mirror of
				https://git.zaroz.cloud/nintendo-back-up/yuzu/yuzu.git
				synced 2025-05-12 00:45:25 +00:00 
			
		
		
		
	frontend: Update for undocked Switch screen layout.
This commit is contained in:
		
							parent
							
								
									1ca800ccee
								
							
						
					
					
						commit
						482cf8a005
					
				| @ -12,7 +12,6 @@ | ||||
| #include "common/logging/log.h" | ||||
| #include "common/scm_rev.h" | ||||
| #include "common/string_util.h" | ||||
| #include "core/3ds.h" | ||||
| #include "core/settings.h" | ||||
| #include "input_common/keyboard.h" | ||||
| #include "input_common/main.h" | ||||
| @ -79,13 +78,13 @@ EmuWindow_SDL2::EmuWindow_SDL2() { | ||||
|     SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); | ||||
|     SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0); | ||||
| 
 | ||||
|     std::string window_title = Common::StringFromFormat("Citra %s| %s-%s ", Common::g_build_name, | ||||
|     std::string window_title = Common::StringFromFormat("yuzu %s| %s-%s ", Common::g_build_name, | ||||
|                                                         Common::g_scm_branch, Common::g_scm_desc); | ||||
|     render_window = | ||||
|         SDL_CreateWindow(window_title.c_str(), | ||||
|                          SDL_WINDOWPOS_UNDEFINED, // x position
 | ||||
|                          SDL_WINDOWPOS_UNDEFINED, // y position
 | ||||
|                          Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight, | ||||
|                          Layout::ScreenUndocked::Width, Layout::ScreenUndocked::Height, | ||||
|                          SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); | ||||
| 
 | ||||
|     if (render_window == nullptr) { | ||||
|  | ||||
| @ -12,8 +12,8 @@ | ||||
| #include "common/microprofile.h" | ||||
| #include "common/scm_rev.h" | ||||
| #include "common/string_util.h" | ||||
| #include "core/3ds.h" | ||||
| #include "core/core.h" | ||||
| #include "core/frontend/framebuffer_layout.h" | ||||
| #include "core/settings.h" | ||||
| #include "input_common/keyboard.h" | ||||
| #include "input_common/main.h" | ||||
| @ -271,7 +271,7 @@ void GRenderWindow::InitRenderTarget() { | ||||
|     child = new GGLWidgetInternal(fmt, this); | ||||
|     QBoxLayout* layout = new QHBoxLayout(this); | ||||
| 
 | ||||
|     resize(Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight); | ||||
|     resize(Layout::ScreenUndocked::Width, Layout::ScreenUndocked::Height); | ||||
|     layout->addWidget(child); | ||||
|     layout->setMargin(0); | ||||
|     setLayout(layout); | ||||
|  | ||||
| @ -1,21 +0,0 @@ | ||||
| // Copyright 2017 Citra Emulator Project
 | ||||
| // Licensed under GPLv2 or any later version
 | ||||
| // Refer to the license.txt file included.
 | ||||
| 
 | ||||
| #pragma once | ||||
| 
 | ||||
| namespace Core { | ||||
| 
 | ||||
| // 3DS Video Constants
 | ||||
| // -------------------
 | ||||
| 
 | ||||
| // NOTE: The LCDs actually rotate the image 90 degrees when displaying. Because of that the
 | ||||
| // framebuffers in video memory are stored in column-major order and rendered sideways, causing
 | ||||
| // the widths and heights of the framebuffers read by the LCD to be switched compared to the
 | ||||
| // heights and widths of the screens listed here.
 | ||||
| constexpr int kScreenTopWidth = 400;     ///< 3DS top screen width
 | ||||
| constexpr int kScreenTopHeight = 240;    ///< 3DS top screen height
 | ||||
| constexpr int kScreenBottomWidth = 320;  ///< 3DS bottom screen width
 | ||||
| constexpr int kScreenBottomHeight = 240; ///< 3DS bottom screen height
 | ||||
| 
 | ||||
| } // namespace Core
 | ||||
| @ -10,7 +10,6 @@ set(SRCS | ||||
|             file_sys/savedata_archive.cpp | ||||
|             file_sys/title_metadata.cpp | ||||
|             frontend/emu_window.cpp | ||||
|             frontend/framebuffer_layout.cpp | ||||
|             gdbstub/gdbstub.cpp | ||||
|             hle/config_mem.cpp | ||||
|             hle/kernel/address_arbiter.cpp | ||||
| @ -77,7 +76,6 @@ set(SRCS | ||||
|             ) | ||||
| 
 | ||||
| set(HEADERS | ||||
|             3ds.h | ||||
|             arm/arm_interface.h | ||||
|             arm/dynarmic/arm_dynarmic.h | ||||
|             arm/unicorn/arm_unicorn.h | ||||
|  | ||||
| @ -41,7 +41,8 @@ private: | ||||
| 
 | ||||
| EmuWindow::EmuWindow() { | ||||
|     // TODO: Find a better place to set this.
 | ||||
|     config.min_client_area_size = std::make_pair(400u, 480u); | ||||
|     config.min_client_area_size = | ||||
|         std::make_pair(Layout::ScreenUndocked::Width, Layout::ScreenUndocked::Height); | ||||
|     active_config = config; | ||||
|     touch_state = std::make_shared<TouchState>(); | ||||
|     Input::RegisterFactory<Input::TouchDevice>("emu_window", touch_state); | ||||
| @ -60,17 +61,16 @@ EmuWindow::~EmuWindow() { | ||||
|  */ | ||||
| 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 && | ||||
|         framebuffer_x >= layout.bottom_screen.left && framebuffer_x < layout.bottom_screen.right); | ||||
|     return (framebuffer_y >= layout.screen.top && framebuffer_y < layout.screen.bottom && | ||||
|             framebuffer_x >= layout.screen.left && framebuffer_x < layout.screen.right); | ||||
| } | ||||
| 
 | ||||
| std::tuple<unsigned, unsigned> EmuWindow::ClipToTouchScreen(unsigned new_x, unsigned new_y) { | ||||
|     new_x = std::max(new_x, framebuffer_layout.bottom_screen.left); | ||||
|     new_x = std::min(new_x, framebuffer_layout.bottom_screen.right - 1); | ||||
|     new_x = std::max(new_x, framebuffer_layout.screen.left); | ||||
|     new_x = std::min(new_x, framebuffer_layout.screen.right - 1); | ||||
| 
 | ||||
|     new_y = std::max(new_y, framebuffer_layout.bottom_screen.top); | ||||
|     new_y = std::min(new_y, framebuffer_layout.bottom_screen.bottom - 1); | ||||
|     new_y = std::max(new_y, framebuffer_layout.screen.top); | ||||
|     new_y = std::min(new_y, framebuffer_layout.screen.bottom - 1); | ||||
| 
 | ||||
|     return std::make_tuple(new_x, new_y); | ||||
| } | ||||
| @ -80,12 +80,10 @@ void EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) { | ||||
|         return; | ||||
| 
 | ||||
|     std::lock_guard<std::mutex> guard(touch_state->mutex); | ||||
|     touch_state->touch_x = | ||||
|         static_cast<float>(framebuffer_x - framebuffer_layout.bottom_screen.left) / | ||||
|         (framebuffer_layout.bottom_screen.right - framebuffer_layout.bottom_screen.left); | ||||
|     touch_state->touch_y = | ||||
|         static_cast<float>(framebuffer_y - framebuffer_layout.bottom_screen.top) / | ||||
|         (framebuffer_layout.bottom_screen.bottom - framebuffer_layout.bottom_screen.top); | ||||
|     touch_state->touch_x = static_cast<float>(framebuffer_x - framebuffer_layout.screen.left) / | ||||
|                            (framebuffer_layout.screen.right - framebuffer_layout.screen.left); | ||||
|     touch_state->touch_y = static_cast<float>(framebuffer_y - framebuffer_layout.screen.top) / | ||||
|                            (framebuffer_layout.screen.bottom - framebuffer_layout.screen.top); | ||||
| 
 | ||||
|     touch_state->touch_pressed = true; | ||||
| } | ||||
| @ -108,25 +106,5 @@ void EmuWindow::TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y) { | ||||
| } | ||||
| 
 | ||||
| void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height) { | ||||
|     Layout::FramebufferLayout layout; | ||||
|     if (Settings::values.custom_layout == true) { | ||||
|         layout = Layout::CustomFrameLayout(width, height); | ||||
|     } else { | ||||
|         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::SideScreen: | ||||
|             layout = Layout::SideFrameLayout(width, height, Settings::values.swap_screen); | ||||
|             break; | ||||
|         case Settings::LayoutOption::Default: | ||||
|         default: | ||||
|             layout = Layout::DefaultFrameLayout(width, height, Settings::values.swap_screen); | ||||
|             break; | ||||
|         } | ||||
|     } | ||||
|     NotifyFramebufferLayoutChanged(layout); | ||||
|     NotifyFramebufferLayoutChanged(Layout::DefaultFrameLayout(width, height)); | ||||
| } | ||||
|  | ||||
| @ -1,25 +1,12 @@ | ||||
| // Copyright 2016 Citra Emulator Project
 | ||||
| // Copyright 2018 Yuzu Emulator Team
 | ||||
| // Licensed under GPLv2 or any later version
 | ||||
| // Refer to the license.txt file included.
 | ||||
| 
 | ||||
| #include <cmath> | ||||
| 
 | ||||
| #include "common/assert.h" | ||||
| #include "core/3ds.h" | ||||
| #include "core/frontend/framebuffer_layout.h" | ||||
| #include "core/settings.h" | ||||
| 
 | ||||
| namespace Layout { | ||||
| 
 | ||||
| static const float TOP_SCREEN_ASPECT_RATIO = | ||||
|     static_cast<float>(Core::kScreenTopHeight) / Core::kScreenTopWidth; | ||||
| static const float BOT_SCREEN_ASPECT_RATIO = | ||||
|     static_cast<float>(Core::kScreenBottomHeight) / Core::kScreenBottomWidth; | ||||
| 
 | ||||
| float FramebufferLayout::GetScalingRatio() const { | ||||
|     return static_cast<float>(top_screen.GetWidth()) / Core::kScreenTopWidth; | ||||
| } | ||||
| 
 | ||||
| // Finds the largest size subrectangle contained in window area that is confined to the aspect ratio
 | ||||
| template <class T> | ||||
| static MathUtil::Rectangle<T> maxRectangle(MathUtil::Rectangle<T> window_area, | ||||
| @ -30,166 +17,27 @@ static MathUtil::Rectangle<T> maxRectangle(MathUtil::Rectangle<T> window_area, | ||||
|                                   static_cast<T>(std::round(scale * screen_aspect_ratio))}; | ||||
| } | ||||
| 
 | ||||
| FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool swapped) { | ||||
|     ASSERT(width > 0); | ||||
|     ASSERT(height > 0); | ||||
| 
 | ||||
|     FramebufferLayout res{width, height, true, true, {}, {}}; | ||||
|     // Default layout gives equal screen sizes to the top and bottom screen
 | ||||
|     MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height / 2}; | ||||
|     MathUtil::Rectangle<unsigned> top_screen = | ||||
|         maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO); | ||||
|     MathUtil::Rectangle<unsigned> bot_screen = | ||||
|         maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO); | ||||
| 
 | ||||
|     float window_aspect_ratio = static_cast<float>(height) / width; | ||||
|     // both screens height are taken into account by multiplying by 2
 | ||||
|     float emulation_aspect_ratio = TOP_SCREEN_ASPECT_RATIO * 2; | ||||
| 
 | ||||
|     if (window_aspect_ratio < emulation_aspect_ratio) { | ||||
|         // Apply borders to the left and right sides of the window.
 | ||||
|         top_screen = | ||||
|             top_screen.TranslateX((screen_window_area.GetWidth() - top_screen.GetWidth()) / 2); | ||||
|         bot_screen = | ||||
|             bot_screen.TranslateX((screen_window_area.GetWidth() - bot_screen.GetWidth()) / 2); | ||||
|     } else { | ||||
|         // Window is narrower than the emulation content => apply borders to the top and bottom
 | ||||
|         // Recalculate the bottom screen to account for the width difference between top and bottom
 | ||||
|         screen_window_area = {0, 0, width, top_screen.GetHeight()}; | ||||
|         bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO); | ||||
|         bot_screen = bot_screen.TranslateX((top_screen.GetWidth() - bot_screen.GetWidth()) / 2); | ||||
|         if (swapped) { | ||||
|             bot_screen = bot_screen.TranslateY(height / 2 - bot_screen.GetHeight()); | ||||
|         } else { | ||||
|             top_screen = top_screen.TranslateY(height / 2 - top_screen.GetHeight()); | ||||
|         } | ||||
|     } | ||||
|     // Move the top screen to the bottom if we are swapped.
 | ||||
|     res.top_screen = swapped ? top_screen.TranslateY(height / 2) : top_screen; | ||||
|     res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateY(height / 2); | ||||
|     return res; | ||||
| } | ||||
| 
 | ||||
| FramebufferLayout SingleFrameLayout(unsigned width, unsigned height, bool swapped) { | ||||
| FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height) { | ||||
|     ASSERT(width > 0); | ||||
|     ASSERT(height > 0); | ||||
|     // The drawing code needs at least somewhat valid values for both screens
 | ||||
|     // so just calculate them both even if the other isn't showing.
 | ||||
|     FramebufferLayout res{width, height, !swapped, swapped, {}, {}}; | ||||
|     FramebufferLayout res{width, height}; | ||||
| 
 | ||||
|     const float emulation_aspect_ratio{static_cast<float>(ScreenUndocked::Height) / | ||||
|                                        ScreenUndocked::Width}; | ||||
|     MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height}; | ||||
|     MathUtil::Rectangle<unsigned> top_screen = | ||||
|         maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO); | ||||
|     MathUtil::Rectangle<unsigned> bot_screen = | ||||
|         maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO); | ||||
|     MathUtil::Rectangle<unsigned> screen = maxRectangle(screen_window_area, emulation_aspect_ratio); | ||||
| 
 | ||||
|     float window_aspect_ratio = static_cast<float>(height) / width; | ||||
|     float emulation_aspect_ratio = (swapped) ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO; | ||||
| 
 | ||||
|     if (window_aspect_ratio < emulation_aspect_ratio) { | ||||
|         top_screen = | ||||
|             top_screen.TranslateX((screen_window_area.GetWidth() - top_screen.GetWidth()) / 2); | ||||
|         bot_screen = | ||||
|             bot_screen.TranslateX((screen_window_area.GetWidth() - bot_screen.GetWidth()) / 2); | ||||
|         screen = screen.TranslateX((screen_window_area.GetWidth() - screen.GetWidth()) / 2); | ||||
|     } else { | ||||
|         top_screen = top_screen.TranslateY((height - top_screen.GetHeight()) / 2); | ||||
|         bot_screen = bot_screen.TranslateY((height - bot_screen.GetHeight()) / 2); | ||||
|         screen = screen.TranslateY((height - screen.GetHeight()) / 2); | ||||
|     } | ||||
|     res.top_screen = top_screen; | ||||
|     res.bottom_screen = bot_screen; | ||||
|     res.screen = screen; | ||||
|     return res; | ||||
| } | ||||
| 
 | ||||
| FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool swapped) { | ||||
|     ASSERT(width > 0); | ||||
|     ASSERT(height > 0); | ||||
| 
 | ||||
|     FramebufferLayout res{width, height, true, true, {}, {}}; | ||||
|     // 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; | ||||
| 
 | ||||
|     MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height}; | ||||
|     MathUtil::Rectangle<unsigned> total_rect = | ||||
|         maxRectangle(screen_window_area, emulation_aspect_ratio); | ||||
|     MathUtil::Rectangle<unsigned> large_screen = | ||||
|         maxRectangle(total_rect, large_screen_aspect_ratio); | ||||
|     MathUtil::Rectangle<unsigned> fourth_size_rect = total_rect.Scale(.25f); | ||||
|     MathUtil::Rectangle<unsigned> 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); | ||||
|     } 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()); | ||||
|     res.top_screen = swapped ? small_screen : large_screen; | ||||
|     res.bottom_screen = swapped ? large_screen : small_screen; | ||||
|     return res; | ||||
| } | ||||
| 
 | ||||
| FramebufferLayout SideFrameLayout(unsigned width, unsigned height, bool swapped) { | ||||
|     ASSERT(width > 0); | ||||
|     ASSERT(height > 0); | ||||
| 
 | ||||
|     FramebufferLayout res{width, height, true, true, {}, {}}; | ||||
|     // Aspect ratio of both screens side by side
 | ||||
|     const float emulation_aspect_ratio = static_cast<float>(Core::kScreenTopHeight) / | ||||
|                                          (Core::kScreenTopWidth + Core::kScreenBottomWidth); | ||||
|     float window_aspect_ratio = static_cast<float>(height) / width; | ||||
|     MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height}; | ||||
|     // Find largest Rectangle that can fit in the window size with the given aspect ratio
 | ||||
|     MathUtil::Rectangle<unsigned> screen_rect = | ||||
|         maxRectangle(screen_window_area, emulation_aspect_ratio); | ||||
|     // Find sizes of top and bottom screen
 | ||||
|     MathUtil::Rectangle<unsigned> top_screen = maxRectangle(screen_rect, TOP_SCREEN_ASPECT_RATIO); | ||||
|     MathUtil::Rectangle<unsigned> bot_screen = 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.
 | ||||
|         u32 shift_horizontal = (screen_window_area.GetWidth() - screen_rect.GetWidth()) / 2; | ||||
|         top_screen = top_screen.TranslateX(shift_horizontal); | ||||
|         bot_screen = bot_screen.TranslateX(shift_horizontal); | ||||
|     } else { | ||||
|         // Window is narrower than the emulation content => apply borders to the top and bottom
 | ||||
|         u32 shift_vertical = (screen_window_area.GetHeight() - screen_rect.GetHeight()) / 2; | ||||
|         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()); | ||||
|     return res; | ||||
| } | ||||
| 
 | ||||
| FramebufferLayout CustomFrameLayout(unsigned width, unsigned height) { | ||||
|     ASSERT(width > 0); | ||||
|     ASSERT(height > 0); | ||||
| 
 | ||||
|     FramebufferLayout res{width, height, true, true, {}, {}}; | ||||
| 
 | ||||
|     MathUtil::Rectangle<unsigned> top_screen{ | ||||
|         Settings::values.custom_top_left, Settings::values.custom_top_top, | ||||
|         Settings::values.custom_top_right, Settings::values.custom_top_bottom}; | ||||
|     MathUtil::Rectangle<unsigned> bot_screen{ | ||||
|         Settings::values.custom_bottom_left, Settings::values.custom_bottom_top, | ||||
|         Settings::values.custom_bottom_right, Settings::values.custom_bottom_bottom}; | ||||
| 
 | ||||
|     res.top_screen = top_screen; | ||||
|     res.bottom_screen = bot_screen; | ||||
|     return res; | ||||
| } | ||||
| } // namespace Layout
 | ||||
|  | ||||
| @ -1,4 +1,4 @@ | ||||
| // Copyright 2016 Citra Emulator Project
 | ||||
| // Copyright 2018 Yuzu Emulator Team
 | ||||
| // Licensed under GPLv2 or any later version
 | ||||
| // Refer to the license.txt file included.
 | ||||
| 
 | ||||
| @ -8,68 +8,30 @@ | ||||
| 
 | ||||
| namespace Layout { | ||||
| 
 | ||||
| /// Describes the layout of the window framebuffer (size and top/bottom screen positions)
 | ||||
| enum ScreenUndocked : unsigned { Width = 1280, Height = 720 }; | ||||
| 
 | ||||
| /// Describes the layout of the window framebuffer
 | ||||
| struct FramebufferLayout { | ||||
|     unsigned width; | ||||
|     unsigned height; | ||||
|     bool top_screen_enabled; | ||||
|     bool bottom_screen_enabled; | ||||
|     MathUtil::Rectangle<unsigned> top_screen; | ||||
|     MathUtil::Rectangle<unsigned> bottom_screen; | ||||
|     unsigned width{ScreenUndocked::Width}; | ||||
|     unsigned height{ScreenUndocked::Height}; | ||||
| 
 | ||||
|     MathUtil::Rectangle<unsigned> screen; | ||||
| 
 | ||||
|     /**
 | ||||
|      * Returns the ration of pixel size of the top screen, compared to the native size of the 3DS | ||||
|      * screen. | ||||
|      * Returns the ration of pixel size of the screen, compared to the native size of the undocked | ||||
|      * Switch screen. | ||||
|      */ | ||||
|     float GetScalingRatio() const; | ||||
|     float GetScalingRatio() const { | ||||
|         return static_cast<float>(screen.GetWidth()) / ScreenUndocked::Width; | ||||
|     } | ||||
| }; | ||||
| 
 | ||||
| /**
 | ||||
|  * Factory method for constructing a default FramebufferLayout | ||||
|  * @param width Window framebuffer width in pixels | ||||
|  * @param height Window framebuffer height in pixels | ||||
|  * @param is_swapped if true, the bottom screen will be displayed above the top screen | ||||
|  * @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 or bottom screen | ||||
|  * @param width Window framebuffer width in pixels | ||||
|  * @param height Window framebuffer height in pixels | ||||
|  * @param is_swapped if true, the bottom screen will be displayed (and the top won't be displayed) | ||||
|  * @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 | ||||
|  * @param is_swapped if true, the bottom screen will be the large display | ||||
|  * @return Newly created FramebufferLayout object with default screen regions initialized | ||||
|  */ | ||||
| FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool is_swapped); | ||||
| 
 | ||||
| /**
 | ||||
| * Factory method for constructing a Frame with the Top screen and bottom | ||||
| * screen side by side | ||||
| * This is useful for devices with small screens, like the GPDWin | ||||
| * @param width Window framebuffer width in pixels | ||||
| * @param height Window framebuffer height in pixels | ||||
| * @param is_swapped if true, the bottom screen will be the left display | ||||
| * @return Newly created FramebufferLayout object with default screen regions initialized | ||||
| */ | ||||
| FramebufferLayout SideFrameLayout(unsigned width, unsigned height, bool is_swapped); | ||||
| 
 | ||||
| /**
 | ||||
|  * Factory method for constructing a custom 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 CustomFrameLayout(unsigned width, unsigned height); | ||||
| FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height); | ||||
| 
 | ||||
| } // namespace Layout
 | ||||
|  | ||||
		Loading…
	
		Reference in New Issue
	
	Block a user
	 bunnei
						bunnei