yuzu-emu
/
yuzu
Archived
1
0
Fork 0

Add default hotkey to swap primary screens.

Also minor style changes
This commit is contained in:
James Rowe 2016-11-05 02:58:11 -06:00
parent 5f72aade77
commit d9305b0a07
10 changed files with 27 additions and 13 deletions

View File

@ -73,7 +73,8 @@ void Config::ReadValues() {
Settings::values.bg_blue = (float)sdl2_config->GetReal("Renderer", "bg_blue", 1.0);
// Layout
Settings::values.layout_option = static_cast<Settings::LayoutOption>(sdl2_config->GetInteger("Layout", "layout_option", 0));
Settings::values.layout_option =
static_cast<Settings::LayoutOption>(sdl2_config->GetInteger("Layout", "layout_option", 0));
Settings::values.swap_screen = sdl2_config->GetBoolean("Layout", "swap_screen", false);
// Audio

View File

@ -55,7 +55,8 @@ void Config::ReadValues() {
qt_config->endGroup();
qt_config->beginGroup("Layout");
Settings::values.layout_option = static_cast<Settings::LayoutOption>(qt_config->value("layout_option").toInt());
Settings::values.layout_option =
static_cast<Settings::LayoutOption>(qt_config->value("layout_option").toInt());
Settings::values.swap_screen = qt_config->value("swap_screen", false).toBool();
qt_config->endGroup();

View File

@ -32,7 +32,8 @@ void ConfigureGraphics::applyConfiguration() {
Settings::values.use_shader_jit = ui->toggle_shader_jit->isChecked();
Settings::values.use_scaled_resolution = ui->toggle_scaled_resolution->isChecked();
Settings::values.use_vsync = ui->toggle_vsync->isChecked();
Settings::values.layout_option = static_cast<Settings::LayoutOption>(ui->layout_combobox->currentIndex());
Settings::values.layout_option =
static_cast<Settings::LayoutOption>(ui->layout_combobox->currentIndex());
Settings::values.swap_screen = ui->swap_screen->isChecked();
Settings::Apply();
}

View File

@ -196,6 +196,7 @@ GMainWindow::GMainWindow() : config(new Config()), emu_thread(nullptr) {
// Setup hotkeys
RegisterHotkey("Main Window", "Load File", QKeySequence::Open);
RegisterHotkey("Main Window", "Swap Screens", QKeySequence::NextChild);
RegisterHotkey("Main Window", "Start Emulation");
LoadHotkeys();
@ -203,6 +204,8 @@ GMainWindow::GMainWindow() : config(new Config()), emu_thread(nullptr) {
SLOT(OnMenuLoadFile()));
connect(GetHotkey("Main Window", "Start Emulation", this), SIGNAL(activated()), this,
SLOT(OnStartGame()));
connect(GetHotkey("Main Window", "Swap Screens", this), SIGNAL(activated()), this,
SLOT(OnSwapScreens()));
std::string window_title =
Common::StringFromFormat("Citra | %s-%s", Common::g_scm_branch, Common::g_scm_desc);
@ -550,6 +553,11 @@ void GMainWindow::OnConfigure() {
}
}
void GMainWindow::OnSwapScreens() {
Settings::values.swap_screen = !Settings::values.swap_screen;
Settings::Apply();
}
void GMainWindow::OnCreateGraphicsSurfaceViewer() {
auto graphicsSurfaceViewerWidget = new GraphicsSurfaceWidget(Pica::g_debug_context, this);
addDockWidget(Qt::RightDockWidgetArea, graphicsSurfaceViewerWidget);

View File

@ -105,6 +105,7 @@ private slots:
/// Called whenever a user selects the "File->Select Game List Root" menu item
void OnMenuSelectGameListRoot();
void OnMenuRecentFile();
void OnSwapScreens();
void OnConfigure();
void OnDisplayTitleBars(bool);
void ToggleWindowMode();

View File

@ -200,7 +200,7 @@ public:
}
/**
* Convenience method to update the VideoCore EmuWindow
* Convenience method to update the current frame layout
* Read from the current settings to determine which layout to use.
*/
void UpdateCurrentFramebufferLayout(unsigned width, unsigned height);

View File

@ -51,11 +51,15 @@ FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool swapp
bot_screen.TranslateX((screen_window_area.GetWidth() - bot_screen.GetWidth()) / 2);
} else {
// Window is narrower than the emulation content => apply borders to the top and bottom
top_screen = top_screen.TranslateY(height / 2 - top_screen.GetHeight());
// Recalculate the bottom screen to account for the width difference between top and bottom
screen_window_area = {0, 0, width, top_screen.GetHeight()};
bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
bot_screen = bot_screen.TranslateX((top_screen.GetWidth() - bot_screen.GetWidth()) / 2);
if (swapped) {
bot_screen = bot_screen.TranslateY(height / 2 - bot_screen.GetHeight());
} else {
top_screen = top_screen.TranslateY(height / 2 - top_screen.GetHeight());
}
}
// Move the top screen to the bottom if we are swapped.
res.top_screen = swapped ? top_screen.TranslateY(height / 2) : top_screen;

View File

@ -33,7 +33,8 @@ FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool is_sw
FramebufferLayout SingleFrameLayout(unsigned width, unsigned 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
* 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

View File

@ -45,10 +45,8 @@ struct Rectangle {
return Rectangle{left, top + y, right, bottom + y};
}
Rectangle<T> Scale(const float s) const {
ASSERT(s > 0);
return Rectangle {
left, top, static_cast<T>((right + left) * s), static_cast<T>((top + bottom) * s)
};
return Rectangle{left, top, static_cast<T>((right + left) * s),
static_cast<T>((top + bottom) * s)};
}
};

View File

@ -406,9 +406,8 @@ void RendererOpenGL::DrawScreens() {
glUniform1i(uniform_color_texture, 0);
if (layout.top_screen_enabled) {
DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left,
(float)top_screen.top, (float)top_screen.GetWidth(),
(float)top_screen.GetHeight());
DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left, (float)top_screen.top,
(float)top_screen.GetWidth(), (float)top_screen.GetHeight());
}
if (layout.bottom_screen_enabled) {
DrawSingleScreenRotated(screen_infos[1], (float)bottom_screen.left,