From d1bf7919daf830befd8c2166f3844fcdb56d68fa Mon Sep 17 00:00:00 2001 From: Yuri Kunde Schlesner Date: Sat, 27 May 2017 16:10:25 -0700 Subject: 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. --- src/common/CMakeLists.txt | 2 - src/common/framebuffer_layout.cpp | 157 ------------------------------- src/common/framebuffer_layout.h | 55 ----------- src/core/CMakeLists.txt | 2 + src/core/frontend/emu_window.h | 2 +- src/core/frontend/framebuffer_layout.cpp | 157 +++++++++++++++++++++++++++++++ src/core/frontend/framebuffer_layout.h | 55 +++++++++++ 7 files changed, 215 insertions(+), 215 deletions(-) delete mode 100644 src/common/framebuffer_layout.cpp delete mode 100644 src/common/framebuffer_layout.h create mode 100644 src/core/frontend/framebuffer_layout.cpp create mode 100644 src/core/frontend/framebuffer_layout.h (limited to 'src') diff --git a/src/common/CMakeLists.txt b/src/common/CMakeLists.txt index 6905d2d50..546a14500 100644 --- a/src/common/CMakeLists.txt +++ b/src/common/CMakeLists.txt @@ -27,7 +27,6 @@ configure_file("${CMAKE_CURRENT_SOURCE_DIR}/scm_rev.cpp.in" "${CMAKE_CURRENT_SOU set(SRCS break_points.cpp file_util.cpp - framebuffer_layout.cpp hash.cpp logging/filter.cpp logging/text_formatter.cpp @@ -56,7 +55,6 @@ set(HEADERS common_paths.h common_types.h file_util.h - framebuffer_layout.h hash.h linear_disk_cache.h logging/text_formatter.h diff --git a/src/common/framebuffer_layout.cpp b/src/common/framebuffer_layout.cpp deleted file mode 100644 index a2a0e7dad..000000000 --- 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 - -#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(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth; -static const float BOT_SCREEN_ASPECT_RATIO = - static_cast(VideoCore::kScreenBottomHeight) / VideoCore::kScreenBottomWidth; - -// Finds the largest size subrectangle contained in window area that is confined to the aspect ratio -template -static MathUtil::Rectangle maxRectangle(MathUtil::Rectangle window_area, - float screen_aspect_ratio) { - float scale = std::min(static_cast(window_area.GetWidth()), - window_area.GetHeight() / screen_aspect_ratio); - return MathUtil::Rectangle{0, 0, static_cast(std::round(scale)), - static_cast(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 screen_window_area{0, 0, width, height / 2}; - MathUtil::Rectangle top_screen = - maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO); - MathUtil::Rectangle bot_screen = - maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO); - - float window_aspect_ratio = static_cast(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 screen_window_area{0, 0, width, height}; - MathUtil::Rectangle top_screen = - maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO); - MathUtil::Rectangle bot_screen = - maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO); - - float window_aspect_ratio = static_cast(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(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 screen_window_area{0, 0, width, height}; - MathUtil::Rectangle total_rect = - maxRectangle(screen_window_area, emulation_aspect_ratio); - MathUtil::Rectangle large_screen = - maxRectangle(total_rect, large_screen_aspect_ratio); - MathUtil::Rectangle fourth_size_rect = total_rect.Scale(.25f); - MathUtil::Rectangle 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 top_screen{ - Settings::values.custom_top_left, Settings::values.custom_top_top, - Settings::values.custom_top_right, Settings::values.custom_top_bottom}; - MathUtil::Rectangle 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; -} -} diff --git a/src/common/framebuffer_layout.h b/src/common/framebuffer_layout.h deleted file mode 100644 index f1df5c55a..000000000 --- a/src/common/framebuffer_layout.h +++ /dev/null @@ -1,55 +0,0 @@ -// 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 top_screen; - MathUtil::Rectangle bottom_screen; -}; - -/** - * 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 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); -} diff --git a/src/core/CMakeLists.txt b/src/core/CMakeLists.txt index b19335fe1..d9618c40c 100644 --- a/src/core/CMakeLists.txt +++ b/src/core/CMakeLists.txt @@ -32,6 +32,7 @@ set(SRCS frontend/camera/factory.cpp frontend/camera/interface.cpp frontend/emu_window.cpp + frontend/framebuffer_layout.cpp frontend/motion_emu.cpp gdbstub/gdbstub.cpp hle/config_mem.cpp @@ -216,6 +217,7 @@ set(HEADERS frontend/camera/factory.h frontend/camera/interface.h frontend/emu_window.h + frontend/framebuffer_layout.h frontend/input.h frontend/motion_emu.h gdbstub/gdbstub.h diff --git a/src/core/frontend/emu_window.h b/src/core/frontend/emu_window.h index 36f2667fa..9414123a4 100644 --- a/src/core/frontend/emu_window.h +++ b/src/core/frontend/emu_window.h @@ -8,8 +8,8 @@ #include #include #include "common/common_types.h" -#include "common/framebuffer_layout.h" #include "common/math_util.h" +#include "core/frontend/framebuffer_layout.h" /** * Abstraction class used to provide an interface between emulation code and the frontend diff --git a/src/core/frontend/framebuffer_layout.cpp b/src/core/frontend/framebuffer_layout.cpp new file mode 100644 index 000000000..f3815170d --- /dev/null +++ b/src/core/frontend/framebuffer_layout.cpp @@ -0,0 +1,157 @@ +// Copyright 2016 Citra Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#include + +#include "common/assert.h" +#include "core/frontend/framebuffer_layout.h" +#include "core/settings.h" +#include "video_core/video_core.h" + +namespace Layout { + +static const float TOP_SCREEN_ASPECT_RATIO = + static_cast(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth; +static const float BOT_SCREEN_ASPECT_RATIO = + static_cast(VideoCore::kScreenBottomHeight) / VideoCore::kScreenBottomWidth; + +// Finds the largest size subrectangle contained in window area that is confined to the aspect ratio +template +static MathUtil::Rectangle maxRectangle(MathUtil::Rectangle window_area, + float screen_aspect_ratio) { + float scale = std::min(static_cast(window_area.GetWidth()), + window_area.GetHeight() / screen_aspect_ratio); + return MathUtil::Rectangle{0, 0, static_cast(std::round(scale)), + static_cast(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 screen_window_area{0, 0, width, height / 2}; + MathUtil::Rectangle top_screen = + maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO); + MathUtil::Rectangle bot_screen = + maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO); + + float window_aspect_ratio = static_cast(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 screen_window_area{0, 0, width, height}; + MathUtil::Rectangle top_screen = + maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO); + MathUtil::Rectangle bot_screen = + maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO); + + float window_aspect_ratio = static_cast(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(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 screen_window_area{0, 0, width, height}; + MathUtil::Rectangle total_rect = + maxRectangle(screen_window_area, emulation_aspect_ratio); + MathUtil::Rectangle large_screen = + maxRectangle(total_rect, large_screen_aspect_ratio); + MathUtil::Rectangle fourth_size_rect = total_rect.Scale(.25f); + MathUtil::Rectangle 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 top_screen{ + Settings::values.custom_top_left, Settings::values.custom_top_top, + Settings::values.custom_top_right, Settings::values.custom_top_bottom}; + MathUtil::Rectangle 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; +} +} diff --git a/src/core/frontend/framebuffer_layout.h b/src/core/frontend/framebuffer_layout.h new file mode 100644 index 000000000..f1df5c55a --- /dev/null +++ b/src/core/frontend/framebuffer_layout.h @@ -0,0 +1,55 @@ +// 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 top_screen; + MathUtil::Rectangle bottom_screen; +}; + +/** + * 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 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); +} -- cgit v1.2.3