mirror of
https://github.com/PabloMK7/citra
synced 2024-11-15 05:08:23 +00:00
Merge pull request #1753 from jroweboy/frame_layouts
Support additional screen layouts.
This commit is contained in:
commit
5a31552764
19 changed files with 373 additions and 132 deletions
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@ -72,6 +72,11 @@ 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 =
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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 +54,12 @@ 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 =
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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 +161,11 @@ 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 +32,8 @@ 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 =
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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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@ -196,6 +196,7 @@ GMainWindow::GMainWindow() : config(new Config()), emu_thread(nullptr) {
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// Setup hotkeys
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RegisterHotkey("Main Window", "Load File", QKeySequence::Open);
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RegisterHotkey("Main Window", "Swap Screens", QKeySequence::NextChild);
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RegisterHotkey("Main Window", "Start Emulation");
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LoadHotkeys();
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@ -203,6 +204,8 @@ GMainWindow::GMainWindow() : config(new Config()), emu_thread(nullptr) {
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SLOT(OnMenuLoadFile()));
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connect(GetHotkey("Main Window", "Start Emulation", this), SIGNAL(activated()), this,
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SLOT(OnStartGame()));
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connect(GetHotkey("Main Window", "Swap Screens", this), SIGNAL(activated()), this,
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SLOT(OnSwapScreens()));
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std::string window_title =
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Common::StringFromFormat("Citra | %s-%s", Common::g_scm_branch, Common::g_scm_desc);
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@ -550,6 +553,11 @@ void GMainWindow::OnConfigure() {
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}
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}
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void GMainWindow::OnSwapScreens() {
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Settings::values.swap_screen = !Settings::values.swap_screen;
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Settings::Apply();
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}
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void GMainWindow::OnCreateGraphicsSurfaceViewer() {
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auto graphicsSurfaceViewerWidget = new GraphicsSurfaceWidget(Pica::g_debug_context, this);
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addDockWidget(Qt::RightDockWidgetArea, graphicsSurfaceViewerWidget);
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@ -105,6 +105,7 @@ private slots:
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/// Called whenever a user selects the "File->Select Game List Root" menu item
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void OnMenuSelectGameListRoot();
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void OnMenuRecentFile();
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void OnSwapScreens();
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void OnConfigure();
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void OnDisplayTitleBars(bool);
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void ToggleWindowMode();
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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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|
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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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@ -38,23 +39,6 @@ public:
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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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@ -211,10 +195,16 @@ public:
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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 current frame layout
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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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||||
|
@ -250,7 +240,7 @@ protected:
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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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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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||||
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||||
|
@ -274,7 +264,7 @@ private:
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// By default, ignore this request and do nothing.
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||||
}
|
||||
|
||||
FramebufferLayout framebuffer_layout; ///< Current framebuffer layout
|
||||
Layout::FramebufferLayout framebuffer_layout; ///< Current framebuffer layout
|
||||
|
||||
unsigned client_area_width; ///< Current client width, should be set by window impl.
|
||||
unsigned client_area_height; ///< Current client height, should be set by window impl.
|
||||
|
|
138
src/common/framebuffer_layout.cpp
Normal file
138
src/common/framebuffer_layout.cpp
Normal file
|
@ -0,0 +1,138 @@
|
|||
// 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 "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;
|
||||
}
|
||||
}
|
47
src/common/framebuffer_layout.h
Normal file
47
src/common/framebuffer_layout.h
Normal file
|
@ -0,0 +1,47 @@
|
|||
// 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
|
||||
* @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);
|
||||
}
|
|
@ -38,6 +38,16 @@ struct Rectangle {
|
|||
T GetHeight() const {
|
||||
return std::abs(static_cast<typename std::make_signed<T>::type>(bottom - top));
|
||||
}
|
||||
Rectangle<T> TranslateX(const T x) const {
|
||||
return Rectangle{left + x, top, right + x, bottom};
|
||||
}
|
||||
Rectangle<T> TranslateY(const T y) const {
|
||||
return Rectangle{left, top + y, right, bottom + y};
|
||||
}
|
||||
Rectangle<T> Scale(const float s) const {
|
||||
return Rectangle{left, top, static_cast<T>(left + GetWidth() * s),
|
||||
static_cast<T>(top + GetHeight() * s)};
|
||||
}
|
||||
};
|
||||
|
||||
} // namespace MathUtil
|
||||
|
|
|
@ -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 +405,15 @@ 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 a new issue