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authorYuri Kunde Schlesner <yuriks@yuriks.net>2017-05-27 16:10:25 -0700
committerYuri Kunde Schlesner <yuriks@yuriks.net>2017-05-27 16:10:25 -0700
commitd1bf7919daf830befd8c2166f3844fcdb56d68fa (patch)
tree60ab4434e7a0503d7ca5f5d195d4709fe634f3c1 /src/common/framebuffer_layout.cpp
parentec8dfc8fb7218e5c552c42d30a68e13e350c3d0e (diff)
Move framebuffer_layout from Common to Core
This removes a dependency inversion between core and common. It's also the proper place for the file since it makes screen layout decisions specific to the 3DS.
Diffstat (limited to 'src/common/framebuffer_layout.cpp')
-rw-r--r--src/common/framebuffer_layout.cpp157
1 files changed, 0 insertions, 157 deletions
diff --git a/src/common/framebuffer_layout.cpp b/src/common/framebuffer_layout.cpp
deleted file mode 100644
index a2a0e7dada..0000000000
--- a/src/common/framebuffer_layout.cpp
+++ /dev/null
@@ -1,157 +0,0 @@
-// 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 "core/settings.h"
-#include "video_core/video_core.h"
-
-namespace Layout {
-
-static const float TOP_SCREEN_ASPECT_RATIO =
- static_cast<float>(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth;
-static const float BOT_SCREEN_ASPECT_RATIO =
- static_cast<float>(VideoCore::kScreenBottomHeight) / VideoCore::kScreenBottomWidth;
-
-// 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,
- float screen_aspect_ratio) {
- float scale = std::min(static_cast<float>(window_area.GetWidth()),
- window_area.GetHeight() / screen_aspect_ratio);
- return MathUtil::Rectangle<T>{0, 0, static_cast<T>(std::round(scale)),
- 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) {
- 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, {}, {}};
-
- 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);
-
- 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);
- } else {
- top_screen = top_screen.TranslateY((height - top_screen.GetHeight()) / 2);
- bot_screen = bot_screen.TranslateY((height - bot_screen.GetHeight()) / 2);
- }
- res.top_screen = top_screen;
- res.bottom_screen = bot_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
- ? VideoCore::kScreenBottomHeight * 4 /
- (VideoCore::kScreenBottomWidth * 4.0f + VideoCore::kScreenTopWidth)
- : VideoCore::kScreenTopHeight * 4 /
- (VideoCore::kScreenTopWidth * 4.0f + VideoCore::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 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;
-}
-}