android: frontend: Add MobileLandscape layout profile for mobile devices.

master
bunnei 2019-07-20 22:59:38 +07:00 committed by SachinVin
parent 5a8c6990bf
commit e8f57d7e3c
4 changed files with 130 additions and 0 deletions

@ -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,

@ -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<u32> screen_window_area{0, 0, width, height / 2};
Common::Rectangle<u32> top_screen = maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
Common::Rectangle<u32> bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
float window_aspect_ratio = static_cast<float>(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<float>(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<u32> screen_window_area{0, 0, width, height};
Common::Rectangle<u32> total_rect = maxRectangle(screen_window_area, emulation_aspect_ratio);
Common::Rectangle<u32> large_screen = maxRectangle(total_rect, large_screen_aspect_ratio);
Common::Rectangle<u32> fourth_size_rect = total_rect.Scale(1.f / scale_factor);
Common::Rectangle<u32> 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) {

@ -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

@ -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 {