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@@ -9,290 +9,128 @@
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#include "video_core/video_core.h"
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namespace Layout {
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-static FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height) {
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- ASSERT(width > 0);
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- ASSERT(height > 0);
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-
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- FramebufferLayout res {width, height, true, true, {}, {}};
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-
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- float window_aspect_ratio = static_cast<float>(height) / width;
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- float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight * 2) /
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- VideoCore::kScreenTopWidth;
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-
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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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-
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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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-
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- int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
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- VideoCore::kScreenTopWidth) * (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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-
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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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-
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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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-
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- int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
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- VideoCore::kScreenTopWidth) * (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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-
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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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- }
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-
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- return res;
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+static const float TOP_SCREEN_ASPECT_RATIO =
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+ static_cast<float>(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth;
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+static const float BOT_SCREEN_ASPECT_RATIO =
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+ static_cast<float>(VideoCore::kScreenBottomHeight) / VideoCore::kScreenBottomWidth;
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+static const float BOT_TO_TOP_SCREEN_RATIO_DIFFERENCE =
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+ BOT_SCREEN_ASPECT_RATIO - TOP_SCREEN_ASPECT_RATIO;
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+
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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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+ return MathUtil::Rectangle<T>{0, 0, static_cast<T>(scale),
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+ static_cast<T>(scale * screen_aspect_ratio)};
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}
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-static FramebufferLayout DefaultFrameLayout_Swapped(unsigned width, unsigned height) {
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-
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+FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool swapped) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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- FramebufferLayout res {width, height, true, true, {}, {}};
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+ FramebufferLayout res{width, height, true, true, {}, {}};
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+ // Default layout gives equal screen sizes to the top and bottom screen
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+ MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height / 2};
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+ MathUtil::Rectangle<unsigned> top_screen =
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+ maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
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+ MathUtil::Rectangle<unsigned> bot_screen =
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+ maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
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float window_aspect_ratio = static_cast<float>(height) / width;
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- float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight * 2) /
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- VideoCore::kScreenTopWidth;
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-
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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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-
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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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+ // both screens height are taken into account by multiplying by 2
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+ float emulation_aspect_ratio = TOP_SCREEN_ASPECT_RATIO * 2;
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- int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
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- VideoCore::kScreenTopWidth) * (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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-
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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 = (height - viewport_height) / 2;
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- res.bottom_screen.bottom = res.bottom_screen.top + viewport_height / 2;
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-
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- res.top_screen.top = res.bottom_screen.bottom;
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- res.top_screen.bottom = res.top_screen.top + viewport_height / 2;
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+ if (window_aspect_ratio < emulation_aspect_ratio) {
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+ // Apply borders to the left and right sides of the window.
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+ top_screen =
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+ top_screen.TranslateX((screen_window_area.GetWidth() - top_screen.GetWidth()) / 2);
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+ bot_screen =
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+ bot_screen.TranslateX((screen_window_area.GetWidth() - bot_screen.GetWidth()) / 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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-
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- int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
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- VideoCore::kScreenTopWidth) * (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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-
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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 = 0;
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- res.bottom_screen.bottom = res.bottom_screen.top + height / 2;
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-
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- res.top_screen.top = res.bottom_screen.bottom;
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- res.top_screen.bottom = res.top_screen.top + height / 2;
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- }
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-
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- return res;
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-}
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-
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-static FramebufferLayout SingleFrameLayout(unsigned width, unsigned height) {
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-
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- ASSERT(width > 0);
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- ASSERT(height > 0);
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-
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- FramebufferLayout res {width, height, true, false, {}, {}};
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-
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- float window_aspect_ratio = static_cast<float>(height) / width;
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- float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight) /
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- VideoCore::kScreenTopWidth;
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-
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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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-
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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;
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-
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- res.bottom_screen.left = 0;
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- res.bottom_screen.right = VideoCore::kScreenBottomWidth;
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- res.bottom_screen.top = 0;
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- res.bottom_screen.bottom = VideoCore::kScreenBottomHeight;
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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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-
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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;
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-
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- // The Rasterizer still depends on these fields to maintain the right aspect ratio
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- res.bottom_screen.left = 0;
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- res.bottom_screen.right = VideoCore::kScreenBottomWidth;
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- res.bottom_screen.top = 0;
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- res.bottom_screen.bottom = VideoCore::kScreenBottomHeight;
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+ top_screen = top_screen.TranslateY(height / 2 - top_screen.GetHeight());
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+ // Recalculate the bottom screen to account for the width difference between top and bottom
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+ screen_window_area = {0, 0, width, top_screen.GetHeight()};
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+ bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
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+ bot_screen = bot_screen.TranslateX((top_screen.GetWidth() - bot_screen.GetWidth()) / 2);
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}
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-
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+ // Move the top screen to the bottom if we are swapped.
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+ res.top_screen = swapped ? top_screen.TranslateY(height / 2) : top_screen;
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+ res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateY(height / 2);
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return res;
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}
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-static FramebufferLayout SingleFrameLayout_Swapped(unsigned width, unsigned height) {
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-
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+FramebufferLayout SingleFrameLayout(unsigned width, unsigned height, bool swapped) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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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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+ FramebufferLayout res{width, height, !swapped, swapped, {}, {}};
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- FramebufferLayout res {width, height, false, true, {}, {}};
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+ MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height};
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+ MathUtil::Rectangle<unsigned> top_screen =
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+ maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
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+ MathUtil::Rectangle<unsigned> bot_screen =
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+ maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
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float window_aspect_ratio = static_cast<float>(height) / width;
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- float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenBottomHeight) /
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- VideoCore::kScreenBottomWidth;
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-
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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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-
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- res.bottom_screen.left = 0;
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- res.bottom_screen.right = res.bottom_screen.left + width;
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- res.bottom_screen.top = (height - viewport_height) / 2;
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- res.bottom_screen.bottom = res.bottom_screen.top + viewport_height;
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-
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- // The Rasterizer still depends on these fields to maintain the right aspect ratio
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- res.top_screen.left = 0;
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- res.top_screen.right = VideoCore::kScreenTopWidth;
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- res.top_screen.top = 0;
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- res.top_screen.bottom = VideoCore::kScreenTopHeight;
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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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-
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- res.bottom_screen.left = (width - viewport_width) / 2;
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- res.bottom_screen.right = res.bottom_screen.left + viewport_width;
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- res.bottom_screen.top = 0;
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- res.bottom_screen.bottom = res.bottom_screen.top + height;
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-
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- res.top_screen.left = 0;
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- res.top_screen.right = VideoCore::kScreenTopWidth;
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- res.top_screen.top = 0;
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- res.top_screen.bottom = VideoCore::kScreenTopHeight;
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- }
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-
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- return res;
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-}
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-
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-static FramebufferLayout LargeFrameLayout(unsigned width, unsigned height) {
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-
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- ASSERT(width > 0);
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- ASSERT(height > 0);
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-
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- FramebufferLayout res{ width, height, true, true,{},{} };
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-
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- float window_aspect_ratio = static_cast<float>(width) / height;
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- float top_screen_aspect_ratio = static_cast<float>(VideoCore::kScreenTopWidth) /
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- VideoCore::kScreenTopHeight;
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-
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- int viewport_height = static_cast<int>(std::round((width - VideoCore::kScreenBottomWidth) /
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- top_screen_aspect_ratio));
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- int viewport_width = static_cast<int>(std::round((height * top_screen_aspect_ratio) +
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- VideoCore::kScreenBottomWidth));
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- float emulation_aspect_ratio = static_cast<float>(width) / viewport_height;
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+ float emulation_aspect_ratio = (swapped) ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO;
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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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- res.top_screen.left = 0;
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- res.top_screen.right = width - VideoCore::kScreenBottomWidth;
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- res.top_screen.top = (height - viewport_height) / 2;
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- res.top_screen.bottom = viewport_height + res.top_screen.top;
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-
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- res.bottom_screen.left = res.top_screen.right;
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- res.bottom_screen.right = width;
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- res.bottom_screen.bottom = res.top_screen.bottom;
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- res.bottom_screen.top = res.bottom_screen.bottom - VideoCore::kScreenBottomHeight;
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+ top_screen =
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+ top_screen.TranslateX((screen_window_area.GetWidth() - top_screen.GetWidth()) / 2);
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+ bot_screen =
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+ bot_screen.TranslateX((screen_window_area.GetWidth() - bot_screen.GetWidth()) / 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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- res.top_screen.left = (width - viewport_width) / 2;
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- res.top_screen.right = (top_screen_aspect_ratio * height) + res.top_screen.left;
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- res.top_screen.top = 0;
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- res.top_screen.bottom = height;
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-
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- res.bottom_screen.left = res.top_screen.right;
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- res.bottom_screen.right = res.bottom_screen.left + VideoCore::kScreenBottomWidth;
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- res.bottom_screen.bottom = height;
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- res.bottom_screen.top = height - VideoCore::kScreenBottomHeight;
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+ top_screen = top_screen.TranslateY((height - top_screen.GetHeight()) / 2);
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+ bot_screen = bot_screen.TranslateY((height - bot_screen.GetHeight()) / 2);
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}
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-
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+ res.top_screen = top_screen;
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+ res.bottom_screen = bot_screen;
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return res;
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}
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-static FramebufferLayout LargeFrameLayout_Swapped(unsigned width, unsigned height) {
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-
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+FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool swapped) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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- FramebufferLayout res {width, height, true, true, {}, {}};
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-
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- float window_aspect_ratio = static_cast<float>(width) / height;
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- float bottom_screen_aspect_ratio = static_cast<float>(VideoCore::kScreenBottomWidth) /
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- VideoCore::kScreenBottomHeight;
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-
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- int viewport_height = static_cast<int>(std::round((width - VideoCore::kScreenTopWidth) /
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- bottom_screen_aspect_ratio));
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- int viewport_width = static_cast<int>(std::round((height * bottom_screen_aspect_ratio) +
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- VideoCore::kScreenTopWidth));
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- float emulation_aspect_ratio = static_cast<float>(width) / viewport_height;
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+ FramebufferLayout res{width, height, true, true, {}, {}};
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+ // Split the window into two parts. Give 4x width to the main screen and 1x width to the small
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+ // To do that, find the total emulation box and maximize that based on window size
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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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+ swapped
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+ ? VideoCore::kScreenBottomHeight * 4 /
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+ (VideoCore::kScreenBottomWidth * 4.0f + VideoCore::kScreenTopWidth)
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+ : VideoCore::kScreenTopHeight * 4 /
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+ (VideoCore::kScreenTopWidth * 4.0f + VideoCore::kScreenBottomWidth);
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+ float large_screen_aspect_ratio = swapped ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO;
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+ float small_screen_aspect_ratio = swapped ? TOP_SCREEN_ASPECT_RATIO : BOT_SCREEN_ASPECT_RATIO;
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+
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+ MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height};
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+ MathUtil::Rectangle<unsigned> total_rect =
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+ maxRectangle(screen_window_area, emulation_aspect_ratio);
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+ 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) {
|
|
|
- // Window is narrower than the emulation content => apply borders to the top and bottom
|
|
|
- res.bottom_screen.left = 0;
|
|
|
- res.bottom_screen.right = width - VideoCore::kScreenTopWidth;
|
|
|
- res.bottom_screen.top = (height - viewport_height) / 2;
|
|
|
- res.bottom_screen.bottom = viewport_height + res.bottom_screen.top;
|
|
|
-
|
|
|
- res.top_screen.left = res.bottom_screen.right;
|
|
|
- res.top_screen.right = width;
|
|
|
- res.top_screen.bottom = res.bottom_screen.bottom;
|
|
|
- res.top_screen.top = res.top_screen.bottom - VideoCore::kScreenTopHeight;
|
|
|
+ large_screen =
|
|
|
+ large_screen.TranslateX((screen_window_area.GetWidth() - total_rect.GetWidth()) / 2);
|
|
|
} else {
|
|
|
- // Otherwise, apply borders to the left and right sides of the window.
|
|
|
- res.bottom_screen.left = (width - viewport_width) / 2;
|
|
|
- res.bottom_screen.right = (bottom_screen_aspect_ratio * height) + res.bottom_screen.left;
|
|
|
- res.bottom_screen.top = 0;
|
|
|
- res.bottom_screen.bottom = height;
|
|
|
-
|
|
|
- res.top_screen.left = res.bottom_screen.right;
|
|
|
- res.top_screen.right = res.top_screen.left + VideoCore::kScreenTopWidth;
|
|
|
- res.top_screen.bottom = height;
|
|
|
- res.top_screen.top = height - VideoCore::kScreenTopHeight;
|
|
|
+ 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 DefaultFrameLayout(unsigned width, unsigned height, bool is_swapped) {
|
|
|
- return is_swapped ? DefaultFrameLayout_Swapped(width, height) : DefaultFrameLayout(width, height);
|
|
|
-}
|
|
|
-
|
|
|
-FramebufferLayout SingleFrameLayout(unsigned width, unsigned height, bool is_swapped) {
|
|
|
- return is_swapped ? SingleFrameLayout_Swapped(width, height) : SingleFrameLayout(width, height);
|
|
|
-}
|
|
|
-
|
|
|
-FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool is_swapped) {
|
|
|
- return is_swapped ? LargeFrameLayout_Swapped(width, height) : LargeFrameLayout(width, height);
|
|
|
-}
|
|
|
}
|