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Screen layouts: Add configurable screen sizes
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62748eef47
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4 changed files with 92 additions and 89 deletions
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@ -42,115 +42,114 @@ namespace ScreenLayout {
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int destWidth = TOP_SCREEN_WIDTH;
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int destHeight = CONSOLE_HEIGHT;
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} singleBlitInfo;
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float scale = 1.0f;
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};
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// Calculate screen coordinates on the screen for a given layout & a given size for the output window
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// Used in both the renderers and in the frontends (To eg calculate touch screen boundaries)
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static void calculateCoordinates(WindowCoordinates& coordinates, u32 outputWindowWidth, u32 outputWindowHeight, Layout layout) {
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layout = Layout::SideBySideFlipped;
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const float topScreenPercentage = 0.5f;
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const float destAspect = float(outputWindowWidth) / float(outputWindowHeight);
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if (layout == Layout::Default || layout == Layout::DefaultFlipped) {
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const float srcAspect = 400.0 / 480.0;
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// Calculate available height for each screen based on split
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int availableTopHeight = int(outputWindowHeight * topScreenPercentage + 0.5f);
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int availableBottomHeight = outputWindowHeight - availableTopHeight;
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int destX = 0, destY = 0, destWidth = outputWindowWidth, destHeight = outputWindowHeight;
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// Calculate scales for top and bottom screens, and then the actual sizes
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float scaleTopX = float(outputWindowWidth) / float(TOP_SCREEN_WIDTH);
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float scaleTopY = float(availableTopHeight) / float(TOP_SCREEN_HEIGHT);
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float scaleTop = std::min(scaleTopX, scaleTopY);
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if (destAspect > srcAspect) {
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// Window is wider than source
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destWidth = int(outputWindowHeight * srcAspect + 0.5f);
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destX = (outputWindowWidth - destWidth) / 2;
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} else {
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// Window is taller than source
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destHeight = int(outputWindowWidth / srcAspect + 0.5f);
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destY = (outputWindowHeight - destHeight) / 2;
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}
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float scaleBottomX = float(outputWindowWidth) / float(BOTTOM_SCREEN_WIDTH);
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float scaleBottomY = float(availableBottomHeight) / float(BOTTOM_SCREEN_HEIGHT);
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float scaleBottom = std::min(scaleBottomX, scaleBottomY);
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// How much we'll scale the output by
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const float scale = float(destWidth) / float(TOP_SCREEN_WIDTH);
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int topScreenWidth = int(TOP_SCREEN_WIDTH * scaleTop + 0.5f);
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int topScreenHeight = int(TOP_SCREEN_HEIGHT * scaleTop + 0.5f);
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// Calculate coordinates and return them
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// TODO: This will break when we allow screens to be scaled separately
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coordinates.topScreenX = u32(destX);
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coordinates.topScreenWidth = u32(float(TOP_SCREEN_WIDTH) * scale);
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coordinates.bottomScreenX = u32(destX) + BOTTOM_SCREEN_X_OFFSET * scale;
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coordinates.bottomScreenWidth = u32(float(BOTTOM_SCREEN_WIDTH) * scale);
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int bottomScreenWidth = int(BOTTOM_SCREEN_WIDTH * scaleBottom + 0.5f);
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int bottomScreenHeight = int(BOTTOM_SCREEN_HEIGHT * scaleBottom + 0.5f);
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// Center screens horizontally
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int topScreenX = (outputWindowWidth - topScreenWidth) / 2;
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int bottomScreenX = (outputWindowWidth - bottomScreenWidth) / 2;
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coordinates.topScreenWidth = topScreenWidth;
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coordinates.topScreenHeight = topScreenHeight;
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coordinates.bottomScreenWidth = bottomScreenWidth;
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coordinates.bottomScreenHeight = bottomScreenHeight;
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coordinates.topScreenX = topScreenX;
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coordinates.bottomScreenX = bottomScreenX;
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if (layout == Layout::Default) {
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coordinates.topScreenY = u32(destY + (destHeight - int(CONSOLE_HEIGHT * scale)) / 2);
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coordinates.topScreenHeight = u32(float(TOP_SCREEN_HEIGHT) * scale);
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coordinates.bottomScreenY = coordinates.topScreenY + TOP_SCREEN_HEIGHT * scale;
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coordinates.bottomScreenHeight = coordinates.topScreenHeight;
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coordinates.topScreenY = 0;
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coordinates.bottomScreenY = topScreenHeight;
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} else {
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// Flip the screens vertically
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coordinates.bottomScreenY = u32(destY + (destHeight - int(CONSOLE_HEIGHT * scale)) / 2);
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coordinates.bottomScreenHeight = u32(float(BOTTOM_SCREEN_HEIGHT) * scale);
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coordinates.topScreenY = coordinates.bottomScreenY + TOP_SCREEN_HEIGHT * scale;
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coordinates.topScreenHeight = coordinates.bottomScreenHeight;
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coordinates.bottomScreenY = 0;
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coordinates.topScreenY = bottomScreenHeight;
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}
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coordinates.windowWidth = outputWindowWidth;
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coordinates.windowHeight = outputWindowHeight;
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coordinates.scale = scale;
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coordinates.singleBlitInfo.destX = destX;
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coordinates.singleBlitInfo.destY = destY;
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coordinates.singleBlitInfo.destWidth = destWidth;
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coordinates.singleBlitInfo.destHeight = destHeight;
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} else if (layout == Layout::SideBySide || layout == Layout::SideBySideFlipped) {
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// For side-by-side layouts, the 3DS aspect ratio is calculated as (top width + bottom width) / height
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const float srcAspect = float(TOP_SCREEN_WIDTH + BOTTOM_SCREEN_WIDTH) / float(CONSOLE_HEIGHT);
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int destX = 0, destY = 0, destWidth = outputWindowWidth, destHeight = outputWindowHeight;
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if (destAspect > srcAspect) {
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// Window is wider than the side-by-side layout — center horizontally
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destWidth = int(outputWindowHeight * srcAspect + 0.5f);
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destX = (outputWindowWidth - destWidth) / 2;
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// Default layout can be rendered using a single blit, flipped layout can't
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if (layout == Layout::Default) {
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coordinates.singleBlitInfo.destX = coordinates.topScreenX;
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coordinates.singleBlitInfo.destY = coordinates.topScreenY;
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coordinates.singleBlitInfo.destWidth = coordinates.topScreenWidth;
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coordinates.singleBlitInfo.destHeight = coordinates.topScreenHeight + coordinates.bottomScreenHeight;
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} else {
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// Window is taller — center vertically
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destHeight = int(outputWindowWidth / srcAspect + 0.5f);
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destY = (outputWindowHeight - destHeight) / 2;
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// Dummy data for the single blit info, as we can't render the screen in 1 blit when the screens are side-by-sid
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coordinates.singleBlitInfo.destX = 0;
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coordinates.singleBlitInfo.destY = 0;
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coordinates.singleBlitInfo.destWidth = 0;
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coordinates.singleBlitInfo.destHeight = 0;
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}
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} else if (layout == Layout::SideBySide || layout == Layout::SideBySideFlipped) {
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// Calculate available width for each screen based on split
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int availableTopWidth = int(outputWindowWidth * topScreenPercentage + 0.5f);
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int availableBottomWidth = outputWindowWidth - availableTopWidth;
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// How much we'll scale the output by. Again, we want to take both screens into account
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const float scale = float(destWidth) / float(TOP_SCREEN_WIDTH + BOTTOM_SCREEN_WIDTH);
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// Calculate scales for top and bottom screens, and then the actual sizes
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float scaleTop = std::min(float(availableTopWidth) / float(TOP_SCREEN_WIDTH), float(outputWindowHeight) / float(TOP_SCREEN_HEIGHT));
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float scaleBottom =
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std::min(float(availableBottomWidth) / float(BOTTOM_SCREEN_WIDTH), float(outputWindowHeight) / float(BOTTOM_SCREEN_HEIGHT));
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// Annoyingly, the top screen is wider than the bottom screen, so to display them side-by-side and centered
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// vertically, we have to account for that
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int topScreenWidth = int(TOP_SCREEN_WIDTH * scaleTop + 0.5f);
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int topScreenHeight = int(TOP_SCREEN_HEIGHT * scaleTop + 0.5f);
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int bottomScreenWidth = int(BOTTOM_SCREEN_WIDTH * scaleBottom + 0.5f);
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int bottomScreenHeight = int(BOTTOM_SCREEN_HEIGHT * scaleBottom + 0.5f);
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// The top screen is currently always larger, but it's still best to check which screen is taller anyways
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// Since eventually we'll want to let users scale each screen separately.
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const int topHeightScaled = int(TOP_SCREEN_HEIGHT * scale + 0.5f);
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const int bottomHeightScaled = int(BOTTOM_SCREEN_HEIGHT * scale + 0.5f);
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const int maxHeight = std::max(topHeightScaled, bottomHeightScaled);
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const int centerY = destY + (destHeight - maxHeight) / 2;
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// Vertically center the tallest screen
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int maxHeight = std::max(topScreenHeight, bottomScreenHeight);
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int baseY = (outputWindowHeight - maxHeight) / 2;
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coordinates.topScreenY = u32(centerY + (maxHeight - topHeightScaled) / 2);
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coordinates.topScreenWidth = u32(TOP_SCREEN_WIDTH * scale);
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coordinates.topScreenHeight = u32(TOP_SCREEN_HEIGHT * scale);
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coordinates.bottomScreenY = u32(centerY + (maxHeight - bottomHeightScaled) / 2);
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coordinates.bottomScreenWidth = u32(BOTTOM_SCREEN_WIDTH * scale);
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coordinates.bottomScreenHeight = u32(BOTTOM_SCREEN_HEIGHT * scale);
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int topScreenY = baseY + (maxHeight - topScreenHeight) / 2;
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int bottomScreenY = baseY + (maxHeight - bottomScreenHeight) / 2;
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if (layout == Layout::SideBySide) {
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coordinates.topScreenX = destX;
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coordinates.bottomScreenX = destX + coordinates.topScreenWidth;
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coordinates.topScreenX = (outputWindowWidth - (topScreenWidth + bottomScreenWidth)) / 2;
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coordinates.bottomScreenX = coordinates.topScreenX + topScreenWidth;
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} else {
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// Flip the screens horizontally
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coordinates.bottomScreenX = destX;
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coordinates.topScreenX = destX + coordinates.bottomScreenWidth;
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coordinates.bottomScreenX = (outputWindowWidth - (topScreenWidth + bottomScreenWidth)) / 2;
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coordinates.topScreenX = coordinates.bottomScreenX + bottomScreenWidth;
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}
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coordinates.topScreenY = topScreenY;
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coordinates.topScreenWidth = topScreenWidth;
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coordinates.topScreenHeight = topScreenHeight;
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coordinates.bottomScreenY = bottomScreenY;
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coordinates.bottomScreenWidth = bottomScreenWidth;
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coordinates.bottomScreenHeight = bottomScreenHeight;
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coordinates.windowWidth = outputWindowWidth;
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coordinates.windowHeight = outputWindowHeight;
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coordinates.scale = scale;
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// Set singleBlitInfo values to dummy values. Side-by-side screens can't be rendere in only 1 blit.
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// Dummy data for the single blit info, as we can't render the screen in 1 blit when the screens are side-by-side
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coordinates.singleBlitInfo.destX = 0;
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coordinates.singleBlitInfo.destY = 0;
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coordinates.singleBlitInfo.destWidth = 0;
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@ -93,9 +93,13 @@ class RendererMTL final : public Renderer {
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struct {
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float topScreenX = 0;
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float topScreenY = 0;
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float topScreenWidth = 400;
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float topScreenHeight = 240;
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float bottomScreenX = 40;
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float bottomScreenY = 240;
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float scale = 1.0;
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float bottomScreenWidth = 320;
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float bottomScreenHeight = 240;
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} blitInfo;
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// Debug
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@ -592,7 +592,7 @@ void RendererGL::display() {
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// Flip topScreenY and bottomScreenY because glBlitFramebuffer uses bottom-left origin
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blitInfo.topScreenY = outputWindowHeight - (blitInfo.topScreenY + blitInfo.topScreenHeight);
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blitInfo.topScreenY = outputWindowHeight - (blitInfo.bottomScreenY + blitInfo.bottomScreenHeight);
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blitInfo.bottomScreenY = outputWindowHeight - (blitInfo.bottomScreenY + blitInfo.bottomScreenHeight);
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// Used for optimizing the screen blit into a single blit
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blitInfo.destX = windowCoords.singleBlitInfo.destX;
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@ -601,13 +601,9 @@ void RendererGL::display() {
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blitInfo.destHeight = windowCoords.singleBlitInfo.destHeight;
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// Check if we can blit the screens in 1 blit. If not, we'll break it into two.
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// TODO: Maybe add some size-related checks too.
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blitInfo.canDoSingleBlit =
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windowCoords.topScreenY + windowCoords.topScreenHeight == windowCoords.bottomScreenY &&
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windowCoords.bottomScreenX == windowCoords.topScreenX + int(ScreenLayout::BOTTOM_SCREEN_X_OFFSET * windowCoords.scale) &&
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windowCoords.topScreenWidth == u32(ScreenLayout::TOP_SCREEN_WIDTH * windowCoords.scale) &&
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windowCoords.bottomScreenWidth == u32(ScreenLayout::BOTTOM_SCREEN_WIDTH * windowCoords.scale) &&
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windowCoords.topScreenHeight == u32(ScreenLayout::TOP_SCREEN_HEIGHT * windowCoords.scale) &&
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windowCoords.bottomScreenHeight == u32(ScreenLayout::BOTTOM_SCREEN_HEIGHT * windowCoords.scale);
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windowCoords.topScreenY + windowCoords.topScreenHeight == windowCoords.bottomScreenY && layout == ScreenLayout::Layout::Default;
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}
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if (blitInfo.canDoSingleBlit) {
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@ -109,17 +109,21 @@ void RendererMTL::display() {
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ScreenLayout::WindowCoordinates windowCoords;
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ScreenLayout::calculateCoordinates(windowCoords, outputWindowWidth, outputWindowHeight, ScreenLayout::Layout::Default);
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blitInfo.scale = windowCoords.scale;
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blitInfo.topScreenX = windowCoords.topScreenX;
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blitInfo.topScreenY = windowCoords.topScreenY;
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blitInfo.bottomScreenX = windowCoords.bottomScreenX;
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blitInfo.bottomScreenY = windowCoords.bottomScreenY;
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blitInfo.topScreenX = float(windowCoords.topScreenX);
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blitInfo.topScreenY = float(windowCoords.topScreenY);
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blitInfo.bottomScreenX = float(windowCoords.bottomScreenX);
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blitInfo.bottomScreenY = float(windowCoords.bottomScreenY);
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blitInfo.topScreenWidth = float(windowCoords.topScreenWidth);
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blitInfo.topScreenHeight = float(windowCoords.topScreenHeight);
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blitInfo.bottomScreenWidth = float(windowCoords.bottomScreenWidth);
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blitInfo.bottomScreenHeight = float(windowCoords.bottomScreenHeight);
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}
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// Top screen
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if (topScreen) {
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renderCommandEncoder->setViewport(
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MTL::Viewport{blitInfo.topScreenX, blitInfo.topScreenY, 400 * blitInfo.scale, 240 * blitInfo.scale, 0.0f, 1.0f}
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MTL::Viewport{blitInfo.topScreenX, blitInfo.topScreenY, blitInfo.topScreenWidth, blitInfo.topScreenHeight, 0.0f, 1.0f}
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);
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renderCommandEncoder->setFragmentTexture(topScreen->get().texture, 0);
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renderCommandEncoder->drawPrimitives(MTL::PrimitiveTypeTriangleStrip, NS::UInteger(0), NS::UInteger(4));
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@ -128,7 +132,7 @@ void RendererMTL::display() {
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// Bottom screen
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if (bottomScreen) {
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renderCommandEncoder->setViewport(
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MTL::Viewport{blitInfo.bottomScreenX, blitInfo.bottomScreenY, 320 * blitInfo.scale, 240 * blitInfo.scale, 0.0f, 1.0f}
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MTL::Viewport{blitInfo.bottomScreenX, blitInfo.bottomScreenY, blitInfo.bottomScreenWidth, blitInfo.bottomScreenHeight, 0.0f, 1.0f}
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);
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renderCommandEncoder->setFragmentTexture(bottomScreen->get().texture, 0);
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renderCommandEncoder->drawPrimitives(MTL::PrimitiveTypeTriangleStrip, NS::UInteger(0), NS::UInteger(4));
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