2018-01-10 03:36:07 +00:00
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// Copyright 2018 Yuzu Emulator Team
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2016-05-03 06:07:17 +00:00
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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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2018-01-12 03:24:09 +00:00
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#include <cmath>
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2016-05-03 06:07:17 +00:00
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#include "common/assert.h"
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2017-05-27 23:10:25 +00:00
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#include "core/frontend/framebuffer_layout.h"
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2016-05-03 06:07:17 +00:00
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namespace Layout {
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2016-11-05 07:47:05 +00:00
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// Finds the largest size subrectangle contained in window area that is confined to the aspect ratio
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template <class T>
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static MathUtil::Rectangle<T> maxRectangle(MathUtil::Rectangle<T> window_area,
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float screen_aspect_ratio) {
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float scale = std::min(static_cast<float>(window_area.GetWidth()),
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window_area.GetHeight() / screen_aspect_ratio);
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2016-11-10 07:36:07 +00:00
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return MathUtil::Rectangle<T>{0, 0, static_cast<T>(std::round(scale)),
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static_cast<T>(std::round(scale * screen_aspect_ratio))};
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2016-05-03 06:07:17 +00:00
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}
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2018-01-10 03:36:07 +00:00
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FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height) {
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2016-05-03 06:07:17 +00:00
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ASSERT(width > 0);
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ASSERT(height > 0);
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2016-11-05 07:47:05 +00:00
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// The drawing code needs at least somewhat valid values for both screens
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// so just calculate them both even if the other isn't showing.
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2018-01-10 03:36:07 +00:00
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FramebufferLayout res{width, height};
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2016-11-05 07:47:05 +00:00
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2018-01-10 03:36:07 +00:00
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const float emulation_aspect_ratio{static_cast<float>(ScreenUndocked::Height) /
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ScreenUndocked::Width};
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2016-11-05 07:47:05 +00:00
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MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height};
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2018-01-10 03:36:07 +00:00
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MathUtil::Rectangle<unsigned> screen = maxRectangle(screen_window_area, emulation_aspect_ratio);
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2017-08-25 21:53:07 +00:00
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float window_aspect_ratio = static_cast<float>(height) / width;
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if (window_aspect_ratio < emulation_aspect_ratio) {
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2018-01-10 03:36:07 +00:00
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screen = screen.TranslateX((screen_window_area.GetWidth() - screen.GetWidth()) / 2);
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2017-08-25 21:53:07 +00:00
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} else {
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2018-01-10 03:36:07 +00:00
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screen = screen.TranslateY((height - screen.GetHeight()) / 2);
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2017-08-25 21:53:07 +00:00
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}
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2018-01-10 03:36:07 +00:00
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res.screen = screen;
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2017-08-25 21:53:07 +00:00
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return res;
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}
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} // namespace Layout
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