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@ -117,6 +117,82 @@ FramebufferLayout DefaultFrameLayout(u32 width, u32 height, bool swapped, bool u
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return res;
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}
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FramebufferLayout MobilePortraitFrameLayout(u32 width, u32 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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Common::Rectangle<u32> screen_window_area{0, 0, width, height / 2};
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Common::Rectangle<u32> top_screen = maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
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Common::Rectangle<u32> bot_screen = 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
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// Recalculate the bottom screen to account for the width difference between top and bottom
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bot_screen = bot_screen.TranslateX((top_screen.GetWidth() - bot_screen.GetWidth()) / 2);
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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(bot_screen.GetHeight()) : top_screen;
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res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateY(top_screen.GetHeight());
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return res;
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}
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FramebufferLayout MobileLandscapeFrameLayout(u32 width, u32 height, bool swapped,
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float scale_factor, bool center_vertical) {
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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 ? Core::kScreenBottomHeight * scale_factor /
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(Core::kScreenBottomWidth * scale_factor + Core::kScreenTopWidth)
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: Core::kScreenTopHeight * scale_factor /
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(Core::kScreenTopWidth * scale_factor + 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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Common::Rectangle<u32> screen_window_area{0, 0, width, height};
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Common::Rectangle<u32> total_rect = maxRectangle(screen_window_area, emulation_aspect_ratio);
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Common::Rectangle<u32> large_screen = maxRectangle(total_rect, large_screen_aspect_ratio);
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Common::Rectangle<u32> fourth_size_rect = total_rect.Scale(1.f / scale_factor);
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Common::Rectangle<u32> small_screen = 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 if (center_vertical) {
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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 = small_screen.TranslateX(large_screen.right);
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if (center_vertical) {
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small_screen.TranslateY(large_screen.GetHeight() + large_screen.top -
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small_screen.GetHeight());
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}
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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 SingleFrameLayout(u32 width, u32 height, bool swapped, bool upright) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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@ -346,6 +422,22 @@ FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale) {
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layout = SideFrameLayout(width, height, Settings::values.swap_screen,
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Settings::values.upright_screen);
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break;
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case Settings::LayoutOption::MobilePortrait:
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width = Core::kScreenTopWidth * res_scale;
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height = (Core::kScreenTopHeight + Core::kScreenBottomHeight) * res_scale;
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layout = MobilePortraitFrameLayout(width, height, Settings::values.swap_screen);
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break;
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case Settings::LayoutOption::MobileLandscape:
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if (Settings::values.swap_screen) {
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width = (Core::kScreenBottomWidth + Core::kScreenTopWidth / 2.25f) * res_scale;
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height = Core::kScreenBottomHeight * res_scale;
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} else {
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width = (Core::kScreenTopWidth + Core::kScreenBottomWidth / 2.25f) * res_scale;
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height = Core::kScreenTopHeight * res_scale;
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}
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layout = MobileLandscapeFrameLayout(width, height, Settings::values.swap_screen, 2.25f,
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false);
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break;
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case Settings::LayoutOption::Default:
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default:
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if (Settings::values.upright_screen) {
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@ -360,9 +452,92 @@ FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale) {
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break;
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}
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}
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if (Settings::values.render_3d == Settings::StereoRenderOption::CardboardVR) {
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layout = Layout::GetCardboardSettings(layout);
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}
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return layout;
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}
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FramebufferLayout GetCardboardSettings(FramebufferLayout layout) {
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FramebufferLayout newLayout = layout;
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float top_screen_left = 0;
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float top_screen_top = 0;
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float bottom_screen_left = 0;
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float bottom_screen_top = 0;
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float cardboardScreenScale = Settings::values.cardboard_screen_size / 100.0f;
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float top_screen_width = layout.top_screen.GetWidth() / 2.0f * cardboardScreenScale;
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float top_screen_height = layout.top_screen.GetHeight() / 2.0f * cardboardScreenScale;
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float bottom_screen_width = layout.bottom_screen.GetWidth() / 2.0f * cardboardScreenScale;
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float bottom_screen_height = layout.bottom_screen.GetHeight() / 2.0f * cardboardScreenScale;
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bool is_swapped = Settings::values.swap_screen;
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bool is_portrait = layout.height > layout.width;
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float cardboardScreenWidth;
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float cardboardScreenHeight;
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switch (Settings::values.layout_option) {
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case Settings::LayoutOption::MobileLandscape:
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case Settings::LayoutOption::SideScreen:
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// If orientation is portrait, only use MobilePortrait
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if (!is_portrait) {
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cardboardScreenWidth = top_screen_width + bottom_screen_width;
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cardboardScreenHeight = is_swapped ? bottom_screen_height : top_screen_height;
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if (is_swapped)
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top_screen_left += bottom_screen_width;
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else
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bottom_screen_left += top_screen_width;
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break;
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} else {
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[[fallthrough]];
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}
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case Settings::LayoutOption::SingleScreen:
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default:
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if (!is_portrait) {
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// Default values when using LayoutOption::SingleScreen
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cardboardScreenWidth = is_swapped ? bottom_screen_width : top_screen_width;
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cardboardScreenHeight = is_swapped ? bottom_screen_height : top_screen_height;
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break;
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} else {
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[[fallthrough]];
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}
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case Settings::LayoutOption::MobilePortrait:
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cardboardScreenWidth = top_screen_width;
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cardboardScreenHeight = top_screen_height + bottom_screen_height;
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bottom_screen_left += (top_screen_width - bottom_screen_width) / 2.0f;
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if (is_swapped)
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top_screen_top += bottom_screen_height;
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else
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bottom_screen_top += top_screen_height;
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break;
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}
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float cardboardMaxXShift = (layout.width / 2.0f - cardboardScreenWidth) / 2.0f;
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float cardboardUserXShift = (Settings::values.cardboard_x_shift / 100.0f) * cardboardMaxXShift;
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float cardboardMaxYShift = ((float)layout.height - cardboardScreenHeight) / 2.0f;
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float cardboardUserYShift = (Settings::values.cardboard_y_shift / 100.0f) * cardboardMaxYShift;
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// Center the screens and apply user Y shift
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newLayout.top_screen.left = top_screen_left + cardboardMaxXShift;
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newLayout.top_screen.top = top_screen_top + cardboardMaxYShift + cardboardUserYShift;
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newLayout.bottom_screen.left = bottom_screen_left + cardboardMaxXShift;
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newLayout.bottom_screen.top = bottom_screen_top + cardboardMaxYShift + cardboardUserYShift;
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// Set the X coordinates for the right eye and apply user X shift
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newLayout.cardboard.top_screen_right_eye = newLayout.top_screen.left - cardboardUserXShift;
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newLayout.top_screen.left += cardboardUserXShift;
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newLayout.cardboard.bottom_screen_right_eye =
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newLayout.bottom_screen.left - cardboardUserXShift;
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newLayout.bottom_screen.left += cardboardUserXShift;
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newLayout.cardboard.user_x_shift = cardboardUserXShift;
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// Update right/bottom instead of passing new variables for width/height
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newLayout.top_screen.right = newLayout.top_screen.left + top_screen_width;
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newLayout.top_screen.bottom = newLayout.top_screen.top + top_screen_height;
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newLayout.bottom_screen.right = newLayout.bottom_screen.left + bottom_screen_width;
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newLayout.bottom_screen.bottom = newLayout.bottom_screen.top + bottom_screen_height;
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return newLayout;
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}
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std::pair<unsigned, unsigned> GetMinimumSizeFromLayout(Settings::LayoutOption layout,
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bool upright_screen) {
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unsigned min_width, min_height;
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