yuzu/src/core/frontend/framebuffer_layout.cpp
Lioncash 1c340c6efa CMakeLists: Specify -Wextra on linux builds
Allows reporting more cases where logic errors may exist, such as
implicit fallthrough cases, etc.

We currently ignore unused parameters, since we currently have many
cases where this is intentional (virtual interfaces).

While we're at it, we can also tidy up any existing code that causes
warnings. This also uncovered a few bugs as well.
2020-04-15 21:33:46 -04:00

77 lines
2.7 KiB
C++

// Copyright 2018 yuzu emulator team
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <cmath>
#include "common/assert.h"
#include "core/frontend/framebuffer_layout.h"
#include "core/settings.h"
namespace Layout {
// Finds the largest size subrectangle contained in window area that is confined to the aspect ratio
template <class T>
static Common::Rectangle<T> MaxRectangle(Common::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 Common::Rectangle<T>{0, 0, static_cast<T>(std::round(scale)),
static_cast<T>(std::round(scale * screen_aspect_ratio))};
}
FramebufferLayout DefaultFrameLayout(u32 width, u32 height) {
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, false, {}};
const float window_aspect_ratio = static_cast<float>(height) / width;
const float emulation_aspect_ratio = EmulationAspectRatio(
static_cast<AspectRatio>(Settings::values.aspect_ratio), window_aspect_ratio);
const Common::Rectangle<u32> screen_window_area{0, 0, width, height};
Common::Rectangle<u32> screen = MaxRectangle(screen_window_area, emulation_aspect_ratio);
if (window_aspect_ratio < emulation_aspect_ratio) {
screen = screen.TranslateX((screen_window_area.GetWidth() - screen.GetWidth()) / 2);
} else {
screen = screen.TranslateY((height - screen.GetHeight()) / 2);
}
res.screen = screen;
return res;
}
FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale) {
u32 width, height;
if (Settings::values.use_docked_mode) {
width = ScreenDocked::Width * res_scale;
height = ScreenDocked::Height * res_scale;
} else {
width = ScreenUndocked::Width * res_scale;
height = ScreenUndocked::Height * res_scale;
}
return DefaultFrameLayout(width, height);
}
float EmulationAspectRatio(AspectRatio aspect, float window_aspect_ratio) {
switch (aspect) {
case AspectRatio::Default:
return static_cast<float>(ScreenUndocked::Height) / ScreenUndocked::Width;
case AspectRatio::R4_3:
return 3.0f / 4.0f;
case AspectRatio::R21_9:
return 9.0f / 21.0f;
case AspectRatio::StretchToWindow:
return window_aspect_ratio;
default:
return static_cast<float>(ScreenUndocked::Height) / ScreenUndocked::Width;
}
}
} // namespace Layout