// Copyright 2016 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include "common/assert.h" #include "common/settings.h" #include "core/3ds.h" #include "core/frontend/framebuffer_layout.h" namespace Layout { static constexpr float TOP_SCREEN_ASPECT_RATIO = static_cast(Core::kScreenTopHeight) / Core::kScreenTopWidth; static constexpr float BOT_SCREEN_ASPECT_RATIO = static_cast(Core::kScreenBottomHeight) / Core::kScreenBottomWidth; u32 FramebufferLayout::GetScalingRatio() const { if (is_rotated) { return static_cast(((top_screen.GetWidth() - 1) / Core::kScreenTopWidth) + 1); } else { return static_cast(((top_screen.GetWidth() - 1) / Core::kScreenTopHeight) + 1); } } // Finds the largest size subrectangle contained in window area that is confined to the aspect ratio template static Common::Rectangle MaxRectangle(Common::Rectangle window_area, float screen_aspect_ratio) { float scale = std::min(static_cast(window_area.GetWidth()), window_area.GetHeight() / screen_aspect_ratio); return Common::Rectangle{0, 0, static_cast(std::round(scale)), static_cast(std::round(scale * screen_aspect_ratio))}; } FramebufferLayout DefaultFrameLayout(u32 width, u32 height, bool swapped, bool upright) { return LargeFrameLayout(width, height, swapped, upright, 1.0f, Settings::SmallScreenPosition::BelowLarge); } FramebufferLayout PortraitTopFullFrameLayout(u32 width, u32 height, bool swapped) { ASSERT(width > 0); ASSERT(height > 0); const float scale_factor = swapped ? 1.25f : 0.8f; FramebufferLayout res = LargeFrameLayout(width, height, swapped, false, scale_factor, Settings::SmallScreenPosition::BelowLarge); const int shiftY = -(int)(swapped ? res.bottom_screen.top : res.top_screen.top); res.top_screen = res.top_screen.TranslateY(shiftY); res.bottom_screen = res.bottom_screen.TranslateY(shiftY); return res; } FramebufferLayout SingleFrameLayout(u32 width, u32 height, bool swapped, bool upright) { 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. if (upright) { std::swap(width, height); } FramebufferLayout res{width, height, !swapped, swapped, {}, {}, !upright}; Common::Rectangle screen_window_area{0, 0, width, height}; Common::Rectangle top_screen; Common::Rectangle bot_screen; float emulation_aspect_ratio; top_screen = MaxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO); bot_screen = MaxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO); emulation_aspect_ratio = (swapped) ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO; const bool stretched = (Settings::values.screen_top_stretch.GetValue() && !swapped) || (Settings::values.screen_bottom_stretch.GetValue() && swapped); const float window_aspect_ratio = static_cast(height) / width; if (stretched) { top_screen = {Settings::values.screen_top_leftright_padding.GetValue(), Settings::values.screen_top_topbottom_padding.GetValue(), width - Settings::values.screen_top_leftright_padding.GetValue(), height - Settings::values.screen_top_topbottom_padding.GetValue()}; bot_screen = {Settings::values.screen_bottom_leftright_padding.GetValue(), Settings::values.screen_bottom_topbottom_padding.GetValue(), width - Settings::values.screen_bottom_leftright_padding.GetValue(), height - Settings::values.screen_bottom_topbottom_padding.GetValue()}; } else 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; if (upright) { return reverseLayout(res); } else { return res; } } FramebufferLayout LargeFrameLayout(u32 width, u32 height, bool swapped, bool upright, float scale_factor, Settings::SmallScreenPosition small_screen_position) { ASSERT(width > 0); ASSERT(height > 0); if (upright) { std::swap(width, height); } const bool vertical = (small_screen_position == Settings::SmallScreenPosition::AboveLarge || small_screen_position == Settings::SmallScreenPosition::BelowLarge); 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 const float window_aspect_ratio = static_cast(height) / width; float emulation_aspect_ratio; 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); float emulation_width, emulation_height; if (vertical) { // width is just the larger size at this point emulation_width = std::max(large_width, small_width); emulation_height = large_height + small_height; } else { emulation_width = large_width + small_width; emulation_height = std::max(large_height, small_height); } 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); const float scale_amount = total_rect.GetHeight() * 1.f / emulation_height * 1.f; Common::Rectangle large_screen = Common::Rectangle{total_rect.left, total_rect.top, static_cast(large_width * scale_amount + total_rect.left), static_cast(large_height * scale_amount + total_rect.top)}; Common::Rectangle small_screen = Common::Rectangle{total_rect.left, total_rect.top, 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); small_screen = small_screen.TranslateY(large_screen.top); break; case Settings::SmallScreenPosition::MiddleRight: // Shift the small screen to the center right small_screen = small_screen.TranslateX(large_screen.right); small_screen = small_screen.TranslateY( ((large_screen.GetHeight() - small_screen.GetHeight()) / 2) + large_screen.top); break; case Settings::SmallScreenPosition::BottomRight: // Shift the small screen to the bottom right corner small_screen = small_screen.TranslateX(large_screen.right); small_screen = small_screen.TranslateY(large_screen.bottom - small_screen.GetHeight()); 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); large_screen = large_screen.TranslateX(small_screen.GetWidth()); 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()); small_screen = small_screen.TranslateY( ((large_screen.GetHeight() - small_screen.GetHeight()) / 2) + large_screen.top); 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()); small_screen = small_screen.TranslateY(large_screen.bottom - small_screen.GetHeight()); break; case Settings::SmallScreenPosition::AboveLarge: // shift the large screen down and the bottom screen above it small_screen = small_screen.TranslateY(large_screen.top); large_screen = large_screen.TranslateY(small_screen.GetHeight()); // 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); break; case Settings::SmallScreenPosition::BelowLarge: // shift the bottom_screen down and then over to the center // 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.TranslateY(large_screen.bottom); small_screen = small_screen.TranslateX(large_screen.left + large_screen.GetWidth() / 2 - small_screen.GetWidth() / 2); break; default: UNREACHABLE(); break; } res.top_screen = swapped ? small_screen : large_screen; res.bottom_screen = swapped ? large_screen : small_screen; if (upright) { return reverseLayout(res); } else { return res; } } FramebufferLayout HybridScreenLayout(u32 width, u32 height, bool swapped, bool upright) { ASSERT(width > 0); ASSERT(height > 0); 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) / 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; if (upright) { return reverseLayout(res); } else { return res; } } FramebufferLayout SeparateWindowsLayout(u32 width, u32 height, bool is_secondary, bool upright) { // When is_secondary is true, we disable the top screen, and enable the bottom screen. // The same logic is found in the SingleFrameLayout using the is_swapped bool. is_secondary = Settings::values.swap_screen ? !is_secondary : is_secondary; return SingleFrameLayout(width, height, is_secondary, upright); } FramebufferLayout CustomFrameLayout(u32 width, u32 height, bool is_swapped, bool is_portrait_mode) { ASSERT(width > 0); ASSERT(height > 0); const bool upright = Settings::values.upright_screen.GetValue(); if (upright) { std::swap(width, height); } FramebufferLayout res{ width, height, true, true, {}, {}, !Settings::values.upright_screen, is_portrait_mode}; const u16 top_x = is_portrait_mode ? Settings::values.custom_portrait_top_x.GetValue() : Settings::values.custom_top_x.GetValue(); const u16 top_width = is_portrait_mode ? Settings::values.custom_portrait_top_width.GetValue() : Settings::values.custom_top_width.GetValue(); const u16 top_y = is_portrait_mode ? Settings::values.custom_portrait_top_y.GetValue() : Settings::values.custom_top_y.GetValue(); const u16 top_height = is_portrait_mode ? Settings::values.custom_portrait_top_height.GetValue() : Settings::values.custom_top_height.GetValue(); const u16 bottom_x = is_portrait_mode ? Settings::values.custom_portrait_bottom_x.GetValue() : Settings::values.custom_bottom_x.GetValue(); const u16 bottom_width = is_portrait_mode ? Settings::values.custom_portrait_bottom_width.GetValue() : Settings::values.custom_bottom_width.GetValue(); const u16 bottom_y = is_portrait_mode ? Settings::values.custom_portrait_bottom_y.GetValue() : Settings::values.custom_bottom_y.GetValue(); const u16 bottom_height = is_portrait_mode ? Settings::values.custom_portrait_bottom_height.GetValue() : Settings::values.custom_bottom_height.GetValue(); Common::Rectangle top_screen{top_x, top_y, (u32)(top_x + top_width), (u32)(top_y + top_height)}; Common::Rectangle bot_screen{bottom_x, bottom_y, (u32)(bottom_x + bottom_width), (u32)(bottom_y + bottom_height)}; if (is_swapped) { res.top_screen = bot_screen; res.bottom_screen = top_screen; } else { res.top_screen = top_screen; res.bottom_screen = bot_screen; } if (upright) { return reverseLayout(res); } else { return res; } } FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale, bool is_secondary, bool is_portrait) { int width, height; if (is_portrait) { auto layout_option = Settings::values.portrait_layout_option.GetValue(); switch (layout_option) { case Settings::PortraitLayoutOption::PortraitCustomLayout: return CustomFrameLayout( std::max(Settings::values.custom_portrait_top_x.GetValue() + Settings::values.custom_portrait_top_width.GetValue(), Settings::values.custom_portrait_bottom_x.GetValue() + Settings::values.custom_portrait_bottom_width.GetValue()), std::max(Settings::values.custom_portrait_top_y.GetValue() + Settings::values.custom_portrait_top_height.GetValue(), Settings::values.custom_portrait_bottom_y.GetValue() + Settings::values.custom_portrait_bottom_height.GetValue()), Settings::values.swap_screen.GetValue(), is_portrait); case Settings::PortraitLayoutOption::PortraitTopFullWidth: width = Core::kScreenTopWidth * res_scale; height = (Core::kScreenTopHeight + Core::kScreenBottomHeight) * res_scale; return PortraitTopFullFrameLayout(width, height, Settings::values.swap_screen.GetValue()); } } else { auto layout_option = Settings::values.layout_option.GetValue(); switch (layout_option) { case Settings::LayoutOption::CustomLayout: return CustomFrameLayout(std::max(Settings::values.custom_top_x.GetValue() + Settings::values.custom_top_width.GetValue(), Settings::values.custom_bottom_x.GetValue() + Settings::values.custom_bottom_width.GetValue()), std::max(Settings::values.custom_top_y.GetValue() + Settings::values.custom_top_height.GetValue(), Settings::values.custom_bottom_y.GetValue() + Settings::values.custom_bottom_height.GetValue()), Settings::values.swap_screen.GetValue(), is_portrait); case Settings::LayoutOption::SingleScreen: #ifndef ANDROID case Settings::LayoutOption::SeparateWindows: #endif { const bool swap_screens = is_secondary || Settings::values.swap_screen.GetValue(); if (swap_screens) { width = Core::kScreenBottomWidth * res_scale; height = Core::kScreenBottomHeight * res_scale; } else { width = Core::kScreenTopWidth * res_scale; height = Core::kScreenTopHeight * res_scale; } if (Settings::values.upright_screen.GetValue()) { std::swap(width, height); } return SingleFrameLayout(width, height, swap_screens, Settings::values.upright_screen.GetValue()); } case Settings::LayoutOption::LargeScreen: { const bool swapped = Settings::values.swap_screen.GetValue(); const int largeWidth = swapped ? Core::kScreenBottomWidth : Core::kScreenTopWidth; const int largeHeight = swapped ? Core::kScreenBottomHeight : Core::kScreenTopHeight; const int smallWidth = static_cast((swapped ? Core::kScreenTopWidth : Core::kScreenBottomWidth) / Settings::values.large_screen_proportion.GetValue()); const int smallHeight = static_cast((swapped ? Core::kScreenTopHeight : Core::kScreenBottomHeight) / Settings::values.large_screen_proportion.GetValue()); if (Settings::values.small_screen_position.GetValue() == Settings::SmallScreenPosition::AboveLarge || Settings::values.small_screen_position.GetValue() == Settings::SmallScreenPosition::BelowLarge) { // vertical, so height is sum of heights, width is larger of widths width = std::max(largeWidth, smallWidth) * res_scale; height = (largeHeight + smallHeight) * res_scale; } else { width = (largeWidth + smallWidth) * res_scale; height = std::max(largeHeight, smallHeight) * res_scale; } if (Settings::values.upright_screen.GetValue()) { std::swap(width, height); } return LargeFrameLayout(width, height, Settings::values.swap_screen.GetValue(), Settings::values.upright_screen.GetValue(), Settings::values.large_screen_proportion.GetValue(), Settings::values.small_screen_position.GetValue()); } case Settings::LayoutOption::SideScreen: width = (Core::kScreenTopWidth + Core::kScreenBottomWidth) * res_scale; height = Core::kScreenTopHeight * res_scale; if (Settings::values.upright_screen.GetValue()) { std::swap(width, height); } return LargeFrameLayout(width, height, Settings::values.swap_screen.GetValue(), Settings::values.upright_screen.GetValue(), 1, Settings::SmallScreenPosition::MiddleRight); case Settings::LayoutOption::Default: default: width = Core::kScreenTopWidth * res_scale; height = (Core::kScreenTopHeight + Core::kScreenBottomHeight) * res_scale; if (Settings::values.upright_screen.GetValue()) { std::swap(width, height); } return DefaultFrameLayout(width, height, Settings::values.swap_screen.GetValue(), Settings::values.upright_screen.GetValue()); } } UNREACHABLE(); } FramebufferLayout GetCardboardSettings(const FramebufferLayout& layout) { u32 top_screen_left = 0; u32 top_screen_top = 0; u32 bottom_screen_left = 0; u32 bottom_screen_top = 0; u32 cardboard_screen_scale = Settings::values.cardboard_screen_size.GetValue(); u32 top_screen_width = ((layout.top_screen.GetWidth() / 2) * cardboard_screen_scale) / 100; u32 top_screen_height = ((layout.top_screen.GetHeight() / 2) * cardboard_screen_scale) / 100; u32 bottom_screen_width = ((layout.bottom_screen.GetWidth() / 2) * cardboard_screen_scale) / 100; u32 bottom_screen_height = ((layout.bottom_screen.GetHeight() / 2) * cardboard_screen_scale) / 100; const bool is_swapped = Settings::values.swap_screen.GetValue(); const bool is_portrait = layout.height > layout.width; u32 cardboard_screen_width; u32 cardboard_screen_height; if (is_portrait) { switch (Settings::values.portrait_layout_option.GetValue()) { case Settings::PortraitLayoutOption::PortraitTopFullWidth: cardboard_screen_width = top_screen_width; cardboard_screen_height = top_screen_height + bottom_screen_height; bottom_screen_left += (top_screen_width - bottom_screen_width) / 2; if (is_swapped) top_screen_top += bottom_screen_height; else bottom_screen_top += top_screen_height; break; default: cardboard_screen_width = is_swapped ? bottom_screen_width : top_screen_width; cardboard_screen_height = is_swapped ? bottom_screen_height : top_screen_height; } } else { switch (Settings::values.layout_option.GetValue()) { case Settings::LayoutOption::SideScreen: cardboard_screen_width = top_screen_width + bottom_screen_width; cardboard_screen_height = is_swapped ? bottom_screen_height : top_screen_height; if (is_swapped) top_screen_left += bottom_screen_width; else bottom_screen_left += top_screen_width; break; case Settings::LayoutOption::SingleScreen: default: cardboard_screen_width = is_swapped ? bottom_screen_width : top_screen_width; cardboard_screen_height = is_swapped ? bottom_screen_height : top_screen_height; break; } } s32 cardboard_max_x_shift = (layout.width / 2 - cardboard_screen_width) / 2; s32 cardboard_user_x_shift = (Settings::values.cardboard_x_shift.GetValue() * cardboard_max_x_shift) / 100; s32 cardboard_max_y_shift = (layout.height - cardboard_screen_height) / 2; s32 cardboard_user_y_shift = (Settings::values.cardboard_y_shift.GetValue() * cardboard_max_y_shift) / 100; // Center the screens and apply user Y shift FramebufferLayout new_layout = layout; new_layout.top_screen.left = top_screen_left + cardboard_max_x_shift; new_layout.top_screen.top = top_screen_top + cardboard_max_y_shift + cardboard_user_y_shift; new_layout.bottom_screen.left = bottom_screen_left + cardboard_max_x_shift; new_layout.bottom_screen.top = bottom_screen_top + cardboard_max_y_shift + cardboard_user_y_shift; // Set the X coordinates for the right eye and apply user X shift new_layout.cardboard.top_screen_right_eye = new_layout.top_screen.left - cardboard_user_x_shift; new_layout.top_screen.left += cardboard_user_x_shift; new_layout.cardboard.bottom_screen_right_eye = new_layout.bottom_screen.left - cardboard_user_x_shift; new_layout.bottom_screen.left += cardboard_user_x_shift; new_layout.cardboard.user_x_shift = cardboard_user_x_shift; // Update right/bottom instead of passing new variables for width/height new_layout.top_screen.right = new_layout.top_screen.left + top_screen_width; new_layout.top_screen.bottom = new_layout.top_screen.top + top_screen_height; new_layout.bottom_screen.right = new_layout.bottom_screen.left + bottom_screen_width; new_layout.bottom_screen.bottom = new_layout.bottom_screen.top + bottom_screen_height; return new_layout; } FramebufferLayout reverseLayout(FramebufferLayout layout) { std::swap(layout.height, layout.width); u32 oldLeft, oldRight, oldTop, oldBottom; oldLeft = layout.top_screen.left; oldRight = layout.top_screen.right; oldTop = layout.top_screen.top; oldBottom = layout.top_screen.bottom; layout.top_screen.left = oldTop; layout.top_screen.right = oldBottom; layout.top_screen.top = layout.height - oldRight; layout.top_screen.bottom = layout.height - oldLeft; oldLeft = layout.bottom_screen.left; oldRight = layout.bottom_screen.right; oldTop = layout.bottom_screen.top; oldBottom = layout.bottom_screen.bottom; layout.bottom_screen.left = oldTop; layout.bottom_screen.right = oldBottom; layout.bottom_screen.top = layout.height - oldRight; layout.bottom_screen.bottom = layout.height - oldLeft; if (layout.additional_screen_enabled) { oldLeft = layout.additional_screen.left; oldRight = layout.additional_screen.right; oldTop = layout.additional_screen.top; oldBottom = layout.additional_screen.bottom; layout.additional_screen.left = oldTop; layout.additional_screen.right = oldBottom; layout.additional_screen.top = layout.height - oldRight; layout.additional_screen.bottom = layout.height - oldLeft; } return layout; } std::pair GetMinimumSizeFromPortraitLayout() { const u32 min_width = Core::kScreenTopWidth; const u32 min_height = Core::kScreenTopHeight + Core::kScreenBottomHeight; return std::make_pair(min_width, min_height); } std::pair GetMinimumSizeFromLayout(Settings::LayoutOption layout, bool upright_screen) { u32 min_width, min_height; switch (layout) { case Settings::LayoutOption::SingleScreen: #ifndef ANDROID case Settings::LayoutOption::SeparateWindows: #endif min_width = Settings::values.swap_screen ? Core::kScreenBottomWidth : Core::kScreenTopWidth; min_height = Core::kScreenBottomHeight; break; case Settings::LayoutOption::LargeScreen: { const bool swapped = Settings::values.swap_screen.GetValue(); const int largeWidth = swapped ? Core::kScreenBottomWidth : Core::kScreenTopWidth; const int largeHeight = swapped ? Core::kScreenBottomHeight : Core::kScreenTopHeight; int smallWidth = swapped ? Core::kScreenTopWidth : Core::kScreenBottomWidth; int smallHeight = swapped ? Core::kScreenTopHeight : Core::kScreenBottomHeight; smallWidth = static_cast(smallWidth / Settings::values.large_screen_proportion.GetValue()); smallHeight = static_cast(smallHeight / Settings::values.large_screen_proportion.GetValue()); min_width = static_cast(Settings::values.small_screen_position.GetValue() == Settings::SmallScreenPosition::AboveLarge || Settings::values.small_screen_position.GetValue() == Settings::SmallScreenPosition::BelowLarge ? std::max(largeWidth, smallWidth) : largeWidth + smallWidth); min_height = static_cast(Settings::values.small_screen_position.GetValue() == Settings::SmallScreenPosition::AboveLarge || Settings::values.small_screen_position.GetValue() == Settings::SmallScreenPosition::BelowLarge ? largeHeight + smallHeight : std::max(largeHeight, smallHeight)); break; } case Settings::LayoutOption::SideScreen: min_width = Core::kScreenTopWidth + Core::kScreenBottomWidth; min_height = Core::kScreenBottomHeight; break; case Settings::LayoutOption::Default: default: min_width = Core::kScreenTopWidth; min_height = Core::kScreenTopHeight + Core::kScreenBottomHeight; break; } if (upright_screen) { return std::make_pair(min_height, min_width); } else { return std::make_pair(min_width, min_height); } } } // namespace Layout