diff --git a/src/core/frontend/emu_window.cpp b/src/core/frontend/emu_window.cpp index 44502858d..2a954c554 100644 --- a/src/core/frontend/emu_window.cpp +++ b/src/core/frontend/emu_window.cpp @@ -169,6 +169,13 @@ void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height) layout = Layout::SideFrameLayout(width, height, Settings::values.swap_screen, Settings::values.upright_screen); 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: default: layout = Layout::DefaultFrameLayout(width, height, Settings::values.swap_screen, diff --git a/src/core/frontend/framebuffer_layout.cpp b/src/core/frontend/framebuffer_layout.cpp index 71dce24be..7e2df617c 100644 --- a/src/core/frontend/framebuffer_layout.cpp +++ b/src/core/frontend/framebuffer_layout.cpp @@ -117,6 +117,82 @@ FramebufferLayout DefaultFrameLayout(u32 width, u32 height, bool swapped, bool u 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 screen_window_area{0, 0, width, height / 2}; + Common::Rectangle top_screen = maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO); + Common::Rectangle bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO); + + float window_aspect_ratio = static_cast(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(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 screen_window_area{0, 0, width, height}; + Common::Rectangle total_rect = maxRectangle(screen_window_area, emulation_aspect_ratio); + Common::Rectangle large_screen = maxRectangle(total_rect, large_screen_aspect_ratio); + Common::Rectangle fourth_size_rect = total_rect.Scale(1.f / scale_factor); + Common::Rectangle 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) { ASSERT(width > 0); ASSERT(height > 0); @@ -346,6 +422,22 @@ FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale) { layout = SideFrameLayout(width, height, Settings::values.swap_screen, Settings::values.upright_screen); 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: default: if (Settings::values.upright_screen) { diff --git a/src/core/frontend/framebuffer_layout.h b/src/core/frontend/framebuffer_layout.h index ad3ff2724..ddbe86a2b 100644 --- a/src/core/frontend/framebuffer_layout.h +++ b/src/core/frontend/framebuffer_layout.h @@ -35,6 +35,29 @@ struct FramebufferLayout { */ 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 * @param width Window framebuffer width in pixels diff --git a/src/core/settings.h b/src/core/settings.h index af41b9a02..c42bab9f7 100644 --- a/src/core/settings.h +++ b/src/core/settings.h @@ -24,6 +24,14 @@ enum class LayoutOption { SingleScreen, LargeScreen, 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 {