diff options
Diffstat (limited to 'src/core/frontend')
| -rw-r--r-- | src/core/frontend/emu_window.h | 7 | ||||
| -rw-r--r-- | src/core/frontend/framebuffer_layout.cpp | 21 | ||||
| -rw-r--r-- | src/core/frontend/framebuffer_layout.h | 15 | ||||
| -rw-r--r-- | src/core/frontend/input.h | 10 |
4 files changed, 50 insertions, 3 deletions
diff --git a/src/core/frontend/emu_window.h b/src/core/frontend/emu_window.h index 4a9912641..3376eedc5 100644 --- a/src/core/frontend/emu_window.h +++ b/src/core/frontend/emu_window.h @@ -75,6 +75,13 @@ public: return nullptr; } + /// Returns if window is shown (not minimized) + virtual bool IsShown() const = 0; + + /// Retrieves Vulkan specific handlers from the window + virtual void RetrieveVulkanHandlers(void* get_instance_proc_addr, void* instance, + void* surface) const = 0; + /** * Signal that a touch pressed event has occurred (e.g. mouse click pressed) * @param framebuffer_x Framebuffer x-coordinate that was pressed diff --git a/src/core/frontend/framebuffer_layout.cpp b/src/core/frontend/framebuffer_layout.cpp index d6d2cf3f0..2dc795d56 100644 --- a/src/core/frontend/framebuffer_layout.cpp +++ b/src/core/frontend/framebuffer_layout.cpp @@ -27,9 +27,9 @@ FramebufferLayout DefaultFrameLayout(u32 width, u32 height) { // so just calculate them both even if the other isn't showing. FramebufferLayout res{width, height}; - const float emulation_aspect_ratio{static_cast<float>(ScreenUndocked::Height) / - ScreenUndocked::Width}; - const auto window_aspect_ratio = static_cast<float>(height) / width; + 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); @@ -58,4 +58,19 @@ FramebufferLayout FrameLayoutFromResolutionScale(u32 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 diff --git a/src/core/frontend/framebuffer_layout.h b/src/core/frontend/framebuffer_layout.h index d2370adde..1d39c1faf 100644 --- a/src/core/frontend/framebuffer_layout.h +++ b/src/core/frontend/framebuffer_layout.h @@ -18,6 +18,13 @@ enum ScreenDocked : u32 { HeightDocked = 1080, }; +enum class AspectRatio { + Default, + R4_3, + R21_9, + StretchToWindow, +}; + /// Describes the layout of the window framebuffer struct FramebufferLayout { u32 width{ScreenUndocked::Width}; @@ -48,4 +55,12 @@ FramebufferLayout DefaultFrameLayout(u32 width, u32 height); */ FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale); +/** + * Convenience method to determine emulation aspect ratio + * @param aspect Represents the index of aspect ratio stored in Settings::values.aspect_ratio + * @param window_aspect_ratio Current window aspect ratio + * @return Emulation render window aspect ratio + */ +float EmulationAspectRatio(AspectRatio aspect, float window_aspect_ratio); + } // namespace Layout diff --git a/src/core/frontend/input.h b/src/core/frontend/input.h index 7c11d7546..2b098b7c6 100644 --- a/src/core/frontend/input.h +++ b/src/core/frontend/input.h @@ -15,6 +15,13 @@ namespace Input { +enum class AnalogDirection : u8 { + RIGHT, + LEFT, + UP, + DOWN, +}; + /// An abstract class template for an input device (a button, an analog input, etc.). template <typename StatusType> class InputDevice { @@ -23,6 +30,9 @@ public: virtual StatusType GetStatus() const { return {}; } + virtual bool GetAnalogDirectionStatus(AnalogDirection direction) const { + return {}; + } }; /// An abstract class template for a factory that can create input devices. |
