implement upright orientation for side and large frame layouts

This commit is contained in:
Vitor Kiguchi 2020-01-08 17:57:41 -03:00
parent 89cab445d4
commit be88d2a59a

View file

@ -159,17 +159,38 @@ FramebufferLayout LargeFrameLayout(u32 width, u32 height, bool swapped, bool upr
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res{width, height, true, true, {}, {}, true};
FramebufferLayout res{width, height, true, true, {}, {}, !upright};
// Split the window into two parts. Give 4x width to the main screen and 1x width to the small
// To do that, find the total emulation box and maximize that based on window size
float window_aspect_ratio = static_cast<float>(height) / width;
float emulation_aspect_ratio =
swapped ? Core::kScreenBottomHeight * 4 /
(Core::kScreenBottomWidth * 4.0f + Core::kScreenTopWidth)
: Core::kScreenTopHeight * 4 /
(Core::kScreenTopWidth * 4.0f + Core::kScreenBottomWidth);
float large_screen_aspect_ratio = swapped ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO;
float small_screen_aspect_ratio = swapped ? TOP_SCREEN_ASPECT_RATIO : BOT_SCREEN_ASPECT_RATIO;
float emulation_aspect_ratio;
float large_screen_aspect_ratio;
float small_screen_aspect_ratio;
if (upright) {
if (swapped) {
emulation_aspect_ratio = (Core::kScreenBottomWidth * 4.0f + Core::kScreenTopWidth) /
(Core::kScreenBottomHeight * 4);
large_screen_aspect_ratio = BOT_SCREEN_UPRIGHT_ASPECT_RATIO;
small_screen_aspect_ratio = TOP_SCREEN_UPRIGHT_ASPECT_RATIO;
} else {
emulation_aspect_ratio = (Core::kScreenTopWidth * 4.0f + Core::kScreenBottomWidth) /
(Core::kScreenTopHeight * 4);
large_screen_aspect_ratio = TOP_SCREEN_UPRIGHT_ASPECT_RATIO;
small_screen_aspect_ratio = BOT_SCREEN_UPRIGHT_ASPECT_RATIO;
}
} else {
if (swapped) {
emulation_aspect_ratio = Core::kScreenBottomHeight * 4 /
(Core::kScreenBottomWidth * 4.0f + Core::kScreenTopWidth);
large_screen_aspect_ratio = BOT_SCREEN_ASPECT_RATIO;
small_screen_aspect_ratio = TOP_SCREEN_ASPECT_RATIO;
} else {
emulation_aspect_ratio = Core::kScreenTopHeight * 4 /
(Core::kScreenTopWidth * 4.0f + Core::kScreenBottomWidth);
large_screen_aspect_ratio = TOP_SCREEN_ASPECT_RATIO;
small_screen_aspect_ratio = BOT_SCREEN_ASPECT_RATIO;
}
}
Common::Rectangle<u32> screen_window_area{0, 0, width, height};
Common::Rectangle<u32> total_rect = maxRectangle(screen_window_area, emulation_aspect_ratio);
@ -178,15 +199,20 @@ FramebufferLayout LargeFrameLayout(u32 width, u32 height, bool swapped, bool upr
Common::Rectangle<u32> small_screen = maxRectangle(fourth_size_rect, small_screen_aspect_ratio);
if (window_aspect_ratio < emulation_aspect_ratio) {
large_screen =
large_screen.TranslateX((screen_window_area.GetWidth() - total_rect.GetWidth()) / 2);
large_screen = large_screen.TranslateX((width - total_rect.GetWidth()) / 2);
} else {
large_screen = large_screen.TranslateY((height - total_rect.GetHeight()) / 2);
}
// Shift the small screen to the bottom right corner
small_screen =
small_screen.TranslateX(large_screen.right)
.TranslateY(large_screen.GetHeight() + large_screen.top - small_screen.GetHeight());
if (upright) {
large_screen = large_screen.TranslateY(small_screen.GetHeight());
small_screen = small_screen.TranslateX(large_screen.right - small_screen.GetWidth())
.TranslateY(large_screen.top - small_screen.GetHeight());
} else {
// Shift the small screen to the bottom right corner
small_screen =
small_screen.TranslateX(large_screen.right)
.TranslateY(large_screen.GetHeight() + large_screen.top - small_screen.GetHeight());
}
res.top_screen = swapped ? small_screen : large_screen;
res.bottom_screen = swapped ? large_screen : small_screen;
return res;
@ -196,17 +222,26 @@ FramebufferLayout SideFrameLayout(u32 width, u32 height, bool swapped, bool upri
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res{width, height, true, true, {}, {}, true};
FramebufferLayout res{width, height, true, true, {}, {}, !upright};
// Aspect ratio of both screens side by side
const float emulation_aspect_ratio = static_cast<float>(Core::kScreenTopHeight) /
(Core::kScreenTopWidth + Core::kScreenBottomWidth);
float emulation_aspect_ratio =
upright ? static_cast<float>(Core::kScreenTopWidth + Core::kScreenBottomWidth) /
Core::kScreenTopHeight
: static_cast<float>(Core::kScreenTopHeight) /
(Core::kScreenTopWidth + Core::kScreenBottomWidth);
float window_aspect_ratio = static_cast<float>(height) / width;
Common::Rectangle<u32> screen_window_area{0, 0, width, height};
// Find largest Rectangle that can fit in the window size with the given aspect ratio
Common::Rectangle<u32> screen_rect = maxRectangle(screen_window_area, emulation_aspect_ratio);
// Find sizes of top and bottom screen
Common::Rectangle<u32> top_screen = maxRectangle(screen_rect, TOP_SCREEN_ASPECT_RATIO);
Common::Rectangle<u32> bot_screen = maxRectangle(screen_rect, BOT_SCREEN_ASPECT_RATIO);
Common::Rectangle<u32> top_screen =
upright ? maxRectangle(screen_rect, TOP_SCREEN_UPRIGHT_ASPECT_RATIO)
: maxRectangle(screen_rect, TOP_SCREEN_ASPECT_RATIO);
Common::Rectangle<u32> bot_screen =
upright ? maxRectangle(screen_rect, BOT_SCREEN_UPRIGHT_ASPECT_RATIO)
: maxRectangle(screen_rect, BOT_SCREEN_ASPECT_RATIO);
if (window_aspect_ratio < emulation_aspect_ratio) {
// Apply borders to the left and right sides of the window.
@ -219,9 +254,15 @@ FramebufferLayout SideFrameLayout(u32 width, u32 height, bool swapped, bool upri
top_screen = top_screen.TranslateY(shift_vertical);
bot_screen = bot_screen.TranslateY(shift_vertical);
}
// Move the top screen to the right if we are swapped.
res.top_screen = swapped ? top_screen.TranslateX(bot_screen.GetWidth()) : top_screen;
res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateX(top_screen.GetWidth());
if (upright) {
// Leave the top screen at the top if we are swapped.
res.top_screen = swapped ? top_screen : top_screen.TranslateY(bot_screen.GetHeight());
res.bottom_screen = swapped ? bot_screen.TranslateY(top_screen.GetHeight()) : bot_screen;
} else {
// Move the top screen to the right if we are swapped.
res.top_screen = swapped ? top_screen.TranslateX(bot_screen.GetWidth()) : top_screen;
res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateX(top_screen.GetWidth());
}
return res;
}
@ -274,19 +315,34 @@ FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale) {
Settings::values.upright_screen);
break;
case Settings::LayoutOption::LargeScreen:
if (Settings::values.swap_screen) {
width = (Core::kScreenBottomWidth + Core::kScreenTopWidth / 4) * res_scale;
height = Core::kScreenBottomHeight * res_scale;
if (Settings::values.upright_screen) {
if (Settings::values.swap_screen) {
width = Core::kScreenBottomHeight * res_scale;
height = (Core::kScreenBottomWidth + Core::kScreenTopWidth / 4) * res_scale;
} else {
width = Core::kScreenTopHeight * res_scale;
height = (Core::kScreenTopWidth + Core::kScreenBottomWidth / 4) * res_scale;
}
} else {
width = (Core::kScreenTopWidth + Core::kScreenBottomWidth / 4) * res_scale;
height = Core::kScreenTopHeight * res_scale;
if (Settings::values.swap_screen) {
width = (Core::kScreenBottomWidth + Core::kScreenTopWidth / 4) * res_scale;
height = Core::kScreenBottomHeight * res_scale;
} else {
width = (Core::kScreenTopWidth + Core::kScreenBottomWidth / 4) * res_scale;
height = Core::kScreenTopHeight * res_scale;
}
}
layout = LargeFrameLayout(width, height, Settings::values.swap_screen,
Settings::values.upright_screen);
break;
case Settings::LayoutOption::SideScreen:
width = (Core::kScreenTopWidth + Core::kScreenBottomWidth) * res_scale;
height = Core::kScreenTopHeight * res_scale;
if (Settings::values.upright_screen) {
width = Core::kScreenTopHeight * res_scale;
height = (Core::kScreenTopWidth + Core::kScreenBottomWidth) * res_scale;
} else {
width = (Core::kScreenTopWidth + Core::kScreenBottomWidth) * res_scale;
height = Core::kScreenTopHeight * res_scale;
}
layout = SideFrameLayout(width, height, Settings::values.swap_screen,
Settings::values.upright_screen);
break;