forked from ShuriZma/suyu
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:
parent
1f70365faa
commit
2b1654ad9b
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@ -72,6 +72,10 @@ void Config::ReadValues() {
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Settings::values.bg_green = (float)sdl2_config->GetReal("Renderer", "bg_green", 1.0);
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Settings::values.bg_blue = (float)sdl2_config->GetReal("Renderer", "bg_blue", 1.0);
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// Layout
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Settings::values.layout_option = static_cast<Settings::LayoutOption>(sdl2_config->GetInteger("Layout", "layout_option", 0));
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Settings::values.swap_screen = sdl2_config->GetBoolean("Layout", "swap_screen", false);
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// Audio
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Settings::values.sink_id = sdl2_config->Get("Audio", "output_engine", "auto");
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Settings::values.enable_audio_stretching =
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@ -63,6 +63,16 @@ use_scaled_resolution =
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# 0 (default): Off, 1: On
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use_vsync =
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[Layout]
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# Layout for the screen inside the render window.
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# 0 (default): Default Top Bottom Screen, 1: Single Screen Only, 2: Large Screen Small Screen
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layout_option =
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# Swaps the prominent screen with the other screen.
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# For example, if Single Screen is chosen, setting this to 1 will display the bottom screen instead of the top screen.
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# 0 (default): Top Screen is prominent, 1: Bottom Screen is prominent
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swap_screen =
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# The clear color for the renderer. What shows up on the sides of the bottom screen.
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# Must be in range of 0.0-1.0. Defaults to 1.0 for all.
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bg_red =
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@ -46,11 +46,8 @@ bool EmuWindow_SDL2::IsOpen() const {
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void EmuWindow_SDL2::OnResize() {
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int width, height;
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SDL_GetWindowSize(render_window, &width, &height);
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NotifyFramebufferLayoutChanged(
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EmuWindow::FramebufferLayout::DefaultScreenLayout(width, height));
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UpdateCurrentFramebufferLayout(width, height);
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}
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EmuWindow_SDL2::EmuWindow_SDL2() {
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@ -161,9 +161,7 @@ void GRenderWindow::OnFramebufferSizeChanged() {
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qreal pixelRatio = windowPixelRatio();
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unsigned width = child->QPaintDevice::width() * pixelRatio;
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unsigned height = child->QPaintDevice::height() * pixelRatio;
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NotifyFramebufferLayoutChanged(
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EmuWindow::FramebufferLayout::DefaultScreenLayout(width, height));
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UpdateCurrentFramebufferLayout(width, height);
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}
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void GRenderWindow::BackupGeometry() {
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@ -54,6 +54,11 @@ void Config::ReadValues() {
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Settings::values.bg_blue = qt_config->value("bg_blue", 1.0).toFloat();
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qt_config->endGroup();
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qt_config->beginGroup("Layout");
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Settings::values.layout_option = static_cast<Settings::LayoutOption>(qt_config->value("layout_option").toInt());
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Settings::values.swap_screen = qt_config->value("swap_screen", false).toBool();
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qt_config->endGroup();
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qt_config->beginGroup("Audio");
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Settings::values.sink_id = qt_config->value("output_engine", "auto").toString().toStdString();
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Settings::values.enable_audio_stretching =
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@ -155,6 +160,11 @@ void Config::SaveValues() {
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qt_config->setValue("bg_blue", (double)Settings::values.bg_blue);
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qt_config->endGroup();
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qt_config->beginGroup("Layout");
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qt_config->setValue("layout_option", static_cast<int>(Settings::values.layout_option));
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qt_config->setValue("swap_screen", Settings::values.swap_screen);
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qt_config->endGroup();
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qt_config->beginGroup("Audio");
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qt_config->setValue("output_engine", QString::fromStdString(Settings::values.sink_id));
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qt_config->setValue("enable_audio_stretching", Settings::values.enable_audio_stretching);
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@ -23,4 +23,5 @@ void ConfigureDialog::applyConfiguration() {
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ui->graphicsTab->applyConfiguration();
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ui->audioTab->applyConfiguration();
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ui->debugTab->applyConfiguration();
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Settings::Apply();
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}
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@ -23,6 +23,8 @@ void ConfigureGraphics::setConfiguration() {
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ui->toggle_shader_jit->setChecked(Settings::values.use_shader_jit);
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ui->toggle_scaled_resolution->setChecked(Settings::values.use_scaled_resolution);
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ui->toggle_vsync->setChecked(Settings::values.use_vsync);
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ui->layout_combobox->setCurrentIndex(static_cast<int>(Settings::values.layout_option));
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ui->swap_screen->setChecked(Settings::values.swap_screen);
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}
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void ConfigureGraphics::applyConfiguration() {
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@ -30,5 +32,7 @@ void ConfigureGraphics::applyConfiguration() {
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Settings::values.use_shader_jit = ui->toggle_shader_jit->isChecked();
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Settings::values.use_scaled_resolution = ui->toggle_scaled_resolution->isChecked();
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Settings::values.use_vsync = ui->toggle_vsync->isChecked();
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Settings::values.layout_option = static_cast<Settings::LayoutOption>(ui->layout_combobox->currentIndex());
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Settings::values.swap_screen = ui->swap_screen->isChecked();
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Settings::Apply();
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}
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@ -22,39 +22,89 @@
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<string>Graphics</string>
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</property>
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<layout class="QVBoxLayout" name="verticalLayout_2">
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<item>
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<widget class="QCheckBox" name="toggle_hw_renderer">
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<property name="text">
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<string>Enable hardware renderer</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QCheckBox" name="toggle_shader_jit">
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<property name="text">
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<string>Enable shader JIT</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QCheckBox" name="toggle_scaled_resolution">
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<property name="text">
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<string>Enable scaled resolution</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QCheckBox" name="toggle_vsync">
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<property name="text">
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<string>Enable V-Sync</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QCheckBox" name="toggle_hw_renderer">
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<property name="text">
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<string>Enable hardware renderer</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QCheckBox" name="toggle_shader_jit">
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<property name="text">
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<string>Enable shader JIT</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QCheckBox" name="toggle_scaled_resolution">
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<property name="text">
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<string>Enable scaled resolution</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QCheckBox" name="toggle_vsync">
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<property name="text">
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<string>Enable V-Sync</string>
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</property>
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</widget>
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</item>
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</layout>
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</widget>
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</item>
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</layout>
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</item>
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<item>
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<widget class="QGroupBox" name="groupBox2">
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<property name="title">
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<string>Layout</string>
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</property>
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<layout class="QHBoxLayout" name="horizontalLayout_3">
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<item>
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<layout class="QVBoxLayout" name="verticalLayout_2">
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<item>
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<layout class="QHBoxLayout" name="horizontalLayout_3">
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<item>
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<widget class="QLabel" name="label1">
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<property name="text">
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<string>Screen Layout:</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QComboBox" name="layout_combobox">
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<item>
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<property name="text">
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<string notr="true">Default</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string notr="true">Single Screen</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string notr="true">Large Screen</string>
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</property>
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</item>
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</widget>
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</item>
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</layout>
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</item>
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<item>
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<widget class="QCheckBox" name="swap_screen">
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<property name="text">
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<string>Swap Screens</string>
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</property>
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</widget>
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</item>
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</layout>
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</item>
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</layout>
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</widget>
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</item>
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<item>
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<spacer name="verticalSpacer">
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<property name="orientation">
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@ -71,22 +121,5 @@
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</layout>
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</widget>
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<resources/>
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<connections>
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<connection>
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<sender>toggle_gdbstub</sender>
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<signal>toggled(bool)</signal>
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<receiver>gdbport_spinbox</receiver>
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<slot>setEnabled(bool)</slot>
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<hints>
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<hint type="sourcelabel">
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<x>84</x>
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<y>157</y>
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</hint>
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<hint type="destinationlabel">
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<x>342</x>
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<y>158</y>
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</hint>
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</hints>
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</connection>
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</connections>
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<connections/>
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</ui>
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@ -5,6 +5,7 @@ set(SRCS
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break_points.cpp
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emu_window.cpp
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file_util.cpp
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framebuffer_layout.cpp
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hash.cpp
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key_map.cpp
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logging/filter.cpp
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@ -35,6 +36,7 @@ set(HEADERS
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common_types.h
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emu_window.h
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file_util.h
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framebuffer_layout.h
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hash.h
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key_map.h
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linear_disk_cache.h
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@ -40,7 +40,7 @@ void EmuWindow::CirclePadUpdated(float x, float y) {
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* @param framebuffer_y Framebuffer y-coordinate to check
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* @return True if the coordinates are within the touchpad, otherwise false
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*/
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static bool IsWithinTouchscreen(const EmuWindow::FramebufferLayout& layout, unsigned framebuffer_x,
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static bool IsWithinTouchscreen(const Layout::FramebufferLayout& layout, unsigned framebuffer_x,
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unsigned framebuffer_y) {
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return (
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framebuffer_y >= layout.bottom_screen.top && framebuffer_y < layout.bottom_screen.bottom &&
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@ -89,57 +89,19 @@ void EmuWindow::TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y) {
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TouchPressed(framebuffer_x, framebuffer_y);
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}
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EmuWindow::FramebufferLayout EmuWindow::FramebufferLayout::DefaultScreenLayout(unsigned width,
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unsigned height) {
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// When hiding the widget, the function receives a size of 0
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if (width == 0)
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width = 1;
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if (height == 0)
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height = 1;
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EmuWindow::FramebufferLayout res = {width, height, {}, {}};
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float window_aspect_ratio = static_cast<float>(height) / width;
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float emulation_aspect_ratio =
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static_cast<float>(VideoCore::kScreenTopHeight * 2) / VideoCore::kScreenTopWidth;
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if (window_aspect_ratio > emulation_aspect_ratio) {
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// Window is narrower than the emulation content => apply borders to the top and bottom
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int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
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res.top_screen.left = 0;
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res.top_screen.right = res.top_screen.left + width;
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res.top_screen.top = (height - viewport_height) / 2;
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res.top_screen.bottom = res.top_screen.top + viewport_height / 2;
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int bottom_width = static_cast<int>(
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(static_cast<float>(VideoCore::kScreenBottomWidth) / VideoCore::kScreenTopWidth) *
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(res.top_screen.right - res.top_screen.left));
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int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
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res.bottom_screen.left = bottom_border;
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res.bottom_screen.right = res.bottom_screen.left + bottom_width;
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res.bottom_screen.top = res.top_screen.bottom;
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res.bottom_screen.bottom = res.bottom_screen.top + viewport_height / 2;
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} else {
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// Otherwise, apply borders to the left and right sides of the window.
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int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio));
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res.top_screen.left = (width - viewport_width) / 2;
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res.top_screen.right = res.top_screen.left + viewport_width;
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res.top_screen.top = 0;
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res.top_screen.bottom = res.top_screen.top + height / 2;
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int bottom_width = static_cast<int>(
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(static_cast<float>(VideoCore::kScreenBottomWidth) / VideoCore::kScreenTopWidth) *
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(res.top_screen.right - res.top_screen.left));
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int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
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res.bottom_screen.left = res.top_screen.left + bottom_border;
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res.bottom_screen.right = res.bottom_screen.left + bottom_width;
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res.bottom_screen.top = res.top_screen.bottom;
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res.bottom_screen.bottom = res.bottom_screen.top + height / 2;
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void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height) {
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Layout::FramebufferLayout layout;
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switch (Settings::values.layout_option) {
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case Settings::LayoutOption::SingleScreen:
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layout = Layout::SingleFrameLayout(width, height, Settings::values.swap_screen);
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break;
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case Settings::LayoutOption::LargeScreen:
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layout = Layout::LargeFrameLayout(width, height, Settings::values.swap_screen);
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break;
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case Settings::LayoutOption::Default:
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default:
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layout = Layout::DefaultFrameLayout(width, height, Settings::values.swap_screen);
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break;
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}
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return res;
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NotifyFramebufferLayoutChanged(layout);
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}
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@ -7,6 +7,7 @@
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#include <tuple>
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#include <utility>
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#include "common/common_types.h"
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#include "common/framebuffer_layout.h"
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#include "common/math_util.h"
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#include "core/hle/service/hid/hid.h"
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std::pair<unsigned, unsigned> min_client_area_size;
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};
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/// Describes the layout of the window framebuffer (size and top/bottom screen positions)
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struct FramebufferLayout {
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/**
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* Factory method for constructing a default FramebufferLayout
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* @param width Window framebuffer width in pixels
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* @param height Window framebuffer height in pixels
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* @return Newly created FramebufferLayout object with default screen regions initialized
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*/
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static FramebufferLayout DefaultScreenLayout(unsigned width, unsigned height);
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unsigned width;
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unsigned height;
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MathUtil::Rectangle<unsigned> top_screen;
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MathUtil::Rectangle<unsigned> bottom_screen;
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};
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/// Swap buffers to display the next frame
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virtual void SwapBuffers() = 0;
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* Gets the framebuffer layout (width, height, and screen regions)
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* @note This method is thread-safe
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*/
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const FramebufferLayout& GetFramebufferLayout() const {
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const Layout::FramebufferLayout& GetFramebufferLayout() const {
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return framebuffer_layout;
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}
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/**
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* Convenience method to update the VideoCore EmuWindow
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* Read from the current settings to determine which layout to use.
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*/
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void UpdateCurrentFramebufferLayout(unsigned width, unsigned height);
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protected:
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EmuWindow() {
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// TODO: Find a better place to set this.
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* Update framebuffer layout with the given parameter.
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* @note EmuWindow implementations will usually use this in window resize event handlers.
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*/
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void NotifyFramebufferLayoutChanged(const FramebufferLayout& layout) {
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void NotifyFramebufferLayoutChanged(const Layout::FramebufferLayout& layout) {
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framebuffer_layout = layout;
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}
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// By default, ignore this request and do nothing.
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}
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FramebufferLayout framebuffer_layout; ///< Current framebuffer layout
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Layout::FramebufferLayout framebuffer_layout; ///< Current framebuffer layout
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unsigned client_area_width; ///< Current client width, should be set by window impl.
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unsigned client_area_height; ///< Current client height, should be set by window impl.
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@ -0,0 +1,312 @@
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// Copyright 2016 Citra Emulator Project
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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 "common/framebuffer_layout.h"
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#include "video_core/video_core.h"
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namespace Layout {
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static FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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FramebufferLayout res {width, height, true, true, {}, {}};
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float window_aspect_ratio = static_cast<float>(height) / width;
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float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight * 2) /
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VideoCore::kScreenTopWidth;
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if (window_aspect_ratio > emulation_aspect_ratio) {
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// Window is narrower than the emulation content => apply borders to the top and bottom
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int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
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res.top_screen.left = 0;
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res.top_screen.right = res.top_screen.left + width;
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res.top_screen.top = (height - viewport_height) / 2;
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res.top_screen.bottom = res.top_screen.top + viewport_height / 2;
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int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
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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);
|
||||
}
|
||||
}
|
|
@ -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);
|
||||
}
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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++;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue