frontend: Update for undocked Switch screen layout.
This commit is contained in:
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1ca800ccee
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482cf8a005
@ -12,7 +12,6 @@
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#include "common/logging/log.h"
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#include "common/scm_rev.h"
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#include "common/string_util.h"
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#include "core/3ds.h"
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#include "core/settings.h"
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#include "input_common/keyboard.h"
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#include "input_common/main.h"
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@ -79,13 +78,13 @@ EmuWindow_SDL2::EmuWindow_SDL2() {
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
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std::string window_title = Common::StringFromFormat("Citra %s| %s-%s ", Common::g_build_name,
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std::string window_title = Common::StringFromFormat("yuzu %s| %s-%s ", Common::g_build_name,
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Common::g_scm_branch, Common::g_scm_desc);
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render_window =
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SDL_CreateWindow(window_title.c_str(),
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SDL_WINDOWPOS_UNDEFINED, // x position
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SDL_WINDOWPOS_UNDEFINED, // y position
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Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight,
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Layout::ScreenUndocked::Width, Layout::ScreenUndocked::Height,
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SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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if (render_window == nullptr) {
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@ -12,8 +12,8 @@
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#include "common/microprofile.h"
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#include "common/scm_rev.h"
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#include "common/string_util.h"
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#include "core/3ds.h"
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#include "core/core.h"
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#include "core/frontend/framebuffer_layout.h"
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#include "core/settings.h"
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#include "input_common/keyboard.h"
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#include "input_common/main.h"
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@ -271,7 +271,7 @@ void GRenderWindow::InitRenderTarget() {
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child = new GGLWidgetInternal(fmt, this);
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QBoxLayout* layout = new QHBoxLayout(this);
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resize(Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight);
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resize(Layout::ScreenUndocked::Width, Layout::ScreenUndocked::Height);
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layout->addWidget(child);
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layout->setMargin(0);
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setLayout(layout);
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@ -1,21 +0,0 @@
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// Copyright 2017 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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namespace Core {
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// 3DS Video Constants
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// -------------------
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// NOTE: The LCDs actually rotate the image 90 degrees when displaying. Because of that the
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// framebuffers in video memory are stored in column-major order and rendered sideways, causing
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// the widths and heights of the framebuffers read by the LCD to be switched compared to the
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// heights and widths of the screens listed here.
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constexpr int kScreenTopWidth = 400; ///< 3DS top screen width
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constexpr int kScreenTopHeight = 240; ///< 3DS top screen height
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constexpr int kScreenBottomWidth = 320; ///< 3DS bottom screen width
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constexpr int kScreenBottomHeight = 240; ///< 3DS bottom screen height
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} // namespace Core
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@ -10,7 +10,6 @@ set(SRCS
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file_sys/savedata_archive.cpp
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file_sys/title_metadata.cpp
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frontend/emu_window.cpp
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frontend/framebuffer_layout.cpp
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gdbstub/gdbstub.cpp
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hle/config_mem.cpp
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hle/kernel/address_arbiter.cpp
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@ -77,7 +76,6 @@ set(SRCS
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)
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set(HEADERS
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3ds.h
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arm/arm_interface.h
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arm/dynarmic/arm_dynarmic.h
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arm/unicorn/arm_unicorn.h
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@ -41,7 +41,8 @@ private:
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EmuWindow::EmuWindow() {
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// TODO: Find a better place to set this.
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config.min_client_area_size = std::make_pair(400u, 480u);
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config.min_client_area_size =
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std::make_pair(Layout::ScreenUndocked::Width, Layout::ScreenUndocked::Height);
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active_config = config;
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touch_state = std::make_shared<TouchState>();
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Input::RegisterFactory<Input::TouchDevice>("emu_window", touch_state);
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@ -60,17 +61,16 @@ EmuWindow::~EmuWindow() {
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*/
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static bool IsWithinTouchscreen(const Layout::FramebufferLayout& layout, unsigned framebuffer_x,
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unsigned framebuffer_y) {
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return (
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framebuffer_y >= layout.bottom_screen.top && framebuffer_y < layout.bottom_screen.bottom &&
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framebuffer_x >= layout.bottom_screen.left && framebuffer_x < layout.bottom_screen.right);
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return (framebuffer_y >= layout.screen.top && framebuffer_y < layout.screen.bottom &&
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framebuffer_x >= layout.screen.left && framebuffer_x < layout.screen.right);
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}
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std::tuple<unsigned, unsigned> EmuWindow::ClipToTouchScreen(unsigned new_x, unsigned new_y) {
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new_x = std::max(new_x, framebuffer_layout.bottom_screen.left);
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new_x = std::min(new_x, framebuffer_layout.bottom_screen.right - 1);
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new_x = std::max(new_x, framebuffer_layout.screen.left);
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new_x = std::min(new_x, framebuffer_layout.screen.right - 1);
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new_y = std::max(new_y, framebuffer_layout.bottom_screen.top);
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new_y = std::min(new_y, framebuffer_layout.bottom_screen.bottom - 1);
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new_y = std::max(new_y, framebuffer_layout.screen.top);
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new_y = std::min(new_y, framebuffer_layout.screen.bottom - 1);
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return std::make_tuple(new_x, new_y);
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}
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@ -80,12 +80,10 @@ void EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
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return;
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std::lock_guard<std::mutex> guard(touch_state->mutex);
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touch_state->touch_x =
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static_cast<float>(framebuffer_x - framebuffer_layout.bottom_screen.left) /
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(framebuffer_layout.bottom_screen.right - framebuffer_layout.bottom_screen.left);
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touch_state->touch_y =
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static_cast<float>(framebuffer_y - framebuffer_layout.bottom_screen.top) /
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(framebuffer_layout.bottom_screen.bottom - framebuffer_layout.bottom_screen.top);
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touch_state->touch_x = static_cast<float>(framebuffer_x - framebuffer_layout.screen.left) /
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(framebuffer_layout.screen.right - framebuffer_layout.screen.left);
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touch_state->touch_y = static_cast<float>(framebuffer_y - framebuffer_layout.screen.top) /
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(framebuffer_layout.screen.bottom - framebuffer_layout.screen.top);
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touch_state->touch_pressed = true;
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}
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@ -108,25 +106,5 @@ void EmuWindow::TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y) {
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}
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void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height) {
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Layout::FramebufferLayout layout;
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if (Settings::values.custom_layout == true) {
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layout = Layout::CustomFrameLayout(width, height);
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} else {
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switch (Settings::values.layout_option) {
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case Settings::LayoutOption::SingleScreen:
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layout = Layout::SingleFrameLayout(width, height, Settings::values.swap_screen);
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break;
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case Settings::LayoutOption::LargeScreen:
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layout = Layout::LargeFrameLayout(width, height, Settings::values.swap_screen);
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break;
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case Settings::LayoutOption::SideScreen:
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layout = Layout::SideFrameLayout(width, height, Settings::values.swap_screen);
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break;
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case Settings::LayoutOption::Default:
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default:
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layout = Layout::DefaultFrameLayout(width, height, Settings::values.swap_screen);
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break;
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}
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}
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NotifyFramebufferLayoutChanged(layout);
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NotifyFramebufferLayoutChanged(Layout::DefaultFrameLayout(width, height));
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}
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@ -87,9 +87,9 @@ public:
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}
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/**
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* Gets the framebuffer layout (width, height, and screen regions)
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* @note This method is thread-safe
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*/
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* Gets the framebuffer layout (width, height, and screen regions)
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* @note This method is thread-safe
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*/
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const Layout::FramebufferLayout& GetFramebufferLayout() const {
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return framebuffer_layout;
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}
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@ -1,25 +1,12 @@
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// Copyright 2016 Citra Emulator Project
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// Copyright 2018 Yuzu Emulator Team
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <cmath>
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#include "common/assert.h"
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#include "core/3ds.h"
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#include "core/frontend/framebuffer_layout.h"
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#include "core/settings.h"
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namespace Layout {
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static const float TOP_SCREEN_ASPECT_RATIO =
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static_cast<float>(Core::kScreenTopHeight) / Core::kScreenTopWidth;
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static const float BOT_SCREEN_ASPECT_RATIO =
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static_cast<float>(Core::kScreenBottomHeight) / Core::kScreenBottomWidth;
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float FramebufferLayout::GetScalingRatio() const {
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return static_cast<float>(top_screen.GetWidth()) / Core::kScreenTopWidth;
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}
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// Finds the largest size subrectangle contained in window area that is confined to the aspect ratio
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template <class T>
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static MathUtil::Rectangle<T> maxRectangle(MathUtil::Rectangle<T> window_area,
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@ -30,166 +17,27 @@ static MathUtil::Rectangle<T> maxRectangle(MathUtil::Rectangle<T> window_area,
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static_cast<T>(std::round(scale * screen_aspect_ratio))};
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}
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FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool swapped) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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FramebufferLayout res{width, height, true, true, {}, {}};
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// Default layout gives equal screen sizes to the top and bottom screen
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MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height / 2};
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MathUtil::Rectangle<unsigned> top_screen =
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maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
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MathUtil::Rectangle<unsigned> bot_screen =
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maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
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float window_aspect_ratio = static_cast<float>(height) / width;
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// both screens height are taken into account by multiplying by 2
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float emulation_aspect_ratio = TOP_SCREEN_ASPECT_RATIO * 2;
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if (window_aspect_ratio < emulation_aspect_ratio) {
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// Apply borders to the left and right sides of the window.
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top_screen =
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top_screen.TranslateX((screen_window_area.GetWidth() - top_screen.GetWidth()) / 2);
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bot_screen =
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bot_screen.TranslateX((screen_window_area.GetWidth() - bot_screen.GetWidth()) / 2);
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} else {
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// Window is narrower than the emulation content => apply borders to the top and bottom
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// Recalculate the bottom screen to account for the width difference between top and bottom
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screen_window_area = {0, 0, width, top_screen.GetHeight()};
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bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
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bot_screen = bot_screen.TranslateX((top_screen.GetWidth() - bot_screen.GetWidth()) / 2);
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if (swapped) {
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bot_screen = bot_screen.TranslateY(height / 2 - bot_screen.GetHeight());
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} else {
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top_screen = top_screen.TranslateY(height / 2 - top_screen.GetHeight());
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}
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}
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// Move the top screen to the bottom if we are swapped.
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res.top_screen = swapped ? top_screen.TranslateY(height / 2) : top_screen;
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res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateY(height / 2);
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return res;
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}
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FramebufferLayout SingleFrameLayout(unsigned width, unsigned height, bool swapped) {
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FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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// The drawing code needs at least somewhat valid values for both screens
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// so just calculate them both even if the other isn't showing.
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FramebufferLayout res{width, height, !swapped, swapped, {}, {}};
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FramebufferLayout res{width, height};
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const float emulation_aspect_ratio{static_cast<float>(ScreenUndocked::Height) /
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ScreenUndocked::Width};
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MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height};
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MathUtil::Rectangle<unsigned> top_screen =
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maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
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MathUtil::Rectangle<unsigned> bot_screen =
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maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
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MathUtil::Rectangle<unsigned> screen = maxRectangle(screen_window_area, emulation_aspect_ratio);
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float window_aspect_ratio = static_cast<float>(height) / width;
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float emulation_aspect_ratio = (swapped) ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO;
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if (window_aspect_ratio < emulation_aspect_ratio) {
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top_screen =
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top_screen.TranslateX((screen_window_area.GetWidth() - top_screen.GetWidth()) / 2);
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bot_screen =
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bot_screen.TranslateX((screen_window_area.GetWidth() - bot_screen.GetWidth()) / 2);
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screen = screen.TranslateX((screen_window_area.GetWidth() - screen.GetWidth()) / 2);
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} else {
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top_screen = top_screen.TranslateY((height - top_screen.GetHeight()) / 2);
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bot_screen = bot_screen.TranslateY((height - bot_screen.GetHeight()) / 2);
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screen = screen.TranslateY((height - screen.GetHeight()) / 2);
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}
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res.top_screen = top_screen;
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res.bottom_screen = bot_screen;
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res.screen = screen;
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return res;
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}
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FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool swapped) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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FramebufferLayout res{width, height, true, true, {}, {}};
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// Split the window into two parts. Give 4x width to the main screen and 1x width to the small
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// To do that, find the total emulation box and maximize that based on window size
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float window_aspect_ratio = static_cast<float>(height) / width;
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float emulation_aspect_ratio =
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swapped
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? Core::kScreenBottomHeight * 4 /
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(Core::kScreenBottomWidth * 4.0f + Core::kScreenTopWidth)
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: Core::kScreenTopHeight * 4 /
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(Core::kScreenTopWidth * 4.0f + Core::kScreenBottomWidth);
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float large_screen_aspect_ratio = swapped ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO;
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float small_screen_aspect_ratio = swapped ? TOP_SCREEN_ASPECT_RATIO : BOT_SCREEN_ASPECT_RATIO;
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MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height};
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MathUtil::Rectangle<unsigned> total_rect =
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maxRectangle(screen_window_area, emulation_aspect_ratio);
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MathUtil::Rectangle<unsigned> large_screen =
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maxRectangle(total_rect, large_screen_aspect_ratio);
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MathUtil::Rectangle<unsigned> fourth_size_rect = total_rect.Scale(.25f);
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MathUtil::Rectangle<unsigned> small_screen =
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maxRectangle(fourth_size_rect, small_screen_aspect_ratio);
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if (window_aspect_ratio < emulation_aspect_ratio) {
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large_screen =
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large_screen.TranslateX((screen_window_area.GetWidth() - total_rect.GetWidth()) / 2);
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} else {
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large_screen = large_screen.TranslateY((height - total_rect.GetHeight()) / 2);
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}
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// Shift the small screen to the bottom right corner
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small_screen =
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small_screen.TranslateX(large_screen.right)
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.TranslateY(large_screen.GetHeight() + large_screen.top - small_screen.GetHeight());
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res.top_screen = swapped ? small_screen : large_screen;
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res.bottom_screen = swapped ? large_screen : small_screen;
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return res;
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}
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FramebufferLayout SideFrameLayout(unsigned width, unsigned height, bool swapped) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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FramebufferLayout res{width, height, true, true, {}, {}};
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// Aspect ratio of both screens side by side
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const float emulation_aspect_ratio = static_cast<float>(Core::kScreenTopHeight) /
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(Core::kScreenTopWidth + Core::kScreenBottomWidth);
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float window_aspect_ratio = static_cast<float>(height) / width;
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MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height};
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// Find largest Rectangle that can fit in the window size with the given aspect ratio
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MathUtil::Rectangle<unsigned> screen_rect =
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maxRectangle(screen_window_area, emulation_aspect_ratio);
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// Find sizes of top and bottom screen
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MathUtil::Rectangle<unsigned> top_screen = maxRectangle(screen_rect, TOP_SCREEN_ASPECT_RATIO);
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MathUtil::Rectangle<unsigned> bot_screen = maxRectangle(screen_rect, BOT_SCREEN_ASPECT_RATIO);
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if (window_aspect_ratio < emulation_aspect_ratio) {
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// Apply borders to the left and right sides of the window.
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u32 shift_horizontal = (screen_window_area.GetWidth() - screen_rect.GetWidth()) / 2;
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top_screen = top_screen.TranslateX(shift_horizontal);
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bot_screen = bot_screen.TranslateX(shift_horizontal);
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} else {
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// Window is narrower than the emulation content => apply borders to the top and bottom
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u32 shift_vertical = (screen_window_area.GetHeight() - screen_rect.GetHeight()) / 2;
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top_screen = top_screen.TranslateY(shift_vertical);
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bot_screen = bot_screen.TranslateY(shift_vertical);
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}
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// Move the top screen to the right if we are swapped.
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res.top_screen = swapped ? top_screen.TranslateX(bot_screen.GetWidth()) : top_screen;
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res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateX(top_screen.GetWidth());
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return res;
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}
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FramebufferLayout CustomFrameLayout(unsigned width, unsigned height) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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FramebufferLayout res{width, height, true, true, {}, {}};
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MathUtil::Rectangle<unsigned> top_screen{
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Settings::values.custom_top_left, Settings::values.custom_top_top,
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Settings::values.custom_top_right, Settings::values.custom_top_bottom};
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MathUtil::Rectangle<unsigned> bot_screen{
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Settings::values.custom_bottom_left, Settings::values.custom_bottom_top,
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Settings::values.custom_bottom_right, Settings::values.custom_bottom_bottom};
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res.top_screen = top_screen;
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res.bottom_screen = bot_screen;
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return res;
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}
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} // namespace Layout
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@ -1,4 +1,4 @@
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// Copyright 2016 Citra Emulator Project
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// Copyright 2018 Yuzu Emulator Team
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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@ -8,68 +8,30 @@
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namespace Layout {
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/// Describes the layout of the window framebuffer (size and top/bottom screen positions)
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enum ScreenUndocked : unsigned { Width = 1280, Height = 720 };
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/// Describes the layout of the window framebuffer
|
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struct FramebufferLayout {
|
||||
unsigned width;
|
||||
unsigned height;
|
||||
bool top_screen_enabled;
|
||||
bool bottom_screen_enabled;
|
||||
MathUtil::Rectangle<unsigned> top_screen;
|
||||
MathUtil::Rectangle<unsigned> bottom_screen;
|
||||
unsigned width{ScreenUndocked::Width};
|
||||
unsigned height{ScreenUndocked::Height};
|
||||
|
||||
MathUtil::Rectangle<unsigned> screen;
|
||||
|
||||
/**
|
||||
* Returns the ration of pixel size of the top screen, compared to the native size of the 3DS
|
||||
* screen.
|
||||
* Returns the ration of pixel size of the screen, compared to the native size of the undocked
|
||||
* Switch screen.
|
||||
*/
|
||||
float GetScalingRatio() const;
|
||||
float GetScalingRatio() const {
|
||||
return static_cast<float>(screen.GetWidth()) / ScreenUndocked::Width;
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Factory method for constructing a default 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 default screen regions initialized
|
||||
*/
|
||||
FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool is_swapped);
|
||||
|
||||
/**
|
||||
* Factory method for constructing a FramebufferLayout with only the top or bottom screen
|
||||
* @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 (and the top won't be displayed)
|
||||
* @return Newly created FramebufferLayout object with default screen regions initialized
|
||||
*/
|
||||
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
|
||||
* 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
|
||||
* @return Newly created FramebufferLayout object with default screen regions initialized
|
||||
*/
|
||||
FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool is_swapped);
|
||||
|
||||
/**
|
||||
* Factory method for constructing a Frame with the Top screen and bottom
|
||||
* screen side by side
|
||||
* This is useful for devices with small screens, like the GPDWin
|
||||
* @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 left display
|
||||
* @return Newly created FramebufferLayout object with default screen regions initialized
|
||||
*/
|
||||
FramebufferLayout SideFrameLayout(unsigned width, unsigned height, bool is_swapped);
|
||||
|
||||
/**
|
||||
* Factory method for constructing a custom FramebufferLayout
|
||||
* @param width Window framebuffer width in pixels
|
||||
* @param height Window framebuffer height in pixels
|
||||
* @return Newly created FramebufferLayout object with default screen regions initialized
|
||||
*/
|
||||
FramebufferLayout CustomFrameLayout(unsigned width, unsigned height);
|
||||
FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height);
|
||||
|
||||
} // namespace Layout
|
||||
|
Loading…
Reference in New Issue
Block a user