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- // 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 "common/settings.h"
- #include "core/frontend/framebuffer_layout.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 = width,
- .height = height,
- .screen = {},
- .is_srgb = 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(f32 res_scale) {
- const bool is_docked = Settings::values.use_docked_mode.GetValue();
- const u32 screen_width = is_docked ? ScreenDocked::Width : ScreenUndocked::Width;
- const u32 screen_height = is_docked ? ScreenDocked::Height : ScreenUndocked::Height;
- const u32 width = static_cast<u32>(static_cast<f32>(screen_width) * res_scale);
- const u32 height = static_cast<u32>(static_cast<f32>(screen_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
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