yuzu/src/core/frontend/framebuffer_layout.cpp

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2020-12-28 19:15:37 +04:00
// Copyright 2018 yuzu emulator team
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <cmath>
#include "common/assert.h"
#include "core/frontend/framebuffer_layout.h"
#include "core/settings.h"
namespace Layout {
// Finds the largest size subrectangle contained in window area that is confined to the aspect ratio
template <class T>
static Common::Rectangle<T> MaxRectangle(Common::Rectangle<T> window_area,
float screen_aspect_ratio) {
const float scale = std::min(static_cast<float>(window_area.GetWidth()),
static_cast<float>(window_area.GetHeight()) / screen_aspect_ratio);
return Common::Rectangle<T>{0, 0, static_cast<T>(std::round(scale)),
static_cast<T>(std::round(scale * screen_aspect_ratio))};
}
FramebufferLayout DefaultFrameLayout(u32 width, u32 height) {
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, false, {}};
const float window_aspect_ratio = static_cast<float>(height) / static_cast<float>(width);
const float emulation_aspect_ratio = EmulationAspectRatio(
static_cast<AspectRatio>(Settings::values.aspect_ratio.GetValue()), window_aspect_ratio);
const Common::Rectangle<u32> screen_window_area{0, 0, width, height};
Common::Rectangle<u32> screen = MaxRectangle(screen_window_area, emulation_aspect_ratio);
if (window_aspect_ratio < emulation_aspect_ratio) {
screen = screen.TranslateX((screen_window_area.GetWidth() - screen.GetWidth()) / 2);
} else {
screen = screen.TranslateY((height - screen.GetHeight()) / 2);
}
res.screen = screen;
return res;
}
FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale) {
u32 width, height;
if (Settings::values.use_docked_mode.GetValue()) {
width = ScreenDocked::Width * res_scale;
height = ScreenDocked::Height * res_scale;
} else {
width = ScreenUndocked::Width * res_scale;
height = ScreenUndocked::Height * res_scale;
}
return DefaultFrameLayout(width, height);
}
float EmulationAspectRatio(AspectRatio aspect, float window_aspect_ratio) {
switch (aspect) {
case AspectRatio::Default:
return static_cast<float>(ScreenUndocked::Height) / ScreenUndocked::Width;
case AspectRatio::R4_3:
return 3.0f / 4.0f;
case AspectRatio::R21_9:
return 9.0f / 21.0f;
case AspectRatio::StretchToWindow:
return window_aspect_ratio;
default:
return static_cast<float>(ScreenUndocked::Height) / ScreenUndocked::Width;
}
}
} // namespace Layout