mirror of
https://github.com/wheremyfoodat/Panda3DS.git
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162 lines
6.9 KiB
C++
162 lines
6.9 KiB
C++
#pragma once
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#include <algorithm>
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#include "helpers.hpp"
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namespace ScreenLayout {
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static constexpr u32 TOP_SCREEN_WIDTH = 400;
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static constexpr u32 BOTTOM_SCREEN_WIDTH = 320;
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static constexpr u32 TOP_SCREEN_HEIGHT = 240;
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static constexpr u32 BOTTOM_SCREEN_HEIGHT = 240;
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// The bottom screen is less wide by 80 pixels, so we center it by offsetting it 40 pixels right
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static constexpr u32 BOTTOM_SCREEN_X_OFFSET = 40;
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static constexpr u32 CONSOLE_HEIGHT = TOP_SCREEN_HEIGHT + BOTTOM_SCREEN_HEIGHT;
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enum class Layout {
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Default, // Top screen up, bottom screen down
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DefaultFlipped, // Top screen down, bottom screen up
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SideBySide, // Top screen left, bottom screen right,
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SideBySideFlipped, // Top screen right, bottom screen left,
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};
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// For properly handling touchscreen, we have to remember what window coordinates our screens map to
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// We also remember some more information that is useful to our renderers, particularly for the final screen blit.
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struct WindowCoordinates {
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u32 topScreenX = 0;
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u32 topScreenY = 0;
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u32 topScreenWidth = TOP_SCREEN_WIDTH;
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u32 topScreenHeight = TOP_SCREEN_HEIGHT;
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u32 bottomScreenX = BOTTOM_SCREEN_X_OFFSET;
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u32 bottomScreenY = TOP_SCREEN_HEIGHT;
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u32 bottomScreenWidth = BOTTOM_SCREEN_WIDTH;
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u32 bottomScreenHeight = BOTTOM_SCREEN_HEIGHT;
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u32 windowWidth = topScreenWidth;
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u32 windowHeight = topScreenHeight + bottomScreenHeight;
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// Information used when optimizing the final screen blit into a single blit
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struct {
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int destX = 0, destY = 0;
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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 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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int destX = 0, destY = 0, destWidth = outputWindowWidth, destHeight = outputWindowHeight;
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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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// 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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// 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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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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} 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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}
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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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} 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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}
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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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// 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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// 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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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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if (layout == Layout::SideBySide) {
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coordinates.topScreenX = destX;
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coordinates.bottomScreenX = destX + coordinates.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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}
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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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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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} else {
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Helpers::panic("Unimplemented screen layout");
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}
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}
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} // namespace ScreenLayout
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