferLayout() const {
const Layout::FramebufferLayout& GetFramebufferLayout() const {
return framebuffer_layout;
}
/**
* Convenience method to update the VideoCore EmuWindow
* Read from the current settings to determine which layout to use.
*/
void UpdateCurrentFramebufferLayout(unsigned width, unsigned height);
protected:
EmuWindow() {
// TODO: Find a better place to set this.
@ -250,7 +240,7 @@ protected:
* Update framebuffer layout with the given parameter.
* @note EmuWindow implementations will usually use this in window resize event handlers.
*/
void NotifyFramebufferLayoutChanged(const FramebufferLayout& layout) {
void NotifyFramebufferLayoutChanged(const Layout::FramebufferLayout& layout) {
framebuffer_layout = layout;
}
@ -274,7 +264,7 @@ private:
// By default, ignore this request and do nothing.
}
FramebufferLayout framebuffer_layout; ///< Current framebuffer layout
Layout::FramebufferLayout framebuffer_layout; ///< Current framebuffer layout
unsigned client_area_width; ///< Current client width, should be set by window impl.
unsigned client_area_height; ///< Current client height, should be set by window impl.

View file

@ -0,0 +1,312 @@
// Copyright 2016 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <cmath>
#include "common/assert.h"
#include "common/framebuffer_layout.h"
#include "video_core/video_core.h"
namespace Layout {
static FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res {width, height, true, true, {}, {}};
float window_aspect_ratio = static_cast<float>(height) / width;
float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight * 2) /
VideoCore::kScreenTopWidth;
if (window_aspect_ratio > emulation_aspect_ratio) {
// Window is narrower than the emulation content => apply borders to the top and bottom
int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
res.top_screen.left = 0;
res.top_screen.right = res.top_screen.left + width;
res.top_screen.top = (height - viewport_height) / 2;
res.top_screen.bottom = res.top_screen.top + viewport_height / 2;
int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left));
int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
res.bottom_screen.left = bottom_border;
res.bottom_screen.right = res.bottom_screen.left + bottom_width;
res.bottom_screen.top = res.top_screen.bottom;
res.bottom_screen.bottom = res.bottom_screen.top + viewport_height / 2;
} else {
// Otherwise, apply borders to the left and right sides of the window.
int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio));
res.top_screen.left = (width - viewport_width) / 2;
res.top_screen.right = res.top_screen.left + viewport_width;
res.top_screen.top = 0;
res.top_screen.bottom = res.top_screen.top + height / 2;
int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left));
int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
res.bottom_screen.left = res.top_screen.left + bottom_border;
res.bottom_screen.right = res.bottom_screen.left + bottom_width;
res.bottom_screen.top = res.top_screen.bottom;
res.bottom_screen.bottom = res.bottom_screen.top + height / 2;
}
return res;
}
static FramebufferLayout DefaultFrameLayout_Swapped(unsigned width, unsigned height) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res {width, height, true, true, {}, {}};
float window_aspect_ratio = static_cast<float>(height) / width;
float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight * 2) /
VideoCore::kScreenTopWidth;
if (window_aspect_ratio > emulation_aspect_ratio) {
// Window is narrower than the emulation content => apply borders to the top and bottom
int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
res.top_screen.left = 0;
res.top_screen.right = res.top_screen.left + width;
int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left));
int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
res.bottom_screen.left = bottom_border;
res.bottom_screen.right = res.bottom_screen.left + bottom_width;
res.bottom_screen.top = (height - viewport_height) / 2;
res.bottom_screen.bottom = res.bottom_screen.top + viewport_height / 2;
res.top_screen.top = res.bottom_screen.bottom;
res.top_screen.bottom = res.top_screen.top + viewport_height / 2;
} else {
// Otherwise, apply borders to the left and right sides of the window.
int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio));
res.top_screen.left = (width - viewport_width) / 2;
res.top_screen.right = res.top_screen.left + viewport_width;
int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left));
int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
res.bottom_screen.left = res.top_screen.left + bottom_border;
res.bottom_screen.right = res.bottom_screen.left + bottom_width;
res.bottom_screen.top = 0;
res.bottom_screen.bottom = res.bottom_screen.top + height / 2;
res.top_screen.top = res.bottom_screen.bottom;
res.top_screen.bottom = res.top_screen.top + height / 2;
}
return res;
}
static FramebufferLayout SingleFrameLayout(unsigned width, unsigned height) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res {width, height, true, false, {}, {}};
float window_aspect_ratio = static_cast<float>(height) / width;
float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight) /
VideoCore::kScreenTopWidth;
if (window_aspect_ratio > emulation_aspect_ratio) {
// Window is narrower than the emulation content => apply borders to the top and bottom
int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
res.top_screen.left = 0;
res.top_screen.right = res.top_screen.left + width;
res.top_screen.top = (height - viewport_height) / 2;
res.top_screen.bottom = res.top_screen.top + viewport_height;
res.bottom_screen.left = 0;
res.bottom_screen.right = VideoCore::kScreenBottomWidth;
res.bottom_screen.top = 0;
res.bottom_screen.bottom = VideoCore::kScreenBottomHeight;
} else {
// Otherwise, apply borders to the left and right sides of the window.
int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio));
res.top_screen.left = (width - viewport_width) / 2;
res.top_screen.right = res.top_screen.left + viewport_width;
res.top_screen.top = 0;
res.top_screen.bottom = res.top_screen.top + height;
// The Rasterizer still depends on these fields to maintain the right aspect ratio
res.bottom_screen.left = 0;
res.bottom_screen.right = VideoCore::kScreenBottomWidth;
res.bottom_screen.top = 0;
res.bottom_screen.bottom = VideoCore::kScreenBottomHeight;
}
return res;
}
static FramebufferLayout SingleFrameLayout_Swapped(unsigned width, unsigned height) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res {width, height, false, true, {}, {}};
float window_aspect_ratio = static_cast<float>(height) / width;
float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenBottomHeight) /
VideoCore::kScreenBottomWidth;
if (window_aspect_ratio > emulation_aspect_ratio) {
// Window is narrower than the emulation content => apply borders to the top and bottom
int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
res.bottom_screen.left = 0;
res.bottom_screen.right = res.bottom_screen.left + width;
res.bottom_screen.top = (height - viewport_height) / 2;
res.bottom_screen.bottom = res.bottom_screen.top + viewport_height;
// The Rasterizer still depends on these fields to maintain the right aspect ratio
res.top_screen.left = 0;
res.top_screen.right = VideoCore::kScreenTopWidth;
res.top_screen.top = 0;
res.top_screen.bottom = VideoCore::kScreenTopHeight;
} else {
// Otherwise, apply borders to the left and right sides of the window.
int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio));
res.bottom_screen.left = (width - viewport_width) / 2;
res.bottom_screen.right = res.bottom_screen.left + viewport_width;
res.bottom_screen.top = 0;
res.bottom_screen.bottom = res.bottom_screen.top + height;
res.top_screen.left = 0;
res.top_screen.right = VideoCore::kScreenTopWidth;
res.top_screen.top = 0;
res.top_screen.bottom = VideoCore::kScreenTopHeight;
}
return res;
}
static FramebufferLayout LargeFrameLayout(unsigned width, unsigned height) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res {width, height, true, true, {}, {}};
float window_aspect_ratio = static_cast<float>(height) / width;
float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight * 4) /
(VideoCore::kScreenTopWidth * 4 + VideoCore::kScreenBottomWidth);
if (window_aspect_ratio > emulation_aspect_ratio) {
// Window is narrower than the emulation content => apply borders to the top and bottom
int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
res.top_screen.left = 0;
// Top screen occupies 4 / 5ths of the total width
res.top_screen.right = static_cast<int>(std::round(width / 5)) * 4;
res.top_screen.top = (height - viewport_height) / 2;
res.top_screen.bottom = res.top_screen.top + viewport_height;
int bottom_height = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomHeight) /
VideoCore::kScreenBottomWidth) * (width - res.top_screen.right));
res.bottom_screen.left = res.top_screen.right;
res.bottom_screen.right = width;
res.bottom_screen.bottom = res.top_screen.bottom;
res.bottom_screen.top = res.bottom_screen.bottom - bottom_height;
} else {
// Otherwise, apply borders to the left and right sides of the window.
int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio));
// Break the viewport into fifths and give top 4 of them
int fifth_width = static_cast<int>(std::round(viewport_width / 5));
res.top_screen.left = (width - viewport_width) / 2;
res.top_screen.right = res.top_screen.left + fifth_width * 4;
res.top_screen.top = 0;
res.top_screen.bottom = height;
int bottom_height = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomHeight) /
VideoCore::kScreenBottomWidth) * (fifth_width));
res.bottom_screen.left = res.top_screen.right;
res.bottom_screen.right = width - (width - viewport_width) / 2;
res.bottom_screen.bottom = res.top_screen.bottom;
res.bottom_screen.top = res.bottom_screen.bottom - bottom_height;
}
return res;
}
static FramebufferLayout LargeFrameLayout_Swapped(unsigned width, unsigned height) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res {width, height, true, true, {}, {}};
float window_aspect_ratio = static_cast<float>(height) / width;
float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenBottomHeight * 4) /
(VideoCore::kScreenBottomWidth * 4 + VideoCore::kScreenTopWidth);
if (window_aspect_ratio > emulation_aspect_ratio) {
// Window is narrower than the emulation content => apply borders to the top and bottom
int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
res.bottom_screen.left = 0;
// Top screen occupies 4 / 5ths of the total width
res.bottom_screen.right = static_cast<int>(std::round(width / 5)) * 4;
res.bottom_screen.top = (height - viewport_height) / 2;
res.bottom_screen.bottom = res.bottom_screen.top + viewport_height;
int top_height = static_cast<int>((static_cast<float>(VideoCore::kScreenTopHeight) /
VideoCore::kScreenTopWidth) * (width - res.bottom_screen.right));
res.top_screen.left = res.bottom_screen.right;
res.top_screen.right = width;
res.top_screen.bottom = res.bottom_screen.bottom;
res.top_screen.top = res.top_screen.bottom - top_height;
} else {
// Otherwise, apply borders to the left and right sides of the window.
int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio));
// Break the viewport into fifths and give top 4 of them
int fifth_width = static_cast<int>(std::round(viewport_width / 5));
res.bottom_screen.left = (width - viewport_width) / 2;
res.bottom_screen.right = res.bottom_screen.left + fifth_width * 4;
res.bottom_screen.top = 0;
res.bottom_screen.bottom = height;
int top_height = static_cast<int>((static_cast<float>(VideoCore::kScreenTopHeight) /
VideoCore::kScreenTopWidth) * (fifth_width));
res.top_screen.left = res.bottom_screen.right;
res.top_screen.right = width - (width - viewport_width) / 2;
res.top_screen.bottom = res.bottom_screen.bottom;
res.top_screen.top = res.top_screen.bottom - top_height;
}
return res;
}
FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool is_swapped) {
return is_swapped ? DefaultFrameLayout_Swapped(width, height) : DefaultFrameLayout(width, height);
}
FramebufferLayout SingleFrameLayout(unsigned width, unsigned height, bool is_swapped) {
return is_swapped ? SingleFrameLayout_Swapped(width, height) : SingleFrameLayout(width, height);
}
FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool is_swapped) {
return is_swapped ? LargeFrameLayout_Swapped(width, height) : LargeFrameLayout(width, height);
}
}

View file

@ -0,0 +1,43 @@
// Copyright 2016 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "common/math_util.h"
namespace Layout {
/// Describes the layout of the window framebuffer (size and top/bottom screen positions)
struct FramebufferLayout {
unsigned width;
unsigned height;
bool top_screen_enabled;
bool bottom_screen_enabled;
MathUtil::Rectangle<unsigned> top_screen;
MathUtil::Rectangle<unsigned> bottom_screen;
};
/**
* Factory method for constructing a default FramebufferLayout
* @param width Window framebuffer width in pixels
* @param height Window framebuffer height in pixels
* @return Newly created FramebufferLayout object with default screen regions initialized
*/
FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool is_swapped);
/**
* Factory method for constructing a FramebufferLayout with only the top screen
* @param width Window framebuffer width in pixels
* @param height Window framebuffer height in pixels
* @return Newly created FramebufferLayout object with default screen regions initialized
*/
FramebufferLayout SingleFrameLayout(unsigned width, unsigned height, bool is_swapped);
/**
* Factory method for constructing a Frame with the a 4x size Top screen with a 1x size bottom screen on the right
* This is useful in particular because it matches well with a 1920x1080 resolution monitor
* @param width Window framebuffer width in pixels
* @param height Window framebuffer height in pixels
* @return Newly created FramebufferLayout object with default screen regions initialized
*/
FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool is_swapped);
}

View file

@ -7,6 +7,8 @@
#include "settings.h"
#include "video_core/video_core.h"
#include "common/emu_window.h"
namespace Settings {
Values values = {};
@ -20,6 +22,11 @@ void Apply() {
VideoCore::g_shader_jit_enabled = values.use_shader_jit;
VideoCore::g_scaled_resolution_enabled = values.use_scaled_resolution;
if (VideoCore::g_emu_window) {
auto layout = VideoCore::g_emu_window->GetFramebufferLayout();
VideoCore::g_emu_window->UpdateCurrentFramebufferLayout(layout.width, layout.height);
}
AudioCore::SelectSink(values.sink_id);
AudioCore::EnableStretching(values.enable_audio_stretching);
}

View file

@ -10,7 +10,15 @@
namespace Settings {
enum class LayoutOption {
Default,
SingleScreen,
LargeScreen,
Custom,
};
namespace NativeInput {
enum Values {
// directly mapped keys
A,
@ -84,6 +92,9 @@ struct Values {
bool use_scaled_resolution;
bool use_vsync;
LayoutOption layout_option;
bool swap_screen;
float bg_red;
float bg_green;
float bg_blue;

View file

@ -390,6 +390,8 @@ void RendererOpenGL::DrawSingleScreenRotated(const ScreenInfo& screen_info, floa
*/
void RendererOpenGL::DrawScreens() {
auto layout = render_window->GetFramebufferLayout();
const auto& top_screen = layout.top_screen;
const auto& bottom_screen = layout.bottom_screen;
glViewport(0, 0, layout.width, layout.height);
glClear(GL_COLOR_BUFFER_BIT);
@ -403,12 +405,16 @@ void RendererOpenGL::DrawScreens() {
glActiveTexture(GL_TEXTURE0);
glUniform1i(uniform_color_texture, 0);
DrawSingleScreenRotated(screen_infos[0], (float)layout.top_screen.left,
(float)layout.top_screen.top, (float)layout.top_screen.GetWidth(),
(float)layout.top_screen.GetHeight());
DrawSingleScreenRotated(screen_infos[1], (float)layout.bottom_screen.left,
(float)layout.bottom_screen.top, (float)layout.bottom_screen.GetWidth(),
(float)layout.bottom_screen.GetHeight());
if (layout.top_screen_enabled) {
DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left,
(float)top_screen.top, (float)top_screen.GetWidth(),
(float)top_screen.GetHeight());
}
if (layout.bottom_screen_enabled) {
DrawSingleScreenRotated(screen_infos[1], (float)bottom_screen.left,
(float)bottom_screen.top, (float)bottom_screen.GetWidth(),
(float)bottom_screen.GetHeight());
}
m_current_frame++;
}