[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
df26fe2cac
commit
d0206c35fb
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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@ -1,3 +1,6 @@
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// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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@ -6,6 +9,10 @@
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#include "common/common_types.h"
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#include "common/math_util.h"
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namespace Settings {
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enum class AspectRatio : u32;
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}
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namespace Layout {
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namespace MinimumSize {
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@ -23,15 +30,7 @@ constexpr u32 Width = 1920;
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constexpr u32 Height = 1080;
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} // namespace ScreenDocked
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enum class AspectRatio {
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Default,
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R4_3,
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R21_9,
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R16_10,
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StretchToWindow,
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};
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/// Describes the layout of the window framebuffer
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/// @brief Describes the layout of the window framebuffer
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struct FramebufferLayout {
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u32 width{ScreenUndocked::Width};
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u32 height{ScreenUndocked::Height};
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@ -39,26 +38,7 @@ struct FramebufferLayout {
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bool is_srgb{};
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};
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/**
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* 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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*/
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FramebufferLayout DefaultFrameLayout(u32 width, u32 height);
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/**
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* Convenience method to get frame layout by resolution scale
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* @param res_scale resolution scale factor
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*/
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FramebufferLayout FrameLayoutFromResolutionScale(f32 res_scale);
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/**
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* 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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*/
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float EmulationAspectRatio(AspectRatio aspect, float window_aspect_ratio);
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FramebufferLayout DefaultFrameLayout(u32 width, u32 height) noexcept;
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float EmulationAspectRatio(Settings::AspectRatio aspect, float window_aspect_ratio) noexcept;
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} // namespace Layout
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@ -3422,9 +3422,7 @@ void GMainWindow::ToggleWindowMode() {
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}
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void GMainWindow::ResetWindowSize(u32 width, u32 height) {
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const auto aspect_ratio = Layout::EmulationAspectRatio(
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static_cast<Layout::AspectRatio>(Settings::values.aspect_ratio.GetValue()),
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static_cast<float>(height) / width);
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const auto aspect_ratio = Layout::EmulationAspectRatio(Settings::values.aspect_ratio.GetValue(), float(height) / width);
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if (!ui->action_Single_Window_Mode->isChecked()) {
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render_window->resize(height / aspect_ratio, height);
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} else {
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@ -235,9 +235,9 @@ int main(int argc, char** argv) {
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while (optind < argc) {
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int arg = getopt_long(argc, argv, "g:fhvp::c:u:d:", long_options, &option_index);
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if (arg != -1) {
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switch (static_cast<char>(arg)) {
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switch (char(arg)) {
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case 'd':
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override_gdb_port = static_cast<uint16_t>(atoi(optarg));
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override_gdb_port = uint16_t(atoi(optarg));
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break;
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case 'c':
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config_path = optarg;
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@ -249,11 +249,9 @@ int main(int argc, char** argv) {
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case 'h':
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PrintHelp(argv[0]);
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return 0;
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case 'g': {
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const std::string str_arg(optarg);
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filepath = str_arg;
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case 'g':
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filepath = std::string(optarg);
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break;
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}
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case 'm': {
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use_multiplayer = true;
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const std::string str_arg(optarg);
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