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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 "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) {
- float scale = std::min(static_cast<float>(window_area.GetWidth()),
- 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};
- const float window_aspect_ratio = static_cast<float>(height) / width;
- float emulation_aspect_ratio = EmulationAspectRatio(
- static_cast<Aspect>(Settings::values.aspect_ratio), 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) {
- width = ScreenDocked::WidthDocked * res_scale;
- height = ScreenDocked::HeightDocked * res_scale;
- } else {
- width = ScreenUndocked::Width * res_scale;
- height = ScreenUndocked::Height * res_scale;
- }
- return DefaultFrameLayout(width, height);
- }
- float EmulationAspectRatio(Aspect aspect, float window_aspect_ratio) {
- switch (aspect) {
- case Aspect::Default:
- return static_cast<float>(ScreenUndocked::Height) / ScreenUndocked::Width;
- case Aspect::Aspect21by9:
- return 9.0f / 21.0f;
- case Aspect::StretchToWindow:
- return window_aspect_ratio;
- default:
- return static_cast<float>(ScreenUndocked::Height) / ScreenUndocked::Width;
- }
- }
- } // namespace Layout
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