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[qt] fix aspect ratio enum mismatch for framebuffer (#2792)
the framebuffer:
```c++
enum class AspectRatio {
Default,
R4_3,
R21_9,
R16_10,
StretchToWindow,
};
```
the actual enum
```c++
ENUM(AspectRatio, R16_9, R4_3, R21_9, R16_10, Stretch);
```
If someone were to add a new setting it would likely cause catastrophe.
1280/720 = 16/9
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2792
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This commit is contained in:
parent
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commit
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4 changed files with 48 additions and 87 deletions
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@ -14,69 +14,54 @@
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namespace Layout {
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// Finds the largest size subrectangle contained in window area that is confined to the aspect ratio
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template <class T>
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static Common::Rectangle<T> MaxRectangle(Common::Rectangle<T> window_area,
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float screen_aspect_ratio) {
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const float scale = (std::min)(static_cast<float>(window_area.GetWidth()),
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static_cast<float>(window_area.GetHeight()) / screen_aspect_ratio);
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return Common::Rectangle<T>{0, 0, static_cast<T>(std::round(scale)),
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static_cast<T>(std::round(scale * screen_aspect_ratio))};
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static Common::Rectangle<u32> MaxRectangle(Common::Rectangle<u32> window_area, float screen_aspect_ratio) noexcept {
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const float scale = (std::min)(float(window_area.GetWidth()), float(window_area.GetHeight()) / screen_aspect_ratio);
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return Common::Rectangle<u32>{0, 0, u32(std::round(scale)), u32(std::round(scale * screen_aspect_ratio))};
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}
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FramebufferLayout DefaultFrameLayout(u32 width, u32 height) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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// The drawing code needs at least somewhat valid values for both screens
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// so just calculate them both even if the other isn't showing.
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FramebufferLayout res{
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.width = width,
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.height = height,
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.screen = {},
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.is_srgb = false,
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};
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const float window_aspect_ratio = static_cast<float>(height) / static_cast<float>(width);
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const float emulation_aspect_ratio = EmulationAspectRatio(
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static_cast<AspectRatio>(Settings::values.aspect_ratio.GetValue()), window_aspect_ratio);
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const Common::Rectangle<u32> screen_window_area{0, 0, width, height};
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Common::Rectangle<u32> screen = MaxRectangle(screen_window_area, emulation_aspect_ratio);
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/// @brief Factory method for constructing a default FramebufferLayout
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/// @param width Window framebuffer width in pixels
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/// @param height Window framebuffer height in pixels
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/// @return Newly created FramebufferLayout object with default screen regions initialized
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FramebufferLayout DefaultFrameLayout(u32 width, u32 height) noexcept {
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ASSERT(width > 0 && height > 0);
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auto const window_aspect_ratio = float(height) / float(width);
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auto const emulation_aspect_ratio = EmulationAspectRatio(Settings::values.aspect_ratio.GetValue(), window_aspect_ratio);
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Common::Rectangle<u32> const screen_window_area{0, 0, width, height};
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auto screen = MaxRectangle(screen_window_area, emulation_aspect_ratio);
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if (window_aspect_ratio < emulation_aspect_ratio) {
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screen = screen.TranslateX((screen_window_area.GetWidth() - screen.GetWidth()) / 2);
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} else {
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screen = screen.TranslateY((height - screen.GetHeight()) / 2);
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}
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res.screen = screen;
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return res;
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// The drawing code needs at least somewhat valid values for both screens
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// so just calculate them both even if the other isn't showing.
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return FramebufferLayout{
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.width = width,
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.height = height,
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.screen = screen,
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.is_srgb = false,
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};
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}
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FramebufferLayout FrameLayoutFromResolutionScale(f32 res_scale) {
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const bool is_docked = Settings::IsDockedMode();
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const u32 screen_width = is_docked ? ScreenDocked::Width : ScreenUndocked::Width;
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const u32 screen_height = is_docked ? ScreenDocked::Height : ScreenUndocked::Height;
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const u32 width = static_cast<u32>(static_cast<f32>(screen_width) * res_scale);
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const u32 height = static_cast<u32>(static_cast<f32>(screen_height) * res_scale);
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return DefaultFrameLayout(width, height);
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}
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float EmulationAspectRatio(AspectRatio aspect, float window_aspect_ratio) {
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/// @brief Convenience method to determine emulation aspect ratio
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/// @param aspect Represents the index of aspect ratio stored in Settings::values.aspect_ratio
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/// @param window_aspect_ratio Current window aspect ratio
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/// @return Emulation render window aspect ratio
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float EmulationAspectRatio(Settings::AspectRatio aspect, float window_aspect_ratio) noexcept {
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switch (aspect) {
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case AspectRatio::Default:
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return static_cast<float>(ScreenUndocked::Height) / ScreenUndocked::Width;
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case AspectRatio::R4_3:
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case Settings::AspectRatio::R16_9:
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return 9.0f / 16.0f;
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case Settings::AspectRatio::R4_3:
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return 3.0f / 4.0f;
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case AspectRatio::R21_9:
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case Settings::AspectRatio::R21_9:
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return 9.0f / 21.0f;
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case AspectRatio::R16_10:
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case Settings::AspectRatio::R16_10:
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return 10.0f / 16.0f;
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case AspectRatio::StretchToWindow:
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case Settings::AspectRatio::Stretch:
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return window_aspect_ratio;
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default:
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return static_cast<float>(ScreenUndocked::Height) / ScreenUndocked::Width;
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return float(ScreenUndocked::Height) / ScreenUndocked::Width;
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}
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}
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