diff --git a/src/android/app/src/main/java/org/citra/citra_emu/features/settings/model/BooleanSetting.kt b/src/android/app/src/main/java/org/citra/citra_emu/features/settings/model/BooleanSetting.kt
index f06324251..f1ed493f1 100644
--- a/src/android/app/src/main/java/org/citra/citra_emu/features/settings/model/BooleanSetting.kt
+++ b/src/android/app/src/main/java/org/citra/citra_emu/features/settings/model/BooleanSetting.kt
@@ -34,6 +34,7 @@ enum class BooleanSetting(
LLE_APPLETS("lle_applets", Settings.SECTION_SYSTEM, false),
NEW_3DS("is_new_3ds", Settings.SECTION_SYSTEM, true),
LINEAR_FILTERING("filter_mode", Settings.SECTION_RENDERER, true),
+ USE_INTEGER_SCALING("use_integer_scaling",Settings.SECTION_RENDERER, false),
SHADERS_ACCURATE_MUL("shaders_accurate_mul", Settings.SECTION_RENDERER, false),
DISK_SHADER_CACHE("use_disk_shader_cache", Settings.SECTION_RENDERER, true),
DUMP_TEXTURES("dump_textures", Settings.SECTION_UTILITY, false),
diff --git a/src/android/app/src/main/java/org/citra/citra_emu/features/settings/ui/SettingsFragmentPresenter.kt b/src/android/app/src/main/java/org/citra/citra_emu/features/settings/ui/SettingsFragmentPresenter.kt
index 1326401d5..13c1d2d96 100644
--- a/src/android/app/src/main/java/org/citra/citra_emu/features/settings/ui/SettingsFragmentPresenter.kt
+++ b/src/android/app/src/main/java/org/citra/citra_emu/features/settings/ui/SettingsFragmentPresenter.kt
@@ -898,6 +898,15 @@ class SettingsFragmentPresenter(private val fragmentView: SettingsFragmentView)
IntSetting.RESOLUTION_FACTOR.key,
IntSetting.RESOLUTION_FACTOR.defaultValue
)
+ )
+ add(
+ SwitchSetting(
+ BooleanSetting.USE_INTEGER_SCALING,
+ R.string.use_integer_scaling,
+ R.string.use_integer_scaling_description,
+ BooleanSetting.USE_INTEGER_SCALING.key,
+ BooleanSetting.USE_INTEGER_SCALING.defaultValue
+ )
)
add(
SwitchSetting(
diff --git a/src/android/app/src/main/jni/config.cpp b/src/android/app/src/main/jni/config.cpp
index 6d310fea6..785f9c21a 100644
--- a/src/android/app/src/main/jni/config.cpp
+++ b/src/android/app/src/main/jni/config.cpp
@@ -168,6 +168,7 @@ void Config::ReadValues() {
Settings::values.pp_shader_name =
sdl2_config->GetString("Renderer", "pp_shader_name", default_shader);
ReadSetting("Renderer", Settings::values.filter_mode);
+ ReadSetting("Renderer", Settings::values.use_integer_scaling);
ReadSetting("Renderer", Settings::values.bg_red);
ReadSetting("Renderer", Settings::values.bg_green);
diff --git a/src/android/app/src/main/jni/default_ini.h b/src/android/app/src/main/jni/default_ini.h
index 08eaf3283..fc86079ad 100644
--- a/src/android/app/src/main/jni/default_ini.h
+++ b/src/android/app/src/main/jni/default_ini.h
@@ -148,6 +148,10 @@ use_disk_shader_cache =
# factor for the 3DS resolution
resolution_factor =
+# Use Integer Scaling when the layout allows
+# 0: Off (default), 1: On
+use_integer_scaling =
+
# Turns on the frame limiter, which will limit frames output to the target game speed
# 0: Off, 1: On (default)
use_frame_limit =
diff --git a/src/android/app/src/main/res/values/strings.xml b/src/android/app/src/main/res/values/strings.xml
index 18959b3a8..fa542ea74 100644
--- a/src/android/app/src/main/res/values/strings.xml
+++ b/src/android/app/src/main/res/values/strings.xml
@@ -250,6 +250,8 @@
Compiles shaders in the background to reduce stuttering during gameplay. When enabled expect temporary graphical glitches
Linear Filtering
Enables linear filtering, which causes game visuals to appear smoother.
+ Integer Scaling
+ Scales the screens with an integer multiplier of the original 3DS screen. For layouts with two different screen sizes, the largest screen is integer-scaled.
Texture Filter
Enhances the visuals of applications by applying a filter to textures. The supported filters are Anime4K Ultrafast, Bicubic, ScaleForce, xBRZ freescale, and MMPX.
Delay Game Render Thread
diff --git a/src/citra_qt/configuration/config.cpp b/src/citra_qt/configuration/config.cpp
index ddb4eebd6..35abe81ef 100644
--- a/src/citra_qt/configuration/config.cpp
+++ b/src/citra_qt/configuration/config.cpp
@@ -700,6 +700,7 @@ void QtConfig::ReadRendererValues() {
ReadGlobalSetting(Settings::values.use_vsync);
ReadGlobalSetting(Settings::values.use_display_refresh_rate_detection);
ReadGlobalSetting(Settings::values.resolution_factor);
+ ReadGlobalSetting(Settings::values.use_integer_scaling);
ReadGlobalSetting(Settings::values.frame_limit);
ReadGlobalSetting(Settings::values.turbo_limit);
@@ -1241,6 +1242,7 @@ void QtConfig::SaveRendererValues() {
WriteGlobalSetting(Settings::values.use_vsync);
WriteGlobalSetting(Settings::values.use_display_refresh_rate_detection);
WriteGlobalSetting(Settings::values.resolution_factor);
+ WriteGlobalSetting(Settings::values.use_integer_scaling);
WriteGlobalSetting(Settings::values.frame_limit);
WriteGlobalSetting(Settings::values.turbo_limit);
diff --git a/src/citra_qt/configuration/configure_enhancements.cpp b/src/citra_qt/configuration/configure_enhancements.cpp
index aba7a7ac8..62afcbb77 100644
--- a/src/citra_qt/configuration/configure_enhancements.cpp
+++ b/src/citra_qt/configuration/configure_enhancements.cpp
@@ -63,6 +63,7 @@ void ConfigureEnhancements::SetConfiguration() {
static_cast(Settings::values.mono_render_option.GetValue()));
updateShaders(Settings::values.render_3d.GetValue());
ui->toggle_linear_filter->setChecked(Settings::values.filter_mode.GetValue());
+ ui->use_integer_scaling->setChecked(Settings::values.use_integer_scaling.GetValue());
ui->toggle_dump_textures->setChecked(Settings::values.dump_textures.GetValue());
ui->toggle_custom_textures->setChecked(Settings::values.custom_textures.GetValue());
ui->toggle_preload_textures->setChecked(Settings::values.preload_textures.GetValue());
@@ -127,6 +128,8 @@ void ConfigureEnhancements::ApplyConfiguration() {
ConfigurationShared::ApplyPerGameSetting(&Settings::values.filter_mode,
ui->toggle_linear_filter, linear_filter);
+ ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_integer_scaling,
+ ui->use_integer_scaling, use_integer_scaling);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.texture_filter,
ui->texture_filter_combobox);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.dump_textures,
@@ -148,6 +151,7 @@ void ConfigureEnhancements::SetupPerGameUI() {
ui->widget_resolution->setEnabled(Settings::values.resolution_factor.UsingGlobal());
ui->widget_texture_filter->setEnabled(Settings::values.texture_filter.UsingGlobal());
ui->toggle_linear_filter->setEnabled(Settings::values.filter_mode.UsingGlobal());
+ ui->use_integer_scaling->setEnabled(Settings::values.use_integer_scaling.UsingGlobal());
ui->toggle_dump_textures->setEnabled(Settings::values.dump_textures.UsingGlobal());
ui->toggle_custom_textures->setEnabled(Settings::values.custom_textures.UsingGlobal());
ui->toggle_preload_textures->setEnabled(Settings::values.preload_textures.UsingGlobal());
@@ -166,6 +170,8 @@ void ConfigureEnhancements::SetupPerGameUI() {
ConfigurationShared::SetColoredTristate(ui->toggle_linear_filter, Settings::values.filter_mode,
linear_filter);
+ ConfigurationShared::SetColoredTristate(
+ ui->use_integer_scaling, Settings::values.use_integer_scaling, use_integer_scaling);
ConfigurationShared::SetColoredTristate(ui->toggle_dump_textures,
Settings::values.dump_textures, dump_textures);
ConfigurationShared::SetColoredTristate(ui->toggle_custom_textures,
diff --git a/src/citra_qt/configuration/configure_enhancements.h b/src/citra_qt/configuration/configure_enhancements.h
index c9f3449b1..70d6a6673 100644
--- a/src/citra_qt/configuration/configure_enhancements.h
+++ b/src/citra_qt/configuration/configure_enhancements.h
@@ -1,4 +1,4 @@
-// Copyright 2019 Citra Emulator Project
+// Copyright Citra Emulator Project / Azahar Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
@@ -39,6 +39,7 @@ private:
std::unique_ptr ui;
ConfigurationShared::CheckState linear_filter;
+ ConfigurationShared::CheckState use_integer_scaling;
ConfigurationShared::CheckState dump_textures;
ConfigurationShared::CheckState custom_textures;
ConfigurationShared::CheckState preload_textures;
diff --git a/src/citra_qt/configuration/configure_enhancements.ui b/src/citra_qt/configuration/configure_enhancements.ui
index ebf8520c4..dc3c3deaf 100644
--- a/src/citra_qt/configuration/configure_enhancements.ui
+++ b/src/citra_qt/configuration/configure_enhancements.ui
@@ -6,7 +6,7 @@
0
0
- 440
+ 639
950
@@ -110,6 +110,16 @@
+ -
+
+
+ Use Integer Scaling
+
+
+ <html><head/><body><p>Use Integer Scaling</p><p>Enforces that the larger screen in all layouts is an integer scale of the 240px height of the original 3DS screen.</p></body></html>
+
+
+
-
diff --git a/src/common/settings.cpp b/src/common/settings.cpp
index 564090d0b..d0a08b587 100644
--- a/src/common/settings.cpp
+++ b/src/common/settings.cpp
@@ -97,6 +97,7 @@ void LogSettings() {
log_setting("Renderer_ShadersAccurateMul", values.shaders_accurate_mul.GetValue());
log_setting("Renderer_UseShaderJit", values.use_shader_jit.GetValue());
log_setting("Renderer_UseResolutionFactor", values.resolution_factor.GetValue());
+ log_setting("Renderer_UseIntegerScaling", values.use_integer_scaling.GetValue());
log_setting("Renderer_FrameLimit", values.frame_limit.GetValue());
log_setting("Renderer_VSyncNew", values.use_vsync.GetValue());
log_setting("Renderer_PostProcessingShader", values.pp_shader_name.GetValue());
@@ -206,6 +207,7 @@ void RestoreGlobalState(bool is_powered_on) {
values.shaders_accurate_mul.SetGlobal(true);
values.use_vsync.SetGlobal(true);
values.resolution_factor.SetGlobal(true);
+ values.use_integer_scaling.SetGlobal(true);
values.frame_limit.SetGlobal(true);
values.texture_filter.SetGlobal(true);
values.texture_sampling.SetGlobal(true);
diff --git a/src/common/settings.h b/src/common/settings.h
index 709ba0cf8..178db0019 100644
--- a/src/common/settings.h
+++ b/src/common/settings.h
@@ -524,6 +524,7 @@ struct Values {
true, "use_display_refresh_rate_detection"};
Setting use_shader_jit{true, "use_shader_jit"};
SwitchableSetting resolution_factor{1, 0, 10, "resolution_factor"};
+ SwitchableSetting use_integer_scaling{false, "use_integer_scaling"};
SwitchableSetting frame_limit{100, 0, 1000, "frame_limit"};
SwitchableSetting turbo_limit{200, 0, 1000, "turbo_limit"};
SwitchableSetting texture_filter{TextureFilter::NoFilter, "texture_filter"};
diff --git a/src/core/frontend/framebuffer_layout.cpp b/src/core/frontend/framebuffer_layout.cpp
index 392db8867..918c1454f 100644
--- a/src/core/frontend/framebuffer_layout.cpp
+++ b/src/core/frontend/framebuffer_layout.cpp
@@ -25,13 +25,33 @@ u32 FramebufferLayout::GetScalingRatio() const {
}
// Finds the largest size subrectangle contained in window area that is confined to the aspect ratio
+// aligned to the upper-left corner of the bounding rectangle
template
static Common::Rectangle MaxRectangle(Common::Rectangle window_area,
float window_aspect_ratio) {
float scale = std::min(static_cast(window_area.GetWidth()),
window_area.GetHeight() / window_aspect_ratio);
- return Common::Rectangle{0, 0, static_cast(std::round(scale)),
- static_cast(std::round(scale * window_aspect_ratio))};
+ return Common::Rectangle{
+ window_area.left, window_area.top, window_area.left + static_cast(std::round(scale)),
+ window_area.top + static_cast(std::round(scale * window_aspect_ratio))};
+}
+
+// overload of the above that takes an inner rectangle instead of an aspect ratio, and can be
+// limited to integer scaling if desired
+template
+static Common::Rectangle MaxRectangle(Common::Rectangle bounding_window,
+ Common::Rectangle inner_window,
+ bool use_integer = false) {
+ float scale =
+ std::min(static_cast(bounding_window.GetWidth()) / inner_window.GetWidth(),
+ static_cast(bounding_window.GetHeight()) / inner_window.GetHeight());
+ if (use_integer && scale >= 1.0) {
+ scale = std::floor(scale);
+ }
+ return Common::Rectangle(bounding_window.left, bounding_window.top,
+ bounding_window.left + static_cast(inner_window.GetWidth() * scale),
+ bounding_window.top +
+ static_cast(inner_window.GetHeight() * scale));
}
FramebufferLayout DefaultFrameLayout(u32 width, u32 height, bool swapped, bool upright) {
@@ -74,41 +94,31 @@ FramebufferLayout SingleFrameLayout(u32 width, u32 height, bool swapped, bool up
FramebufferLayout res{width, height, !swapped, swapped, {}, {}, !upright};
Common::Rectangle screen_window_area{0, 0, width, height};
- Common::Rectangle top_screen;
- Common::Rectangle bot_screen;
+ Common::Rectangle top_screen{0, 0, Core::kScreenTopWidth, Core::kScreenTopHeight};
+ Common::Rectangle bot_screen{0, 0, Core::kScreenBottomWidth, Core::kScreenBottomHeight};
- // TODO: This is kind of gross, make it platform agnostic. -OS
-#ifdef ANDROID
- const float window_aspect_ratio = static_cast(height) / width;
+ const float window_aspect_ratio = static_cast(height) / static_cast(width);
const auto aspect_ratio_setting = Settings::values.aspect_ratio.GetValue();
- float emulation_aspect_ratio = (swapped) ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO;
switch (aspect_ratio_setting) {
case Settings::AspectRatio::Default:
+ // this is the only one where we allow integer scaling to apply
+ // also the only option on desktop
+ top_screen = MaxRectangle(screen_window_area, top_screen,
+ Settings::values.use_integer_scaling.GetValue());
+ bot_screen = MaxRectangle(screen_window_area, bot_screen,
+ Settings::values.use_integer_scaling.GetValue());
break;
case Settings::AspectRatio::Stretch:
- emulation_aspect_ratio = window_aspect_ratio;
+ top_screen = MaxRectangle(screen_window_area, window_aspect_ratio);
+ bot_screen = MaxRectangle(screen_window_area, window_aspect_ratio);
break;
default:
- emulation_aspect_ratio = res.GetAspectRatioValue(aspect_ratio_setting);
+ float emulation_aspect_ratio = FramebufferLayout::GetAspectRatioValue(aspect_ratio_setting);
+ top_screen = MaxRectangle(screen_window_area, emulation_aspect_ratio);
+ bot_screen = MaxRectangle(screen_window_area, emulation_aspect_ratio);
}
- top_screen = MaxRectangle(screen_window_area, emulation_aspect_ratio);
- bot_screen = MaxRectangle(screen_window_area, emulation_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);
- }
-#else
- top_screen = MaxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
- bot_screen = MaxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
-
const bool stretched = (Settings::values.screen_top_stretch.GetValue() && !swapped) ||
(Settings::values.screen_bottom_stretch.GetValue() && swapped);
if (stretched) {
@@ -126,7 +136,6 @@ FramebufferLayout SingleFrameLayout(u32 width, u32 height, bool swapped, bool up
bot_screen = bot_screen.TranslateX((width - bot_screen.GetWidth()) / 2)
.TranslateY((height - bot_screen.GetHeight()) / 2);
}
-#endif
res.top_screen = top_screen;
res.bottom_screen = bot_screen;
@@ -150,19 +159,17 @@ FramebufferLayout LargeFrameLayout(u32 width, u32 height, bool swapped, bool upr
FramebufferLayout res{width, height, true, true, {}, {}, !upright};
// Split the window into two parts. Give proportional width to the smaller screen
// To do that, find the total emulation box and maximize that based on window size
- u32 gap = (u32)(Settings::values.screen_gap.GetValue() * scale_factor);
+ u32 gap = (u32)(Settings::values.screen_gap.GetValue());
- float large_height =
- swapped ? Core::kScreenBottomHeight * scale_factor : Core::kScreenTopHeight * scale_factor;
- float small_height =
- static_cast(swapped ? Core::kScreenTopHeight : Core::kScreenBottomHeight);
- float large_width =
- swapped ? Core::kScreenBottomWidth * scale_factor : Core::kScreenTopWidth * scale_factor;
- float small_width =
- static_cast(swapped ? Core::kScreenTopWidth : Core::kScreenBottomWidth);
+ u32 large_height = swapped ? Core::kScreenBottomHeight : Core::kScreenTopHeight;
+ u32 small_height = static_cast(swapped ? Core::kScreenTopHeight / scale_factor
+ : Core::kScreenBottomHeight / scale_factor);
+ u32 large_width = swapped ? Core::kScreenBottomWidth : Core::kScreenTopWidth;
+ u32 small_width = static_cast(swapped ? Core::kScreenTopWidth / scale_factor
+ : Core::kScreenBottomWidth / scale_factor);
- float emulation_width;
- float emulation_height;
+ u32 emulation_width;
+ u32 emulation_height;
if (vertical) {
// width is just the larger size at this point
emulation_width = std::max(large_width, small_width);
@@ -172,12 +179,13 @@ FramebufferLayout LargeFrameLayout(u32 width, u32 height, bool swapped, bool upr
emulation_height = std::max(large_height, small_height);
}
- const float window_aspect_ratio = static_cast(height) / static_cast(width);
- const float emulation_aspect_ratio = emulation_height / emulation_width;
-
Common::Rectangle screen_window_area{0, 0, width, height};
- Common::Rectangle total_rect = MaxRectangle(screen_window_area, emulation_aspect_ratio);
- // TODO: Wtf does this `scale_amount` value represent? -OS
+ Common::Rectangle total_rect{0, 0, emulation_width, emulation_height};
+ total_rect = MaxRectangle(screen_window_area, total_rect,
+ Settings::values.use_integer_scaling.GetValue());
+ total_rect = total_rect.TranslateX((width - total_rect.GetWidth()) / 2)
+ .TranslateY((height - total_rect.GetHeight()) / 2);
+
const float scale_amount = static_cast(total_rect.GetHeight()) / emulation_height;
gap = static_cast(static_cast(gap) * scale_amount);
@@ -190,61 +198,50 @@ FramebufferLayout LargeFrameLayout(u32 width, u32 height, bool swapped, bool upr
static_cast(small_width * scale_amount + total_rect.left),
static_cast(small_height * scale_amount + total_rect.top)};
- if (window_aspect_ratio < emulation_aspect_ratio) {
- // shift the large screen so it is at the left position of the bounding rectangle
- large_screen = large_screen.TranslateX((width - total_rect.GetWidth()) / 2);
- } else {
- // shift the large screen so it is at the top position of the bounding rectangle
- large_screen = large_screen.TranslateY((height - total_rect.GetHeight()) / 2);
- }
-
switch (small_screen_position) {
case Settings::SmallScreenPosition::TopRight:
// Shift the small screen to the top right corner
- small_screen = small_screen.TranslateX(large_screen.right + gap);
- small_screen = small_screen.TranslateY(large_screen.top);
+ small_screen = small_screen.TranslateX(large_screen.GetWidth() + gap);
+ small_screen = small_screen.TranslateY(large_screen.top - small_screen.top);
break;
case Settings::SmallScreenPosition::MiddleRight:
// Shift the small screen to the center right
- small_screen = small_screen.TranslateX(large_screen.right + gap);
- small_screen = small_screen.TranslateY(
- ((large_screen.GetHeight() - small_screen.GetHeight()) / 2) + large_screen.top);
+ small_screen = small_screen.TranslateX(large_screen.GetWidth() + gap);
+ small_screen =
+ small_screen.TranslateY(((large_screen.GetHeight() - small_screen.GetHeight()) / 2) +
+ large_screen.top - small_screen.top);
break;
case Settings::SmallScreenPosition::BottomRight:
// Shift the small screen to the bottom right corner
- small_screen = small_screen.TranslateX(large_screen.right + gap);
- small_screen = small_screen.TranslateY(large_screen.bottom - small_screen.GetHeight());
+ small_screen = small_screen.TranslateX(large_screen.GetWidth() + gap);
+ small_screen = small_screen.TranslateY(large_screen.bottom - small_screen.bottom);
break;
case Settings::SmallScreenPosition::TopLeft:
- // shift the small screen to the upper left then shift the large screen to its right
- small_screen = small_screen.TranslateX(large_screen.left);
+ // shift the large screen to the upper right of the small screen
large_screen = large_screen.TranslateX(small_screen.GetWidth() + gap);
- small_screen = small_screen.TranslateY(large_screen.top);
break;
case Settings::SmallScreenPosition::MiddleLeft:
// shift the small screen to the middle left and shift the large screen to its right
- small_screen = small_screen.TranslateX(large_screen.left);
large_screen = large_screen.TranslateX(small_screen.GetWidth() + gap);
- small_screen = small_screen.TranslateY(
- ((large_screen.GetHeight() - small_screen.GetHeight()) / 2) + large_screen.top);
+ small_screen =
+ small_screen.TranslateY(((large_screen.GetHeight() - small_screen.GetHeight()) / 2));
break;
case Settings::SmallScreenPosition::BottomLeft:
// shift the small screen to the bottom left and shift the large screen to its right
- small_screen = small_screen.TranslateX(large_screen.left);
large_screen = large_screen.TranslateX(small_screen.GetWidth() + gap);
- small_screen = small_screen.TranslateY(large_screen.bottom - small_screen.GetHeight());
+ small_screen = small_screen.TranslateY(large_screen.bottom - small_screen.bottom);
break;
case Settings::SmallScreenPosition::AboveLarge:
- // shift the large screen down and the bottom screen above it
- small_screen = small_screen.TranslateY(large_screen.top);
+ // shift the large screen down
large_screen = large_screen.TranslateY(small_screen.GetHeight() + gap);
// If the "large screen" is actually smaller, center it
if (large_screen.GetWidth() < total_rect.GetWidth()) {
large_screen =
large_screen.TranslateX((total_rect.GetWidth() - large_screen.GetWidth()) / 2);
}
- small_screen = small_screen.TranslateX(large_screen.left + large_screen.GetWidth() / 2 -
- small_screen.GetWidth() / 2);
+ small_screen =
+ small_screen.TranslateX((large_screen.left - total_rect.left) +
+ large_screen.GetWidth() / 2 - small_screen.GetWidth() / 2);
break;
case Settings::SmallScreenPosition::BelowLarge:
// shift the bottom_screen down and then over to the center
@@ -253,9 +250,10 @@ FramebufferLayout LargeFrameLayout(u32 width, u32 height, bool swapped, bool upr
large_screen =
large_screen.TranslateX((total_rect.GetWidth() - large_screen.GetWidth()) / 2);
}
- small_screen = small_screen.TranslateY(large_screen.bottom + gap);
- small_screen = small_screen.TranslateX(large_screen.left + large_screen.GetWidth() / 2 -
- small_screen.GetWidth() / 2);
+ small_screen = small_screen.TranslateY(large_screen.GetHeight() + gap);
+ small_screen =
+ small_screen.TranslateX((large_screen.left - total_rect.left) +
+ large_screen.GetWidth() / 2 - small_screen.GetWidth() / 2);
break;
default:
UNREACHABLE();
@@ -276,54 +274,19 @@ FramebufferLayout HybridScreenLayout(u32 width, u32 height, bool swapped, bool u
if (upright) {
std::swap(width, height);
}
- FramebufferLayout res{width, height, true, true, {}, {}, !upright, false, true, {}};
// Split the window into two parts. Give 2.25x width to the main screen,
// and make a bar on the right side with 1x width top screen and 1.25x width bottom screen
// To do that, find the total emulation box and maximize that based on window size
- const float window_aspect_ratio = static_cast(height) / static_cast(width);
- const float scale_factor = 2.25f;
-
- float main_screen_aspect_ratio = TOP_SCREEN_ASPECT_RATIO;
- float hybrid_area_aspect_ratio = 27.f / 65;
- float top_screen_aspect_ratio = TOP_SCREEN_ASPECT_RATIO;
- float bot_screen_aspect_ratio = BOT_SCREEN_ASPECT_RATIO;
-
- if (swapped) {
- main_screen_aspect_ratio = BOT_SCREEN_ASPECT_RATIO;
- hybrid_area_aspect_ratio =
- Core::kScreenBottomHeight * scale_factor /
- (Core::kScreenBottomWidth * scale_factor + Core::kScreenTopWidth);
- }
-
- Common::Rectangle screen_window_area{0, 0, width, height};
- Common::Rectangle total_rect = MaxRectangle(screen_window_area, hybrid_area_aspect_ratio);
- Common::Rectangle large_main_screen = MaxRectangle(total_rect, main_screen_aspect_ratio);
- Common::Rectangle side_rect = total_rect.Scale(1.f / scale_factor);
- Common::Rectangle small_top_screen = MaxRectangle(side_rect, top_screen_aspect_ratio);
- Common::Rectangle small_bottom_screen = MaxRectangle(side_rect, bot_screen_aspect_ratio);
-
- if (window_aspect_ratio < hybrid_area_aspect_ratio) {
- large_main_screen = large_main_screen.TranslateX((width - total_rect.GetWidth()) / 2);
- } else {
- large_main_screen = large_main_screen.TranslateY((height - total_rect.GetHeight()) / 2);
- }
-
- // Scale the bottom screen so it's width is the same as top screen
- small_bottom_screen = small_bottom_screen.Scale(1.25f);
-
- // Shift the small bottom screen to the bottom right corner
- small_bottom_screen = small_bottom_screen.TranslateX(large_main_screen.right)
- .TranslateY(large_main_screen.GetHeight() + large_main_screen.top -
- small_bottom_screen.GetHeight());
-
- // Shift small top screen to upper right corner
- small_top_screen =
- small_top_screen.TranslateX(large_main_screen.right).TranslateY(large_main_screen.top);
-
- res.top_screen = small_top_screen;
- res.additional_screen = swapped ? small_bottom_screen : large_main_screen;
- res.bottom_screen = swapped ? large_main_screen : small_bottom_screen;
+ const float scale_factor = swapped ? 2.25 : 1.8;
+ const Settings::SmallScreenPosition pos = swapped ? Settings::SmallScreenPosition::TopRight
+ : Settings::SmallScreenPosition::BottomRight;
+ FramebufferLayout res = LargeFrameLayout(width, height, swapped, upright, scale_factor, pos);
+ const Common::Rectangle main = swapped ? res.bottom_screen : res.top_screen;
+ const Common::Rectangle small = swapped ? res.top_screen : res.bottom_screen;
+ res.additional_screen = Common::Rectangle{small.left, swapped ? small.bottom : main.top,
+ small.right, swapped ? main.bottom : small.top};
+ res.additional_screen_enabled = true;
if (upright) {
return reverseLayout(res);
} else {