Merge pull request #1753 from jroweboy/frame_layouts

Support additional screen layouts.
merge-requests/60/head
bunnei 2016-11-15 19:57:08 +07:00 committed by GitHub
commit 5a31552764
19 changed files with 373 additions and 132 deletions

@ -72,6 +72,11 @@ void Config::ReadValues() {
Settings::values.bg_green = (float)sdl2_config->GetReal("Renderer", "bg_green", 1.0);
Settings::values.bg_blue = (float)sdl2_config->GetReal("Renderer", "bg_blue", 1.0);
// Layout
Settings::values.layout_option =
static_cast<Settings::LayoutOption>(sdl2_config->GetInteger("Layout", "layout_option", 0));
Settings::values.swap_screen = sdl2_config->GetBoolean("Layout", "swap_screen", false);
// Audio
Settings::values.sink_id = sdl2_config->Get("Audio", "output_engine", "auto");
Settings::values.enable_audio_stretching =

@ -63,6 +63,16 @@ use_scaled_resolution =
# 0 (default): Off, 1: On
use_vsync =
[Layout]
# Layout for the screen inside the render window.
# 0 (default): Default Top Bottom Screen, 1: Single Screen Only, 2: Large Screen Small Screen
layout_option =
# Swaps the prominent screen with the other screen.
# For example, if Single Screen is chosen, setting this to 1 will display the bottom screen instead of the top screen.
# 0 (default): Top Screen is prominent, 1: Bottom Screen is prominent
swap_screen =
# The clear color for the renderer. What shows up on the sides of the bottom screen.
# Must be in range of 0.0-1.0. Defaults to 1.0 for all.
bg_red =

@ -46,11 +46,8 @@ bool EmuWindow_SDL2::IsOpen() const {
void EmuWindow_SDL2::OnResize() {
int width, height;
SDL_GetWindowSize(render_window, &width, &height);
NotifyFramebufferLayoutChanged(
EmuWindow::FramebufferLayout::DefaultScreenLayout(width, height));
UpdateCurrentFramebufferLayout(width, height);
}
EmuWindow_SDL2::EmuWindow_SDL2() {

@ -161,9 +161,7 @@ void GRenderWindow::OnFramebufferSizeChanged() {
qreal pixelRatio = windowPixelRatio();
unsigned width = child->QPaintDevice::width() * pixelRatio;
unsigned height = child->QPaintDevice::height() * pixelRatio;
NotifyFramebufferLayoutChanged(
EmuWindow::FramebufferLayout::DefaultScreenLayout(width, height));
UpdateCurrentFramebufferLayout(width, height);
}
void GRenderWindow::BackupGeometry() {

@ -54,6 +54,12 @@ void Config::ReadValues() {
Settings::values.bg_blue = qt_config->value("bg_blue", 1.0).toFloat();
qt_config->endGroup();
qt_config->beginGroup("Layout");
Settings::values.layout_option =
static_cast<Settings::LayoutOption>(qt_config->value("layout_option").toInt());
Settings::values.swap_screen = qt_config->value("swap_screen", false).toBool();
qt_config->endGroup();
qt_config->beginGroup("Audio");
Settings::values.sink_id = qt_config->value("output_engine", "auto").toString().toStdString();
Settings::values.enable_audio_stretching =
@ -155,6 +161,11 @@ void Config::SaveValues() {
qt_config->setValue("bg_blue", (double)Settings::values.bg_blue);
qt_config->endGroup();
qt_config->beginGroup("Layout");
qt_config->setValue("layout_option", static_cast<int>(Settings::values.layout_option));
qt_config->setValue("swap_screen", Settings::values.swap_screen);
qt_config->endGroup();
qt_config->beginGroup("Audio");
qt_config->setValue("output_engine", QString::fromStdString(Settings::values.sink_id));
qt_config->setValue("enable_audio_stretching", Settings::values.enable_audio_stretching);

@ -23,4 +23,5 @@ void ConfigureDialog::applyConfiguration() {
ui->graphicsTab->applyConfiguration();
ui->audioTab->applyConfiguration();
ui->debugTab->applyConfiguration();
Settings::Apply();
}

@ -23,6 +23,8 @@ void ConfigureGraphics::setConfiguration() {
ui->toggle_shader_jit->setChecked(Settings::values.use_shader_jit);
ui->toggle_scaled_resolution->setChecked(Settings::values.use_scaled_resolution);
ui->toggle_vsync->setChecked(Settings::values.use_vsync);
ui->layout_combobox->setCurrentIndex(static_cast<int>(Settings::values.layout_option));
ui->swap_screen->setChecked(Settings::values.swap_screen);
}
void ConfigureGraphics::applyConfiguration() {
@ -30,5 +32,8 @@ void ConfigureGraphics::applyConfiguration() {
Settings::values.use_shader_jit = ui->toggle_shader_jit->isChecked();
Settings::values.use_scaled_resolution = ui->toggle_scaled_resolution->isChecked();
Settings::values.use_vsync = ui->toggle_vsync->isChecked();
Settings::values.layout_option =
static_cast<Settings::LayoutOption>(ui->layout_combobox->currentIndex());
Settings::values.swap_screen = ui->swap_screen->isChecked();
Settings::Apply();
}

@ -55,6 +55,56 @@
</item>
</layout>
</item>
<item>
<widget class="QGroupBox" name="groupBox2">
<property name="title">
<string>Layout</string>
</property>
<layout class="QHBoxLayout" name="horizontalLayout_3">
<item>
<layout class="QVBoxLayout" name="verticalLayout_2">
<item>
<layout class="QHBoxLayout" name="horizontalLayout_3">
<item>
<widget class="QLabel" name="label1">
<property name="text">
<string>Screen Layout:</string>
</property>
</widget>
</item>
<item>
<widget class="QComboBox" name="layout_combobox">
<item>
<property name="text">
<string notr="true">Default</string>
</property>
</item>
<item>
<property name="text">
<string notr="true">Single Screen</string>
</property>
</item>
<item>
<property name="text">
<string notr="true">Large Screen</string>
</property>
</item>
</widget>
</item>
</layout>
</item>
<item>
<widget class="QCheckBox" name="swap_screen">
<property name="text">
<string>Swap Screens</string>
</property>
</widget>
</item>
</layout>
</item>
</layout>
</widget>
</item>
<item>
<spacer name="verticalSpacer">
<property name="orientation">
@ -71,22 +121,5 @@
</layout>
</widget>
<resources/>
<connections>
<connection>
<sender>toggle_gdbstub</sender>
<signal>toggled(bool)</signal>
<receiver>gdbport_spinbox</receiver>
<slot>setEnabled(bool)</slot>
<hints>
<hint type="sourcelabel">
<x>84</x>
<y>157</y>
</hint>
<hint type="destinationlabel">
<x>342</x>
<y>158</y>
</hint>
</hints>
</connection>
</connections>
<connections/>
</ui>

@ -196,6 +196,7 @@ GMainWindow::GMainWindow() : config(new Config()), emu_thread(nullptr) {
// Setup hotkeys
RegisterHotkey("Main Window", "Load File", QKeySequence::Open);
RegisterHotkey("Main Window", "Swap Screens", QKeySequence::NextChild);
RegisterHotkey("Main Window", "Start Emulation");
LoadHotkeys();
@ -203,6 +204,8 @@ GMainWindow::GMainWindow() : config(new Config()), emu_thread(nullptr) {
SLOT(OnMenuLoadFile()));
connect(GetHotkey("Main Window", "Start Emulation", this), SIGNAL(activated()), this,
SLOT(OnStartGame()));
connect(GetHotkey("Main Window", "Swap Screens", this), SIGNAL(activated()), this,
SLOT(OnSwapScreens()));
std::string window_title =
Common::StringFromFormat("Citra | %s-%s", Common::g_scm_branch, Common::g_scm_desc);
@ -550,6 +553,11 @@ void GMainWindow::OnConfigure() {
}
}
void GMainWindow::OnSwapScreens() {
Settings::values.swap_screen = !Settings::values.swap_screen;
Settings::Apply();
}
void GMainWindow::OnCreateGraphicsSurfaceViewer() {
auto graphicsSurfaceViewerWidget = new GraphicsSurfaceWidget(Pica::g_debug_context, this);
addDockWidget(Qt::RightDockWidgetArea, graphicsSurfaceViewerWidget);

@ -105,6 +105,7 @@ private slots:
/// Called whenever a user selects the "File->Select Game List Root" menu item
void OnMenuSelectGameListRoot();
void OnMenuRecentFile();
void OnSwapScreens();
void OnConfigure();
void OnDisplayTitleBars(bool);
void ToggleWindowMode();

@ -5,6 +5,7 @@ set(SRCS
break_points.cpp
emu_window.cpp
file_util.cpp
framebuffer_layout.cpp
hash.cpp
key_map.cpp
logging/filter.cpp
@ -35,6 +36,7 @@ set(HEADERS
common_types.h
emu_window.h
file_util.h
framebuffer_layout.h
hash.h
key_map.h
linear_disk_cache.h

@ -40,7 +40,7 @@ void EmuWindow::CirclePadUpdated(float x, float y) {
* @param framebuffer_y Framebuffer y-coordinate to check
* @return True if the coordinates are within the touchpad, otherwise false
*/
static bool IsWithinTouchscreen(const EmuWindow::FramebufferLayout& layout, unsigned framebuffer_x,
static bool IsWithinTouchscreen(const Layout::FramebufferLayout& layout, unsigned framebuffer_x,
unsigned framebuffer_y) {
return (
framebuffer_y >= layout.bottom_screen.top && framebuffer_y < layout.bottom_screen.bottom &&
@ -89,57 +89,19 @@ void EmuWindow::TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y) {
TouchPressed(framebuffer_x, framebuffer_y);
}
EmuWindow::FramebufferLayout EmuWindow::FramebufferLayout::DefaultScreenLayout(unsigned width,
unsigned height) {
// When hiding the widget, the function receives a size of 0
if (width == 0)
width = 1;
if (height == 0)
height = 1;
EmuWindow::FramebufferLayout res = {width, height, {}, {}};
float window_aspect_ratio = static_cast<float>(height) / width;
float emulation_aspect_ratio =
static_cast<float>(VideoCore::kScreenTopHeight * 2) / VideoCore::kScreenTopWidth;
if (window_aspect_ratio > emulation_aspect_ratio) {
// Window is narrower than the emulation content => apply borders to the top and bottom
int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
res.top_screen.left = 0;
res.top_screen.right = res.top_screen.left + width;
res.top_screen.top = (height - viewport_height) / 2;
res.top_screen.bottom = res.top_screen.top + viewport_height / 2;
int bottom_width = static_cast<int>(
(static_cast<float>(VideoCore::kScreenBottomWidth) / VideoCore::kScreenTopWidth) *
(res.top_screen.right - res.top_screen.left));
int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
res.bottom_screen.left = bottom_border;
res.bottom_screen.right = res.bottom_screen.left + bottom_width;
res.bottom_screen.top = res.top_screen.bottom;
res.bottom_screen.bottom = res.bottom_screen.top + viewport_height / 2;
} else {
// Otherwise, apply borders to the left and right sides of the window.
int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio));
res.top_screen.left = (width - viewport_width) / 2;
res.top_screen.right = res.top_screen.left + viewport_width;
res.top_screen.top = 0;
res.top_screen.bottom = res.top_screen.top + height / 2;
int bottom_width = static_cast<int>(
(static_cast<float>(VideoCore::kScreenBottomWidth) / VideoCore::kScreenTopWidth) *
(res.top_screen.right - res.top_screen.left));
int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
res.bottom_screen.left = res.top_screen.left + bottom_border;
res.bottom_screen.right = res.bottom_screen.left + bottom_width;
res.bottom_screen.top = res.top_screen.bottom;
res.bottom_screen.bottom = res.bottom_screen.top + height / 2;
void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height) {
Layout::FramebufferLayout layout;
switch (Settings::values.layout_option) {
case Settings::LayoutOption::SingleScreen:
layout = Layout::SingleFrameLayout(width, height, Settings::values.swap_screen);
break;
case Settings::LayoutOption::LargeScreen:
layout = Layout::LargeFrameLayout(width, height, Settings::values.swap_screen);
break;
case Settings::LayoutOption::Default:
default:
layout = Layout::DefaultFrameLayout(width, height, Settings::values.swap_screen);
break;
}
return res;
NotifyFramebufferLayoutChanged(layout);
}

@ -7,6 +7,7 @@
#include <tuple>
#include <utility>
#include "common/common_types.h"
#include "common/framebuffer_layout.h"
#include "common/math_util.h"
#include "core/hle/service/hid/hid.h"
@ -38,23 +39,6 @@ public:
std::pair<unsigned, unsigned> min_client_area_size;
};
/// Describes the layout of the window framebuffer (size and top/bottom screen positions)
struct FramebufferLayout {
/**
* Factory method for constructing a default FramebufferLayout
* @param width Window framebuffer width in pixels
* @param height Window framebuffer height in pixels
* @return Newly created FramebufferLayout object with default screen regions initialized
*/
static FramebufferLayout DefaultScreenLayout(unsigned width, unsigned height);
unsigned width;
unsigned height;
MathUtil::Rectangle<unsigned> top_screen;
MathUtil::Rectangle<unsigned> bottom_screen;
};
/// Swap buffers to display the next frame
virtual void SwapBuffers() = 0;
@ -211,10 +195,16 @@ public:
* Gets the framebuffer layout (width, height, and screen regions)
* @note This method is thread-safe
*/
const FramebufferLayout& GetFramebufferLayout() const {
const Layout::FramebufferLayout& GetFramebufferLayout() const {
return framebuffer_layout;
}
/**
* Convenience method to update the current frame layout
* Read from the current settings to determine which layout to use.
*/
void UpdateCurrentFramebufferLayout(unsigned width, unsigned height);
protected:
EmuWindow() {
// TODO: Find a better place to set this.
@ -250,7 +240,7 @@ protected:
* Update framebuffer layout with the given parameter.
* @note EmuWindow implementations will usually use this in window resize event handlers.
*/
void NotifyFramebufferLayoutChanged(const FramebufferLayout& layout) {
void NotifyFramebufferLayoutChanged(const Layout::FramebufferLayout& layout) {
framebuffer_layout = layout;
}
@ -274,7 +264,7 @@ private:
// By default, ignore this request and do nothing.
}
FramebufferLayout framebuffer_layout; ///< Current framebuffer layout
Layout::FramebufferLayout framebuffer_layout; ///< Current framebuffer layout
unsigned client_area_width; ///< Current client width, should be set by window impl.
unsigned client_area_height; ///< Current client height, should be set by window impl.

@ -0,0 +1,138 @@
// Copyright 2016 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <cmath>
#include "common/assert.h"
#include "common/framebuffer_layout.h"
#include "video_core/video_core.h"
namespace Layout {
static const float TOP_SCREEN_ASPECT_RATIO =
static_cast<float>(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth;
static const float BOT_SCREEN_ASPECT_RATIO =
static_cast<float>(VideoCore::kScreenBottomHeight) / VideoCore::kScreenBottomWidth;
// Finds the largest size subrectangle contained in window area that is confined to the aspect ratio
template <class T>
static MathUtil::Rectangle<T> maxRectangle(MathUtil::Rectangle<T> window_area,
float screen_aspect_ratio) {
float scale = std::min(static_cast<float>(window_area.GetWidth()),
window_area.GetHeight() / screen_aspect_ratio);
return MathUtil::Rectangle<T>{0, 0, static_cast<T>(std::round(scale)),
static_cast<T>(std::round(scale * screen_aspect_ratio))};
}
FramebufferLayout DefaultFrameLayout(unsigned width, unsigned 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
MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height / 2};
MathUtil::Rectangle<unsigned> top_screen =
maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
MathUtil::Rectangle<unsigned> 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 => apply borders to the top and bottom
// Recalculate the bottom screen to account for the width difference between top and bottom
screen_window_area = {0, 0, width, top_screen.GetHeight()};
bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
bot_screen = bot_screen.TranslateX((top_screen.GetWidth() - bot_screen.GetWidth()) / 2);
if (swapped) {
bot_screen = bot_screen.TranslateY(height / 2 - bot_screen.GetHeight());
} else {
top_screen = top_screen.TranslateY(height / 2 - top_screen.GetHeight());
}
}
// Move the top screen to the bottom if we are swapped.
res.top_screen = swapped ? top_screen.TranslateY(height / 2) : top_screen;
res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateY(height / 2);
return res;
}
FramebufferLayout SingleFrameLayout(unsigned width, unsigned height, bool swapped) {
ASSERT(width > 0);
ASSERT(height > 0);
// The drawing code needs at least somewhat valid values for both screens
// so just calculate them both even if the other isn't showing.
FramebufferLayout res{width, height, !swapped, swapped, {}, {}};
MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height};
MathUtil::Rectangle<unsigned> top_screen =
maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
MathUtil::Rectangle<unsigned> bot_screen =
maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
float window_aspect_ratio = static_cast<float>(height) / width;
float emulation_aspect_ratio = (swapped) ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO;
if (window_aspect_ratio < emulation_aspect_ratio) {
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 {
top_screen = top_screen.TranslateY((height - top_screen.GetHeight()) / 2);
bot_screen = bot_screen.TranslateY((height - bot_screen.GetHeight()) / 2);
}
res.top_screen = top_screen;
res.bottom_screen = bot_screen;
return res;
}
FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool swapped) {
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
? VideoCore::kScreenBottomHeight * 4 /
(VideoCore::kScreenBottomWidth * 4.0f + VideoCore::kScreenTopWidth)
: VideoCore::kScreenTopHeight * 4 /
(VideoCore::kScreenTopWidth * 4.0f + VideoCore::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;
MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height};
MathUtil::Rectangle<unsigned> total_rect =
maxRectangle(screen_window_area, emulation_aspect_ratio);
MathUtil::Rectangle<unsigned> large_screen =
maxRectangle(total_rect, large_screen_aspect_ratio);
MathUtil::Rectangle<unsigned> fourth_size_rect = total_rect.Scale(.25f);
MathUtil::Rectangle<unsigned> 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 {
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)
.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;
}
}

@ -0,0 +1,47 @@
// Copyright 2016 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "common/math_util.h"
namespace Layout {
/// Describes the layout of the window framebuffer (size and top/bottom screen positions)
struct FramebufferLayout {
unsigned width;
unsigned height;
bool top_screen_enabled;
bool bottom_screen_enabled;
MathUtil::Rectangle<unsigned> top_screen;
MathUtil::Rectangle<unsigned> bottom_screen;
};
/**
* Factory method for constructing a default 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 default screen regions initialized
*/
FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool is_swapped);
/**
* Factory method for constructing a FramebufferLayout with only the top or bottom screen
* @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 (and the top won't be displayed)
* @return Newly created FramebufferLayout object with default screen regions initialized
*/
FramebufferLayout SingleFrameLayout(unsigned width, unsigned 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
* @return Newly created FramebufferLayout object with default screen regions initialized
*/
FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool is_swapped);
}

@ -38,6 +38,16 @@ struct Rectangle {
T GetHeight() const {
return std::abs(static_cast<typename std::make_signed<T>::type>(bottom - top));
}
Rectangle<T> TranslateX(const T x) const {
return Rectangle{left + x, top, right + x, bottom};
}
Rectangle<T> TranslateY(const T y) const {
return Rectangle{left, top + y, right, bottom + y};
}
Rectangle<T> Scale(const float s) const {
return Rectangle{left, top, static_cast<T>(left + GetWidth() * s),
static_cast<T>(top + GetHeight() * s)};
}
};
} // namespace MathUtil

@ -7,6 +7,8 @@
#include "settings.h"
#include "video_core/video_core.h"
#include "common/emu_window.h"
namespace Settings {
Values values = {};
@ -20,6 +22,11 @@ void Apply() {
VideoCore::g_shader_jit_enabled = values.use_shader_jit;
VideoCore::g_scaled_resolution_enabled = values.use_scaled_resolution;
if (VideoCore::g_emu_window) {
auto layout = VideoCore::g_emu_window->GetFramebufferLayout();
VideoCore::g_emu_window->UpdateCurrentFramebufferLayout(layout.width, layout.height);
}
AudioCore::SelectSink(values.sink_id);
AudioCore::EnableStretching(values.enable_audio_stretching);
}

@ -10,7 +10,15 @@
namespace Settings {
enum class LayoutOption {
Default,
SingleScreen,
LargeScreen,
Custom,
};
namespace NativeInput {
enum Values {
// directly mapped keys
A,
@ -84,6 +92,9 @@ struct Values {
bool use_scaled_resolution;
bool use_vsync;
LayoutOption layout_option;
bool swap_screen;
float bg_red;
float bg_green;
float bg_blue;

@ -390,6 +390,8 @@ void RendererOpenGL::DrawSingleScreenRotated(const ScreenInfo& screen_info, floa
*/
void RendererOpenGL::DrawScreens() {
auto layout = render_window->GetFramebufferLayout();
const auto& top_screen = layout.top_screen;
const auto& bottom_screen = layout.bottom_screen;
glViewport(0, 0, layout.width, layout.height);
glClear(GL_COLOR_BUFFER_BIT);
@ -403,12 +405,15 @@ void RendererOpenGL::DrawScreens() {
glActiveTexture(GL_TEXTURE0);
glUniform1i(uniform_color_texture, 0);
DrawSingleScreenRotated(screen_infos[0], (float)layout.top_screen.left,
(float)layout.top_screen.top, (float)layout.top_screen.GetWidth(),
(float)layout.top_screen.GetHeight());
DrawSingleScreenRotated(screen_infos[1], (float)layout.bottom_screen.left,
(float)layout.bottom_screen.top, (float)layout.bottom_screen.GetWidth(),
(float)layout.bottom_screen.GetHeight());
if (layout.top_screen_enabled) {
DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left, (float)top_screen.top,
(float)top_screen.GetWidth(), (float)top_screen.GetHeight());
}
if (layout.bottom_screen_enabled) {
DrawSingleScreenRotated(screen_infos[1], (float)bottom_screen.left,
(float)bottom_screen.top, (float)bottom_screen.GetWidth(),
(float)bottom_screen.GetHeight());
}
m_current_frame++;
}