frontend: Update for undocked Switch screen layout.

This commit is contained in:
bunnei 2018-01-09 22:36:07 -05:00
parent 1ca800ccee
commit 482cf8a005
8 changed files with 43 additions and 279 deletions

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@ -12,7 +12,6 @@
#include "common/logging/log.h" #include "common/logging/log.h"
#include "common/scm_rev.h" #include "common/scm_rev.h"
#include "common/string_util.h" #include "common/string_util.h"
#include "core/3ds.h"
#include "core/settings.h" #include "core/settings.h"
#include "input_common/keyboard.h" #include "input_common/keyboard.h"
#include "input_common/main.h" #include "input_common/main.h"
@ -79,13 +78,13 @@ EmuWindow_SDL2::EmuWindow_SDL2() {
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0); SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
std::string window_title = Common::StringFromFormat("Citra %s| %s-%s ", Common::g_build_name, std::string window_title = Common::StringFromFormat("yuzu %s| %s-%s ", Common::g_build_name,
Common::g_scm_branch, Common::g_scm_desc); Common::g_scm_branch, Common::g_scm_desc);
render_window = render_window =
SDL_CreateWindow(window_title.c_str(), SDL_CreateWindow(window_title.c_str(),
SDL_WINDOWPOS_UNDEFINED, // x position SDL_WINDOWPOS_UNDEFINED, // x position
SDL_WINDOWPOS_UNDEFINED, // y position SDL_WINDOWPOS_UNDEFINED, // y position
Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight, Layout::ScreenUndocked::Width, Layout::ScreenUndocked::Height,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
if (render_window == nullptr) { if (render_window == nullptr) {

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@ -12,8 +12,8 @@
#include "common/microprofile.h" #include "common/microprofile.h"
#include "common/scm_rev.h" #include "common/scm_rev.h"
#include "common/string_util.h" #include "common/string_util.h"
#include "core/3ds.h"
#include "core/core.h" #include "core/core.h"
#include "core/frontend/framebuffer_layout.h"
#include "core/settings.h" #include "core/settings.h"
#include "input_common/keyboard.h" #include "input_common/keyboard.h"
#include "input_common/main.h" #include "input_common/main.h"
@ -271,7 +271,7 @@ void GRenderWindow::InitRenderTarget() {
child = new GGLWidgetInternal(fmt, this); child = new GGLWidgetInternal(fmt, this);
QBoxLayout* layout = new QHBoxLayout(this); QBoxLayout* layout = new QHBoxLayout(this);
resize(Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight); resize(Layout::ScreenUndocked::Width, Layout::ScreenUndocked::Height);
layout->addWidget(child); layout->addWidget(child);
layout->setMargin(0); layout->setMargin(0);
setLayout(layout); setLayout(layout);

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@ -1,21 +0,0 @@
// Copyright 2017 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
namespace Core {
// 3DS Video Constants
// -------------------
// NOTE: The LCDs actually rotate the image 90 degrees when displaying. Because of that the
// framebuffers in video memory are stored in column-major order and rendered sideways, causing
// the widths and heights of the framebuffers read by the LCD to be switched compared to the
// heights and widths of the screens listed here.
constexpr int kScreenTopWidth = 400; ///< 3DS top screen width
constexpr int kScreenTopHeight = 240; ///< 3DS top screen height
constexpr int kScreenBottomWidth = 320; ///< 3DS bottom screen width
constexpr int kScreenBottomHeight = 240; ///< 3DS bottom screen height
} // namespace Core

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@ -10,7 +10,6 @@ set(SRCS
file_sys/savedata_archive.cpp file_sys/savedata_archive.cpp
file_sys/title_metadata.cpp file_sys/title_metadata.cpp
frontend/emu_window.cpp frontend/emu_window.cpp
frontend/framebuffer_layout.cpp
gdbstub/gdbstub.cpp gdbstub/gdbstub.cpp
hle/config_mem.cpp hle/config_mem.cpp
hle/kernel/address_arbiter.cpp hle/kernel/address_arbiter.cpp
@ -77,7 +76,6 @@ set(SRCS
) )
set(HEADERS set(HEADERS
3ds.h
arm/arm_interface.h arm/arm_interface.h
arm/dynarmic/arm_dynarmic.h arm/dynarmic/arm_dynarmic.h
arm/unicorn/arm_unicorn.h arm/unicorn/arm_unicorn.h

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@ -41,7 +41,8 @@ private:
EmuWindow::EmuWindow() { EmuWindow::EmuWindow() {
// TODO: Find a better place to set this. // TODO: Find a better place to set this.
config.min_client_area_size = std::make_pair(400u, 480u); config.min_client_area_size =
std::make_pair(Layout::ScreenUndocked::Width, Layout::ScreenUndocked::Height);
active_config = config; active_config = config;
touch_state = std::make_shared<TouchState>(); touch_state = std::make_shared<TouchState>();
Input::RegisterFactory<Input::TouchDevice>("emu_window", touch_state); Input::RegisterFactory<Input::TouchDevice>("emu_window", touch_state);
@ -60,17 +61,16 @@ EmuWindow::~EmuWindow() {
*/ */
static bool IsWithinTouchscreen(const Layout::FramebufferLayout& layout, unsigned framebuffer_x, static bool IsWithinTouchscreen(const Layout::FramebufferLayout& layout, unsigned framebuffer_x,
unsigned framebuffer_y) { unsigned framebuffer_y) {
return ( return (framebuffer_y >= layout.screen.top && framebuffer_y < layout.screen.bottom &&
framebuffer_y >= layout.bottom_screen.top && framebuffer_y < layout.bottom_screen.bottom && framebuffer_x >= layout.screen.left && framebuffer_x < layout.screen.right);
framebuffer_x >= layout.bottom_screen.left && framebuffer_x < layout.bottom_screen.right);
} }
std::tuple<unsigned, unsigned> EmuWindow::ClipToTouchScreen(unsigned new_x, unsigned new_y) { std::tuple<unsigned, unsigned> EmuWindow::ClipToTouchScreen(unsigned new_x, unsigned new_y) {
new_x = std::max(new_x, framebuffer_layout.bottom_screen.left); new_x = std::max(new_x, framebuffer_layout.screen.left);
new_x = std::min(new_x, framebuffer_layout.bottom_screen.right - 1); new_x = std::min(new_x, framebuffer_layout.screen.right - 1);
new_y = std::max(new_y, framebuffer_layout.bottom_screen.top); new_y = std::max(new_y, framebuffer_layout.screen.top);
new_y = std::min(new_y, framebuffer_layout.bottom_screen.bottom - 1); new_y = std::min(new_y, framebuffer_layout.screen.bottom - 1);
return std::make_tuple(new_x, new_y); return std::make_tuple(new_x, new_y);
} }
@ -80,12 +80,10 @@ void EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
return; return;
std::lock_guard<std::mutex> guard(touch_state->mutex); std::lock_guard<std::mutex> guard(touch_state->mutex);
touch_state->touch_x = touch_state->touch_x = static_cast<float>(framebuffer_x - framebuffer_layout.screen.left) /
static_cast<float>(framebuffer_x - framebuffer_layout.bottom_screen.left) / (framebuffer_layout.screen.right - framebuffer_layout.screen.left);
(framebuffer_layout.bottom_screen.right - framebuffer_layout.bottom_screen.left); touch_state->touch_y = static_cast<float>(framebuffer_y - framebuffer_layout.screen.top) /
touch_state->touch_y = (framebuffer_layout.screen.bottom - framebuffer_layout.screen.top);
static_cast<float>(framebuffer_y - framebuffer_layout.bottom_screen.top) /
(framebuffer_layout.bottom_screen.bottom - framebuffer_layout.bottom_screen.top);
touch_state->touch_pressed = true; touch_state->touch_pressed = true;
} }
@ -108,25 +106,5 @@ void EmuWindow::TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y) {
} }
void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height) { void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height) {
Layout::FramebufferLayout layout; NotifyFramebufferLayoutChanged(Layout::DefaultFrameLayout(width, height));
if (Settings::values.custom_layout == true) {
layout = Layout::CustomFrameLayout(width, height);
} else {
switch (Settings::values.layout_option) {
case Settings::LayoutOption::SingleScreen:
layout = Layout::SingleFrameLayout(width, height, Settings::values.swap_screen);
break;
case Settings::LayoutOption::LargeScreen:
layout = Layout::LargeFrameLayout(width, height, Settings::values.swap_screen);
break;
case Settings::LayoutOption::SideScreen:
layout = Layout::SideFrameLayout(width, height, Settings::values.swap_screen);
break;
case Settings::LayoutOption::Default:
default:
layout = Layout::DefaultFrameLayout(width, height, Settings::values.swap_screen);
break;
}
}
NotifyFramebufferLayoutChanged(layout);
} }

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@ -1,25 +1,12 @@
// Copyright 2016 Citra Emulator Project // Copyright 2018 Yuzu Emulator Team
// Licensed under GPLv2 or any later version // Licensed under GPLv2 or any later version
// Refer to the license.txt file included. // Refer to the license.txt file included.
#include <cmath>
#include "common/assert.h" #include "common/assert.h"
#include "core/3ds.h"
#include "core/frontend/framebuffer_layout.h" #include "core/frontend/framebuffer_layout.h"
#include "core/settings.h"
namespace Layout { namespace Layout {
static const float TOP_SCREEN_ASPECT_RATIO =
static_cast<float>(Core::kScreenTopHeight) / Core::kScreenTopWidth;
static const float BOT_SCREEN_ASPECT_RATIO =
static_cast<float>(Core::kScreenBottomHeight) / Core::kScreenBottomWidth;
float FramebufferLayout::GetScalingRatio() const {
return static_cast<float>(top_screen.GetWidth()) / Core::kScreenTopWidth;
}
// Finds the largest size subrectangle contained in window area that is confined to the aspect ratio // Finds the largest size subrectangle contained in window area that is confined to the aspect ratio
template <class T> template <class T>
static MathUtil::Rectangle<T> maxRectangle(MathUtil::Rectangle<T> window_area, static MathUtil::Rectangle<T> maxRectangle(MathUtil::Rectangle<T> window_area,
@ -30,166 +17,27 @@ static MathUtil::Rectangle<T> maxRectangle(MathUtil::Rectangle<T> window_area,
static_cast<T>(std::round(scale * screen_aspect_ratio))}; static_cast<T>(std::round(scale * screen_aspect_ratio))};
} }
FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool swapped) { FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height) {
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(width > 0);
ASSERT(height > 0); ASSERT(height > 0);
// The drawing code needs at least somewhat valid values for both screens // The drawing code needs at least somewhat valid values for both screens
// so just calculate them both even if the other isn't showing. // so just calculate them both even if the other isn't showing.
FramebufferLayout res{width, height, !swapped, swapped, {}, {}}; FramebufferLayout res{width, height};
const float emulation_aspect_ratio{static_cast<float>(ScreenUndocked::Height) /
ScreenUndocked::Width};
MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height}; MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height};
MathUtil::Rectangle<unsigned> top_screen = MathUtil::Rectangle<unsigned> screen = maxRectangle(screen_window_area, emulation_aspect_ratio);
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 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) { if (window_aspect_ratio < emulation_aspect_ratio) {
top_screen = screen = screen.TranslateX((screen_window_area.GetWidth() - screen.GetWidth()) / 2);
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 { } else {
top_screen = top_screen.TranslateY((height - top_screen.GetHeight()) / 2); screen = screen.TranslateY((height - screen.GetHeight()) / 2);
bot_screen = bot_screen.TranslateY((height - bot_screen.GetHeight()) / 2);
} }
res.top_screen = top_screen; res.screen = screen;
res.bottom_screen = bot_screen;
return res; return res;
} }
FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool swapped) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res{width, height, true, true, {}, {}};
// Split the window into two parts. Give 4x width to the main screen and 1x width to the small
// To do that, find the total emulation box and maximize that based on window size
float window_aspect_ratio = static_cast<float>(height) / width;
float emulation_aspect_ratio =
swapped
? Core::kScreenBottomHeight * 4 /
(Core::kScreenBottomWidth * 4.0f + Core::kScreenTopWidth)
: Core::kScreenTopHeight * 4 /
(Core::kScreenTopWidth * 4.0f + Core::kScreenBottomWidth);
float large_screen_aspect_ratio = swapped ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO;
float small_screen_aspect_ratio = swapped ? TOP_SCREEN_ASPECT_RATIO : BOT_SCREEN_ASPECT_RATIO;
MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height};
MathUtil::Rectangle<unsigned> total_rect =
maxRectangle(screen_window_area, emulation_aspect_ratio);
MathUtil::Rectangle<unsigned> large_screen =
maxRectangle(total_rect, large_screen_aspect_ratio);
MathUtil::Rectangle<unsigned> fourth_size_rect = total_rect.Scale(.25f);
MathUtil::Rectangle<unsigned> small_screen =
maxRectangle(fourth_size_rect, small_screen_aspect_ratio);
if (window_aspect_ratio < emulation_aspect_ratio) {
large_screen =
large_screen.TranslateX((screen_window_area.GetWidth() - total_rect.GetWidth()) / 2);
} else {
large_screen = large_screen.TranslateY((height - total_rect.GetHeight()) / 2);
}
// Shift the small screen to the bottom right corner
small_screen =
small_screen.TranslateX(large_screen.right)
.TranslateY(large_screen.GetHeight() + large_screen.top - small_screen.GetHeight());
res.top_screen = swapped ? small_screen : large_screen;
res.bottom_screen = swapped ? large_screen : small_screen;
return res;
}
FramebufferLayout SideFrameLayout(unsigned width, unsigned height, bool swapped) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res{width, height, true, true, {}, {}};
// Aspect ratio of both screens side by side
const float emulation_aspect_ratio = static_cast<float>(Core::kScreenTopHeight) /
(Core::kScreenTopWidth + Core::kScreenBottomWidth);
float window_aspect_ratio = static_cast<float>(height) / width;
MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height};
// Find largest Rectangle that can fit in the window size with the given aspect ratio
MathUtil::Rectangle<unsigned> screen_rect =
maxRectangle(screen_window_area, emulation_aspect_ratio);
// Find sizes of top and bottom screen
MathUtil::Rectangle<unsigned> top_screen = maxRectangle(screen_rect, TOP_SCREEN_ASPECT_RATIO);
MathUtil::Rectangle<unsigned> bot_screen = maxRectangle(screen_rect, BOT_SCREEN_ASPECT_RATIO);
if (window_aspect_ratio < emulation_aspect_ratio) {
// Apply borders to the left and right sides of the window.
u32 shift_horizontal = (screen_window_area.GetWidth() - screen_rect.GetWidth()) / 2;
top_screen = top_screen.TranslateX(shift_horizontal);
bot_screen = bot_screen.TranslateX(shift_horizontal);
} else {
// Window is narrower than the emulation content => apply borders to the top and bottom
u32 shift_vertical = (screen_window_area.GetHeight() - screen_rect.GetHeight()) / 2;
top_screen = top_screen.TranslateY(shift_vertical);
bot_screen = bot_screen.TranslateY(shift_vertical);
}
// Move the top screen to the right if we are swapped.
res.top_screen = swapped ? top_screen.TranslateX(bot_screen.GetWidth()) : top_screen;
res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateX(top_screen.GetWidth());
return res;
}
FramebufferLayout CustomFrameLayout(unsigned width, unsigned height) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res{width, height, true, true, {}, {}};
MathUtil::Rectangle<unsigned> top_screen{
Settings::values.custom_top_left, Settings::values.custom_top_top,
Settings::values.custom_top_right, Settings::values.custom_top_bottom};
MathUtil::Rectangle<unsigned> bot_screen{
Settings::values.custom_bottom_left, Settings::values.custom_bottom_top,
Settings::values.custom_bottom_right, Settings::values.custom_bottom_bottom};
res.top_screen = top_screen;
res.bottom_screen = bot_screen;
return res;
}
} // namespace Layout } // namespace Layout

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@ -1,4 +1,4 @@
// Copyright 2016 Citra Emulator Project // Copyright 2018 Yuzu Emulator Team
// Licensed under GPLv2 or any later version // Licensed under GPLv2 or any later version
// Refer to the license.txt file included. // Refer to the license.txt file included.
@ -8,68 +8,30 @@
namespace Layout { namespace Layout {
/// Describes the layout of the window framebuffer (size and top/bottom screen positions) enum ScreenUndocked : unsigned { Width = 1280, Height = 720 };
/// Describes the layout of the window framebuffer
struct FramebufferLayout { struct FramebufferLayout {
unsigned width; unsigned width{ScreenUndocked::Width};
unsigned height; unsigned height{ScreenUndocked::Height};
bool top_screen_enabled;
bool bottom_screen_enabled; MathUtil::Rectangle<unsigned> screen;
MathUtil::Rectangle<unsigned> top_screen;
MathUtil::Rectangle<unsigned> bottom_screen;
/** /**
* Returns the ration of pixel size of the top screen, compared to the native size of the 3DS * Returns the ration of pixel size of the screen, compared to the native size of the undocked
* screen. * Switch screen.
*/ */
float GetScalingRatio() const; float GetScalingRatio() const {
return static_cast<float>(screen.GetWidth()) / ScreenUndocked::Width;
}
}; };
/** /**
* Factory method for constructing a default FramebufferLayout * Factory method for constructing a default FramebufferLayout
* @param width Window framebuffer width in pixels * @param width Window framebuffer width in pixels
* @param height Window framebuffer height 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 * @return Newly created FramebufferLayout object with default screen regions initialized
*/ */
FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool is_swapped); FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height);
/**
* Factory method for constructing a FramebufferLayout with only the top or bottom screen
* @param width Window framebuffer width in pixels
* @param height Window framebuffer height in pixels
* @param is_swapped if true, the bottom screen will be displayed (and the top won't be displayed)
* @return Newly created FramebufferLayout object with default screen regions initialized
*/
FramebufferLayout SingleFrameLayout(unsigned width, unsigned height, bool is_swapped);
/**
* Factory method for constructing a Frame with the a 4x size Top screen with a 1x size bottom
* screen on the right
* This is useful in particular because it matches well with a 1920x1080 resolution monitor
* @param width Window framebuffer width in pixels
* @param height Window framebuffer height in pixels
* @param is_swapped if true, the bottom screen will be the large display
* @return Newly created FramebufferLayout object with default screen regions initialized
*/
FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool is_swapped);
/**
* Factory method for constructing a Frame with the Top screen and bottom
* screen side by side
* This is useful for devices with small screens, like the GPDWin
* @param width Window framebuffer width in pixels
* @param height Window framebuffer height in pixels
* @param is_swapped if true, the bottom screen will be the left display
* @return Newly created FramebufferLayout object with default screen regions initialized
*/
FramebufferLayout SideFrameLayout(unsigned width, unsigned height, bool is_swapped);
/**
* Factory method for constructing a custom FramebufferLayout
* @param width Window framebuffer width in pixels
* @param height Window framebuffer height in pixels
* @return Newly created FramebufferLayout object with default screen regions initialized
*/
FramebufferLayout CustomFrameLayout(unsigned width, unsigned height);
} // namespace Layout } // namespace Layout