citra/src/core/frontend/framebuffer_layout.h
ThaMighty90 3cdf854e44 SidebySide Layout (#2859)
* added a SidebySide Layout

* Reworked, so both screen have the same height and cleaned up screen translates.

* added the option in the UI, hope this is the right way to do it. formated framebuffer_layout.cpp

* delete the x64 files

* deleted ui_configure_graphics.h

* added Option for the Layout in the xml

* got rid of SIDE_BY_SIDE_ASPECT_RATIO because it was useless. pulled translate into variables

* changed shift variables to u32 and moved them in their respective branch. remove notr="true" for the Screen layout drop down

* reworked intends :). changed function description for SideFrameLayout

* some description reworking
2017-08-25 17:53:07 -04:00

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C++

// 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;
/**
* Returns the ration of pixel size of the top screen, compared to the native size of the 3DS
* screen.
*/
float GetScalingRatio() const;
};
/**
* 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);
/**
* Factory method for constructing a Frame with the Top screen and bottom
* screen side by side
* This is useful for devices with small screens, like the GPDWin
* @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 left display
* @return Newly created FramebufferLayout object with default screen regions initialized
*/
FramebufferLayout SideFrameLayout(unsigned width, unsigned height, bool is_swapped);
/**
* Factory method for constructing a custom 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
*/
FramebufferLayout CustomFrameLayout(unsigned width, unsigned height);
} // namespace Layout