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* Original Portrait Layout Original Portrait Layout * type conversion fix for win * Updated license headers * Applied clang-format * android: Reordered Portrait Screen Layout menu Custom Layout is now at the bottom of the list --------- Co-authored-by: OpenSauce04 <opensauce04@gmail.com>
162 lines
7 KiB
C++
162 lines
7 KiB
C++
// Copyright Citra Emulator Project / Azahar Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include "common/math_util.h"
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#include "common/settings.h"
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namespace Layout {
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/// Orientation of the 3DS displays
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enum class DisplayOrientation {
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Landscape, // Default orientation of the 3DS
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Portrait, // 3DS rotated 90 degrees counter-clockwise
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LandscapeFlipped, // 3DS rotated 180 degrees counter-clockwise
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PortraitFlipped, // 3DS rotated 270 degrees counter-clockwise
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};
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/// Describes the horizontal coordinates for the right eye screen when using Cardboard VR
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struct CardboardSettings {
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u32 top_screen_right_eye;
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u32 bottom_screen_right_eye;
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s32 user_x_shift;
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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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u32 width;
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u32 height;
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bool top_screen_enabled;
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bool bottom_screen_enabled;
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Common::Rectangle<u32> top_screen;
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Common::Rectangle<u32> bottom_screen;
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bool is_rotated = true;
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bool is_portrait = false;
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bool additional_screen_enabled;
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Common::Rectangle<u32> additional_screen;
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CardboardSettings cardboard;
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/**
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* Returns the ratio of pixel size of the top screen, compared to the native size of the 3DS
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* screen.
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*/
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u32 GetScalingRatio() const;
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};
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/**
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* Method to create a rotated copy of a framebuffer layout, used to rotate to upright mode
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*/
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FramebufferLayout reverseLayout(FramebufferLayout layout);
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/**
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* Factory method for constructing a default FramebufferLayout with screens on top of one another
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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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* @param is_swapped if true, the bottom screen will be displayed above the top screen
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* @param upright if true, the screens will be rotated 90 degrees anti-clockwise
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* @return Newly created FramebufferLayout object with default screen regions initialized
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*/
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FramebufferLayout DefaultFrameLayout(u32 width, u32 height, bool is_swapped, bool upright);
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/**
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* Factory method for constructing the mobile Full Width (Default) layout
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* Two screens at top, full width (so different heights)
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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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* @param is_swapped if true, the bottom screen will be displayed above the top screen
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* @return Newly created FramebufferLayout object with mobile portrait screen regions initialized
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*/
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FramebufferLayout PortraitTopFullFrameLayout(u32 width, u32 height, bool is_swapped);
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/**
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* Factory method for constructing the mobile Original layout
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* Two screens at top, equal heights
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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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* @param is_swapped if true, the bottom screen will be displayed above the top screen
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* @return Newly created FramebufferLayout object with mobile portrait screen regions initialized
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*/
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FramebufferLayout PortraitOriginalLayout(u32 width, u32 height, bool is_swapped);
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/**
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* Factory method for constructing a FramebufferLayout with only the top or bottom screen
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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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* @param is_swapped if true, the bottom screen will be displayed (and the top won't be displayed)
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* @param upright if true, the screens will be rotated 90 degrees anti-clockwise
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* @return Newly created FramebufferLayout object with default screen regions initialized
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*/
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FramebufferLayout SingleFrameLayout(u32 width, u32 height, bool is_swapped, bool upright);
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/**
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* Factory method for constructing a Frame with differently sized top and bottom windows
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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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* @param is_swapped if true, the bottom screen will be the large display
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* @param upright if true, the screens will be rotated 90 degrees anti-clockwise
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* @param scale_factor The ratio between the large screen with respect to the smaller screen
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* @param vertical_alignment The vertical alignment of the smaller screen relative to the larger
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* screen
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* @return Newly created FramebufferLayout object with default screen regions initialized
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*/
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FramebufferLayout LargeFrameLayout(u32 width, u32 height, bool is_swapped, bool upright,
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float scale_factor,
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Settings::SmallScreenPosition small_screen_position);
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/**
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* Factory method for constructing a frame with 2.5 times bigger top screen on the right,
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* and 1x top and bottom screen on the left
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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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* @param is_swapped if true, the bottom screen will be the large display
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* @param upright if true, the screens will be rotated 90 degrees anti-clockwise
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* @param scale_factor determines the proportion of large to small. Must be >= 1
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* @param small_screen_position determines where the small screen appears relative to the large
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* screen
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* @return Newly created FramebufferLayout object with default screen regions initialized
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*/
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FramebufferLayout HybridScreenLayout(u32 width, u32 height, bool swapped, bool upright);
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/**
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* Factory method for constructing a Frame with the Top screen and bottom
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* screen on separate windows
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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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* @param is_secondary if true, the bottom screen will be enabled instead of the top screen
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* @return Newly created FramebufferLayout object with default screen regions initialized
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*/
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FramebufferLayout SeparateWindowsLayout(u32 width, u32 height, bool is_secondary, bool upright);
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/**
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* Factory method for constructing a custom 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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FramebufferLayout CustomFrameLayout(u32 width, u32 height, bool is_swapped,
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bool is_portrait_mode = false);
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/**
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* Convenience method to get frame layout by resolution scale
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* Read from the current settings to determine which layout to use.
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* @param res_scale resolution scale factor
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* @param is_portrait_mode defaults to false
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*/
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FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale, bool is_secondary = false,
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bool is_portrait_mode = false);
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/**
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* Convenience method for transforming a frame layout when using Cardboard VR
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* @param layout frame layout to transform
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* @return layout transformed with the user cardboard settings
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*/
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FramebufferLayout GetCardboardSettings(const FramebufferLayout& layout);
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std::pair<unsigned, unsigned> GetMinimumSizeFromLayout(Settings::LayoutOption layout,
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bool upright_screen);
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std::pair<unsigned, unsigned> GetMinimumSizeFromPortraitLayout();
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} // namespace Layout
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