android: frontend: Add MobileLandscape layout profile for mobile devices.
This commit is contained in:
parent
5a8c6990bf
commit
e8f57d7e3c
|
@ -169,6 +169,13 @@ void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height)
|
||||||
layout = Layout::SideFrameLayout(width, height, Settings::values.swap_screen,
|
layout = Layout::SideFrameLayout(width, height, Settings::values.swap_screen,
|
||||||
Settings::values.upright_screen);
|
Settings::values.upright_screen);
|
||||||
break;
|
break;
|
||||||
|
case Settings::LayoutOption::MobilePortrait:
|
||||||
|
layout = Layout::MobilePortraitFrameLayout(width, height, Settings::values.swap_screen);
|
||||||
|
break;
|
||||||
|
case Settings::LayoutOption::MobileLandscape:
|
||||||
|
layout = Layout::MobileLandscapeFrameLayout(width, height, Settings::values.swap_screen,
|
||||||
|
2.25f, false);
|
||||||
|
break;
|
||||||
case Settings::LayoutOption::Default:
|
case Settings::LayoutOption::Default:
|
||||||
default:
|
default:
|
||||||
layout = Layout::DefaultFrameLayout(width, height, Settings::values.swap_screen,
|
layout = Layout::DefaultFrameLayout(width, height, Settings::values.swap_screen,
|
||||||
|
|
|
@ -117,6 +117,82 @@ FramebufferLayout DefaultFrameLayout(u32 width, u32 height, bool swapped, bool u
|
||||||
return res;
|
return res;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
FramebufferLayout MobilePortraitFrameLayout(u32 width, u32 height, bool swapped) {
|
||||||
|
ASSERT(width > 0);
|
||||||
|
ASSERT(height > 0);
|
||||||
|
|
||||||
|
FramebufferLayout res{width, height, true, true, {}, {}};
|
||||||
|
// Default layout gives equal screen sizes to the top and bottom screen
|
||||||
|
Common::Rectangle<u32> screen_window_area{0, 0, width, height / 2};
|
||||||
|
Common::Rectangle<u32> top_screen = maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
|
||||||
|
Common::Rectangle<u32> bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
|
||||||
|
|
||||||
|
float window_aspect_ratio = static_cast<float>(height) / width;
|
||||||
|
// both screens height are taken into account by multiplying by 2
|
||||||
|
float emulation_aspect_ratio = TOP_SCREEN_ASPECT_RATIO * 2;
|
||||||
|
|
||||||
|
if (window_aspect_ratio < emulation_aspect_ratio) {
|
||||||
|
// Apply borders to the left and right sides of the window.
|
||||||
|
top_screen =
|
||||||
|
top_screen.TranslateX((screen_window_area.GetWidth() - top_screen.GetWidth()) / 2);
|
||||||
|
bot_screen =
|
||||||
|
bot_screen.TranslateX((screen_window_area.GetWidth() - bot_screen.GetWidth()) / 2);
|
||||||
|
} else {
|
||||||
|
// Window is narrower than the emulation content
|
||||||
|
// Recalculate the bottom screen to account for the width difference between top and bottom
|
||||||
|
|
||||||
|
bot_screen = bot_screen.TranslateX((top_screen.GetWidth() - bot_screen.GetWidth()) / 2);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Move the top screen to the bottom if we are swapped.
|
||||||
|
res.top_screen = swapped ? top_screen.TranslateY(bot_screen.GetHeight()) : top_screen;
|
||||||
|
res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateY(top_screen.GetHeight());
|
||||||
|
|
||||||
|
return res;
|
||||||
|
}
|
||||||
|
|
||||||
|
FramebufferLayout MobileLandscapeFrameLayout(u32 width, u32 height, bool swapped,
|
||||||
|
float scale_factor, bool center_vertical) {
|
||||||
|
ASSERT(width > 0);
|
||||||
|
ASSERT(height > 0);
|
||||||
|
|
||||||
|
FramebufferLayout res{width, height, true, true, {}, {}};
|
||||||
|
// Split the window into two parts. Give 4x width to the main screen and 1x width to the small
|
||||||
|
// To do that, find the total emulation box and maximize that based on window size
|
||||||
|
float window_aspect_ratio = static_cast<float>(height) / width;
|
||||||
|
float emulation_aspect_ratio =
|
||||||
|
swapped ? Core::kScreenBottomHeight * scale_factor /
|
||||||
|
(Core::kScreenBottomWidth * scale_factor + Core::kScreenTopWidth)
|
||||||
|
: Core::kScreenTopHeight * scale_factor /
|
||||||
|
(Core::kScreenTopWidth * scale_factor + Core::kScreenBottomWidth);
|
||||||
|
float large_screen_aspect_ratio = swapped ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO;
|
||||||
|
float small_screen_aspect_ratio = swapped ? TOP_SCREEN_ASPECT_RATIO : BOT_SCREEN_ASPECT_RATIO;
|
||||||
|
|
||||||
|
Common::Rectangle<u32> screen_window_area{0, 0, width, height};
|
||||||
|
Common::Rectangle<u32> total_rect = maxRectangle(screen_window_area, emulation_aspect_ratio);
|
||||||
|
Common::Rectangle<u32> large_screen = maxRectangle(total_rect, large_screen_aspect_ratio);
|
||||||
|
Common::Rectangle<u32> fourth_size_rect = total_rect.Scale(1.f / scale_factor);
|
||||||
|
Common::Rectangle<u32> small_screen = maxRectangle(fourth_size_rect, small_screen_aspect_ratio);
|
||||||
|
|
||||||
|
if (window_aspect_ratio < emulation_aspect_ratio) {
|
||||||
|
large_screen =
|
||||||
|
large_screen.TranslateX((screen_window_area.GetWidth() - total_rect.GetWidth()) / 2);
|
||||||
|
} else if (center_vertical) {
|
||||||
|
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);
|
||||||
|
if (center_vertical) {
|
||||||
|
small_screen.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 SingleFrameLayout(u32 width, u32 height, bool swapped, bool upright) {
|
FramebufferLayout SingleFrameLayout(u32 width, u32 height, bool swapped, bool upright) {
|
||||||
ASSERT(width > 0);
|
ASSERT(width > 0);
|
||||||
ASSERT(height > 0);
|
ASSERT(height > 0);
|
||||||
|
@ -346,6 +422,22 @@ FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale) {
|
||||||
layout = SideFrameLayout(width, height, Settings::values.swap_screen,
|
layout = SideFrameLayout(width, height, Settings::values.swap_screen,
|
||||||
Settings::values.upright_screen);
|
Settings::values.upright_screen);
|
||||||
break;
|
break;
|
||||||
|
case Settings::LayoutOption::MobilePortrait:
|
||||||
|
width = Core::kScreenTopWidth * res_scale;
|
||||||
|
height = (Core::kScreenTopHeight + Core::kScreenBottomHeight) * res_scale;
|
||||||
|
layout = MobilePortraitFrameLayout(width, height, Settings::values.swap_screen);
|
||||||
|
break;
|
||||||
|
case Settings::LayoutOption::MobileLandscape:
|
||||||
|
if (Settings::values.swap_screen) {
|
||||||
|
width = (Core::kScreenBottomWidth + Core::kScreenTopWidth / 2.25f) * res_scale;
|
||||||
|
height = Core::kScreenBottomHeight * res_scale;
|
||||||
|
} else {
|
||||||
|
width = (Core::kScreenTopWidth + Core::kScreenBottomWidth / 2.25f) * res_scale;
|
||||||
|
height = Core::kScreenTopHeight * res_scale;
|
||||||
|
}
|
||||||
|
layout = MobileLandscapeFrameLayout(width, height, Settings::values.swap_screen, 2.25f,
|
||||||
|
false);
|
||||||
|
break;
|
||||||
case Settings::LayoutOption::Default:
|
case Settings::LayoutOption::Default:
|
||||||
default:
|
default:
|
||||||
if (Settings::values.upright_screen) {
|
if (Settings::values.upright_screen) {
|
||||||
|
|
|
@ -35,6 +35,29 @@ struct FramebufferLayout {
|
||||||
*/
|
*/
|
||||||
FramebufferLayout DefaultFrameLayout(u32 width, u32 height, bool is_swapped, bool upright);
|
FramebufferLayout DefaultFrameLayout(u32 width, u32 height, bool is_swapped, bool upright);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Factory method for constructing a mobile portrait FramebufferLayout
|
||||||
|
* @param width Window framebuffer width in pixels
|
||||||
|
* @param height Window framebuffer height in pixels
|
||||||
|
* @param is_swapped if true, the bottom screen will be displayed above the top screen
|
||||||
|
* @return Newly created FramebufferLayout object with mobile portrait screen regions initialized
|
||||||
|
*/
|
||||||
|
FramebufferLayout MobilePortraitFrameLayout(u32 width, u32 height, bool is_swapped);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Factory method for constructing a Frame with the a 4x size Top screen with a 1x size bottom
|
||||||
|
* screen on the right
|
||||||
|
* This is useful in particular because it matches well with a 1920x1080 resolution monitor
|
||||||
|
* @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
|
||||||
|
* @param scale_factor Scale factor to use for bottom screen with respect to top screen
|
||||||
|
* @param center_vertical When true, centers the top and bottom screens vertically
|
||||||
|
* @return Newly created FramebufferLayout object with default screen regions initialized
|
||||||
|
*/
|
||||||
|
FramebufferLayout MobileLandscapeFrameLayout(u32 width, u32 height, bool is_swapped,
|
||||||
|
float scale_factor, bool center_vertical);
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Factory method for constructing a FramebufferLayout with only the top or bottom screen
|
* Factory method for constructing a FramebufferLayout with only the top or bottom screen
|
||||||
* @param width Window framebuffer width in pixels
|
* @param width Window framebuffer width in pixels
|
||||||
|
|
|
@ -24,6 +24,14 @@ enum class LayoutOption {
|
||||||
SingleScreen,
|
SingleScreen,
|
||||||
LargeScreen,
|
LargeScreen,
|
||||||
SideScreen,
|
SideScreen,
|
||||||
|
|
||||||
|
// 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,
|
||||||
|
|
||||||
|
// Similiar to LargeScreen, but better for mobile devices in landscape mode. The screens are
|
||||||
|
// clamped to the top of the frame, and the bottom screen is a bit bigger.
|
||||||
|
MobileLandscape,
|
||||||
};
|
};
|
||||||
|
|
||||||
enum class MicInputType {
|
enum class MicInputType {
|
||||||
|
|
Reference in New Issue