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frontend: Added Hybrid Screen screen layout option (#4542) (#6600)

Signed-off-by: elim <e_sliwka@tuta.io>
This commit is contained in:
esliwka 2023-06-29 00:42:57 +02:00 committed by GitHub
parent 2d6aca4563
commit 0d516f6da5
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GPG Key ID: 4AEE18F83AFDEB23
9 changed files with 124 additions and 0 deletions

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@ -187,6 +187,7 @@ filter_mode =
# 2: Large Screen Small Screen
# 3: Side by Side
# 4: Separate Windows
# 5: Hybrid Screen
layout_option =
# Toggle custom layout (using the settings below) on or off.

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@ -368,6 +368,11 @@
<string>Separate Windows</string>
</property>
</item>
<item>
<property name="text">
<string>Hybrid Screen</string>
</property>
</item>
</widget>
</item>
</layout>

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@ -387,6 +387,7 @@ void GMainWindow::InitializeWidgets() {
actionGroup_ScreenLayouts->addAction(ui->action_Screen_Layout_Default);
actionGroup_ScreenLayouts->addAction(ui->action_Screen_Layout_Single_Screen);
actionGroup_ScreenLayouts->addAction(ui->action_Screen_Layout_Large_Screen);
actionGroup_ScreenLayouts->addAction(ui->action_Screen_Layout_Hybrid_Screen);
actionGroup_ScreenLayouts->addAction(ui->action_Screen_Layout_Side_by_Side);
actionGroup_ScreenLayouts->addAction(ui->action_Screen_Layout_Separate_Windows);
}
@ -800,6 +801,7 @@ void GMainWindow::ConnectMenuEvents() {
connect_menu(ui->action_Screen_Layout_Default, &GMainWindow::ChangeScreenLayout);
connect_menu(ui->action_Screen_Layout_Single_Screen, &GMainWindow::ChangeScreenLayout);
connect_menu(ui->action_Screen_Layout_Large_Screen, &GMainWindow::ChangeScreenLayout);
connect_menu(ui->action_Screen_Layout_Hybrid_Screen, &GMainWindow::ChangeScreenLayout);
connect_menu(ui->action_Screen_Layout_Side_by_Side, &GMainWindow::ChangeScreenLayout);
connect_menu(ui->action_Screen_Layout_Separate_Windows, &GMainWindow::ChangeScreenLayout);
connect_menu(ui->action_Screen_Layout_Swap_Screens, &GMainWindow::OnSwapScreens);
@ -1883,6 +1885,8 @@ void GMainWindow::ChangeScreenLayout() {
new_layout = Settings::LayoutOption::SingleScreen;
} else if (ui->action_Screen_Layout_Large_Screen->isChecked()) {
new_layout = Settings::LayoutOption::LargeScreen;
} else if (ui->action_Screen_Layout_Hybrid_Screen->isChecked()) {
new_layout = Settings::LayoutOption::HybridScreen;
} else if (ui->action_Screen_Layout_Side_by_Side->isChecked()) {
new_layout = Settings::LayoutOption::SideScreen;
} else if (ui->action_Screen_Layout_Separate_Windows->isChecked()) {
@ -1902,6 +1906,8 @@ void GMainWindow::ToggleScreenLayout() {
case Settings::LayoutOption::SingleScreen:
return Settings::LayoutOption::LargeScreen;
case Settings::LayoutOption::LargeScreen:
return Settings::LayoutOption::HybridScreen;
case Settings::LayoutOption::HybridScreen:
return Settings::LayoutOption::SideScreen;
case Settings::LayoutOption::SideScreen:
return Settings::LayoutOption::SeparateWindows;
@ -2774,6 +2780,8 @@ void GMainWindow::SyncMenuUISettings() {
Settings::LayoutOption::SingleScreen);
ui->action_Screen_Layout_Large_Screen->setChecked(Settings::values.layout_option.GetValue() ==
Settings::LayoutOption::LargeScreen);
ui->action_Screen_Layout_Hybrid_Screen->setChecked(Settings::values.layout_option.GetValue() ==
Settings::LayoutOption::HybridScreen);
ui->action_Screen_Layout_Side_by_Side->setChecked(Settings::values.layout_option.GetValue() ==
Settings::LayoutOption::SideScreen);
ui->action_Screen_Layout_Separate_Windows->setChecked(

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@ -134,6 +134,7 @@
<addaction name="action_Screen_Layout_Default"/>
<addaction name="action_Screen_Layout_Single_Screen"/>
<addaction name="action_Screen_Layout_Large_Screen"/>
<addaction name="action_Screen_Layout_Hybrid_Screen"/>
<addaction name="action_Screen_Layout_Side_by_Side"/>
<addaction name="action_Screen_Layout_Separate_Windows"/>
<addaction name="separator"/>
@ -504,6 +505,14 @@
<string>Large Screen</string>
</property>
</action>
<action name="action_Screen_Layout_Hybrid_Screen">
<property name="checkable">
<bool>true</bool>
</property>
<property name="text">
<string>Hybrid Screen</string>
</property>
</action>
<action name="action_Screen_Layout_Side_by_Side">
<property name="checkable">
<bool>true</bool>

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@ -36,6 +36,7 @@ enum class LayoutOption : u32 {
#ifndef ANDROID
SeparateWindows,
#endif
HybridScreen,
// Similiar to default, but better for mobile devices in portrait mode. Top screen in clamped to
// the top of the frame, and the bottom screen is enlarged to match the top screen.
MobilePortrait,

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@ -200,6 +200,11 @@ void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height,
Settings::values.upright_screen.GetValue(),
Settings::values.large_screen_proportion.GetValue());
break;
case Settings::LayoutOption::HybridScreen:
layout =
Layout::HybridScreenLayout(width, height, Settings::values.swap_screen.GetValue(),
Settings::values.upright_screen.GetValue());
break;
case Settings::LayoutOption::SideScreen:
layout = Layout::SideFrameLayout(width, height, Settings::values.swap_screen.GetValue(),
Settings::values.upright_screen.GetValue());

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@ -299,6 +299,80 @@ FramebufferLayout LargeFrameLayout(u32 width, u32 height, bool swapped, bool upr
return res;
}
FramebufferLayout HybridScreenLayout(u32 width, u32 height, bool swapped, bool upright) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res{width, height, true, true, {}, {}, !upright, true, {}};
// Split the window into two parts. Give 2.25x width to the main screen,
// and make a bar on the right side with 1x width top screen and 1.25x width bottom screen
// To do that, find the total emulation box and maximize that based on window size
const float window_aspect_ratio = static_cast<float>(height) / width;
const float scale_factor = 2.25f;
float main_screen_aspect_ratio = TOP_SCREEN_ASPECT_RATIO;
float hybrid_area_aspect_ratio = 27.f / 65;
float top_screen_aspect_ratio = TOP_SCREEN_ASPECT_RATIO;
float bot_screen_aspect_ratio = BOT_SCREEN_ASPECT_RATIO;
if (swapped) {
main_screen_aspect_ratio = BOT_SCREEN_ASPECT_RATIO;
hybrid_area_aspect_ratio =
Core::kScreenBottomHeight * scale_factor /
(Core::kScreenBottomWidth * scale_factor + Core::kScreenTopWidth);
}
if (upright) {
hybrid_area_aspect_ratio = 1.f / hybrid_area_aspect_ratio;
main_screen_aspect_ratio = 1.f / main_screen_aspect_ratio;
top_screen_aspect_ratio = TOP_SCREEN_UPRIGHT_ASPECT_RATIO;
bot_screen_aspect_ratio = BOT_SCREEN_UPRIGHT_ASPECT_RATIO;
}
Common::Rectangle<u32> screen_window_area{0, 0, width, height};
Common::Rectangle<u32> total_rect = maxRectangle(screen_window_area, hybrid_area_aspect_ratio);
Common::Rectangle<u32> large_main_screen = maxRectangle(total_rect, main_screen_aspect_ratio);
Common::Rectangle<u32> side_rect = total_rect.Scale(1.f / scale_factor);
Common::Rectangle<u32> small_top_screen = maxRectangle(side_rect, top_screen_aspect_ratio);
Common::Rectangle<u32> small_bottom_screen = maxRectangle(side_rect, bot_screen_aspect_ratio);
if (window_aspect_ratio < hybrid_area_aspect_ratio) {
large_main_screen = large_main_screen.TranslateX((width - total_rect.GetWidth()) / 2);
} else {
large_main_screen = large_main_screen.TranslateY((height - total_rect.GetHeight()) / 2);
}
// Scale the bottom screen so it's width is the same as top screen
small_bottom_screen = small_bottom_screen.Scale(1.25f);
if (upright) {
large_main_screen = large_main_screen.TranslateY(small_bottom_screen.GetHeight());
// Shift small bottom screen to upper right corner
small_bottom_screen =
small_bottom_screen.TranslateX(large_main_screen.right - small_bottom_screen.GetWidth())
.TranslateY(large_main_screen.top - small_bottom_screen.GetHeight());
// Shift small top screen to upper left corner
small_top_screen = small_top_screen.TranslateX(large_main_screen.left)
.TranslateY(large_main_screen.top - small_bottom_screen.GetHeight());
} else {
// Shift the small bottom screen to the bottom right corner
small_bottom_screen =
small_bottom_screen.TranslateX(large_main_screen.right)
.TranslateY(large_main_screen.GetHeight() + large_main_screen.top -
small_bottom_screen.GetHeight());
// Shift small top screen to upper right corner
small_top_screen =
small_top_screen.TranslateX(large_main_screen.right).TranslateY(large_main_screen.top);
}
res.top_screen = small_top_screen;
res.additional_screen = swapped ? small_bottom_screen : large_main_screen;
res.bottom_screen = swapped ? large_main_screen : small_bottom_screen;
return res;
}
FramebufferLayout SideFrameLayout(u32 width, u32 height, bool swapped, bool upright) {
ASSERT(width > 0);
ASSERT(height > 0);

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@ -37,6 +37,9 @@ struct FramebufferLayout {
Common::Rectangle<u32> bottom_screen;
bool is_rotated = true;
bool additional_screen_enabled;
Common::Rectangle<u32> additional_screen;
CardboardSettings cardboard;
/**
@ -99,6 +102,15 @@ FramebufferLayout SingleFrameLayout(u32 width, u32 height, bool is_swapped, bool
*/
FramebufferLayout LargeFrameLayout(u32 width, u32 height, bool is_swapped, bool upright,
float scale_factor);
/**
* Factory method for constructing a frame with 2.5 times bigger top screen on the right,
* and 1x top and bottom screen on the left
* @param width Window framebuffer width in pixels
* @param height Window framebuffer height in pixels
* @param is_swapped if true, the bottom screen will be the large display
* @return Newly created FramebufferLayout object with default screen regions initialized
*/
FramebufferLayout HybridScreenLayout(u32 width, u32 height, bool swapped, bool upright);
/**
* Factory method for constructing a Frame with the Top screen and bottom

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@ -942,6 +942,15 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f
ApplySecondLayerOpacity();
DrawTopScreen(layout, top_screen);
}
if (layout.additional_screen_enabled) {
const auto& additional_screen = layout.additional_screen;
if (!Settings::values.swap_screen.GetValue()) {
DrawTopScreen(layout, additional_screen);
} else {
DrawBottomScreen(layout, additional_screen);
}
}
ResetSecondLayerOpacity();
}