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https://github.com/hrydgard/ppsspp.git
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Move "Display Rotation" to display layout editor.
Fix portrait rotation representation in the editor with auto setting. Minor cleanup.
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parent
067095e2b4
commit
284600b1a7
@ -40,49 +40,41 @@ void CenterDisplayOutputRect(float *x, float *y, float *w, float *h, float origW
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outW = frameW;
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outH = frameH;
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} else {
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bool fullScreenZoom = true;
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#ifndef MOBILE_DEVICE
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// This would turn off small display in window mode. I think it's better to allow it.
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// fullScreenZoom = g_Config.bFullScreen;
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#endif
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if (fullScreenZoom) {
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if (g_Config.iSmallDisplayZoom != 0) {
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float offsetX = (g_Config.fSmallDisplayOffsetX - 0.5f) * 2.0f * frameW;
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float offsetY = (g_Config.fSmallDisplayOffsetY - 0.5f) * 2.0f * frameH;
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// Have to invert Y for GL
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if (GetGPUBackend() == GPUBackend::OPENGL) {
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offsetY = offsetY * -1.0f;
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}
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float customZoom = g_Config.fSmallDisplayCustomZoom / 8.0f;
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float smallDisplayW = origW * customZoom;
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float smallDisplayH = origH * customZoom;
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if (!rotated) {
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*x = floorf(((frameW - smallDisplayW) / 2.0f) + offsetX);
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*y = floorf(((frameH - smallDisplayH) / 2.0f) + offsetY);
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*w = floorf(smallDisplayW);
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*h = floorf(smallDisplayH);
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return;
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} else {
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*x = floorf(((frameW - smallDisplayH) / 2.0f) + offsetX);
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*y = floorf(((frameH - smallDisplayW) / 2.0f) + offsetY);
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*w = floorf(smallDisplayH);
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*h = floorf(smallDisplayW);
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return;
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}
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if (g_Config.iSmallDisplayZoom != 0) {
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float offsetX = (g_Config.fSmallDisplayOffsetX - 0.5f) * 2.0f * frameW;
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float offsetY = (g_Config.fSmallDisplayOffsetY - 0.5f) * 2.0f * frameH;
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// Have to invert Y for GL
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if (GetGPUBackend() == GPUBackend::OPENGL) {
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offsetY = offsetY * -1.0f;
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}
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float customZoom = g_Config.fSmallDisplayCustomZoom / 8.0f;
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float smallDisplayW = origW * customZoom;
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float smallDisplayH = origH * customZoom;
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if (!rotated) {
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*x = floorf(((frameW - smallDisplayW) / 2.0f) + offsetX);
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*y = floorf(((frameH - smallDisplayH) / 2.0f) + offsetY);
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*w = floorf(smallDisplayW);
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*h = floorf(smallDisplayH);
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return;
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} else {
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float pixelCrop = frameH / 270.0f;
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float resCommonWidescreen = pixelCrop - floor(pixelCrop);
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if (!rotated && resCommonWidescreen == 0.0f) {
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*x = 0;
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*y = floorf(-pixelCrop);
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*w = floorf(frameW);
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*h = floorf(pixelCrop * 272.0f);
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return;
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}
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*x = floorf(((frameW - smallDisplayH) / 2.0f) + offsetX);
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*y = floorf(((frameH - smallDisplayW) / 2.0f) + offsetY);
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*w = floorf(smallDisplayH);
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*h = floorf(smallDisplayW);
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return;
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}
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} else {
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float pixelCrop = frameH / 270.0f;
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float resCommonWidescreen = pixelCrop - floor(pixelCrop);
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if (!rotated && resCommonWidescreen == 0.0f) {
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*x = 0;
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*y = floorf(-pixelCrop);
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*w = floorf(frameW);
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*h = floorf(pixelCrop * 272.0f);
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return;
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}
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}
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float origRatio = !rotated ? origW / origH : origH / origW;
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float frameRatio = frameW / frameH;
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@ -27,6 +27,7 @@
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#include "Core/Config.h"
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#include "Core/System.h"
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#include "DisplayLayoutEditor.h"
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#include "GPU/GLES/Framebuffer.h"
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static const int leftColumnWidth = 200;
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@ -151,7 +152,6 @@ UI::EventReturn DisplayLayoutScreen::OnZoomChange(UI::EventParams &e) {
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return UI::EVENT_DONE;
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};
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void DisplayLayoutScreen::dialogFinished(const Screen *dialog, DialogResult result) {
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RecreateViews();
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}
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@ -193,10 +193,13 @@ void DisplayLayoutScreen::CreateViews() {
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Choice *back = new Choice(di->T("Back"), "", false, new AnchorLayoutParams(leftColumnWidth, WRAP_CONTENT, 10, NONE, NONE, 10));
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static const char *zoomLevels[] = { "Auto", "1x", "2x", "3x", "4x", "5x", "6x", "7x", "8x", "9x", "10x" };
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zoom_ = new PopupMultiChoice(&g_Config.iSmallDisplayZoom, gr->T("Zoom settings"), zoomLevels, 0, ARRAY_SIZE(zoomLevels), gr->GetName(), screenManager(), new AnchorLayoutParams(300, WRAP_CONTENT, verticalBoundaryPositionL * 2 - 150, NONE, NONE, 10));
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zoom_ = new PopupMultiChoice(&g_Config.iSmallDisplayZoom, gr->T("Zoom settings"), zoomLevels, 0, ARRAY_SIZE(zoomLevels), gr->GetName(), screenManager(), new AnchorLayoutParams(300, WRAP_CONTENT, local_dp_xres / 2 - 150, NONE, NONE, 10));
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zoom_->OnChoice.Handle(this, &DisplayLayoutScreen::OnZoomChange);
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static const char *displayRotation[] = { "Landscape", "Portrait", "Landscape Reversed", "Portrait Reversed" };
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rotation_ = new PopupMultiChoice(&g_Config.iInternalScreenRotation, gr->T("Rotation"), displayRotation, 1, ARRAY_SIZE(displayRotation), gr->GetName(), screenManager(), new AnchorLayoutParams(400, WRAP_CONTENT, local_dp_xres / 2 - 200, NONE, NONE, local_dp_yres - 64));
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rotation_->SetEnabledPtr(&displayRotEnable_);
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displayRotEnable_ = (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
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mode_ = new ChoiceStrip(ORIENT_VERTICAL, new AnchorLayoutParams(leftColumnWidth, WRAP_CONTENT, 10, NONE, NONE, 158 + 64 + 10));
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if (g_Config.iSmallDisplayZoom == 0) {
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@ -205,6 +208,10 @@ void DisplayLayoutScreen::CreateViews() {
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g_Config.fSmallDisplayCustomZoom = autoBound;
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g_Config.fSmallDisplayOffsetX = 0.5f;
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g_Config.fSmallDisplayOffsetY = 0.5f;
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if (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE && (g_Config.iInternalScreenRotation == ROTATION_LOCKED_VERTICAL || g_Config.iInternalScreenRotation == ROTATION_LOCKED_VERTICAL180)) {
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float autoBound = bounds.h / 480.0f * 8.0f;
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g_Config.fSmallDisplayCustomZoom = autoBound;
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}
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} else {
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Choice *center = new Choice(di->T("Center"), "", false, new AnchorLayoutParams(leftColumnWidth, WRAP_CONTENT, 10, NONE, NONE, 84));
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center->OnClick.Handle(this, &DisplayLayoutScreen::OnCenter);
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@ -218,10 +225,11 @@ void DisplayLayoutScreen::CreateViews() {
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back->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
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root_->Add(mode_);
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root_->Add(zoom_);
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root_->Add(rotation_);
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root_->Add(back);
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displayRepresentation_ = new DragDropDisplay(g_Config.fSmallDisplayOffsetX, g_Config.fSmallDisplayOffsetY, I_PSP_DISPLAY, g_Config.fSmallDisplayCustomZoom);
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if (g_Config.iInternalScreenRotation == 2 || g_Config.iInternalScreenRotation == 4) {
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if (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE && (g_Config.iInternalScreenRotation == ROTATION_LOCKED_VERTICAL || g_Config.iInternalScreenRotation == ROTATION_LOCKED_VERTICAL180)) {
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displayRepresentation_->SetAngle(90.0f);
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}
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root_->Add(displayRepresentation_);
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@ -42,6 +42,8 @@ private:
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DragDropDisplay *displayRepresentation_;
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UI::ChoiceStrip *mode_;
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UI::PopupMultiChoice *zoom_;
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UI::PopupMultiChoice *rotation_;
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bool displayRotEnable_;
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// Touch down state for drag to resize etc
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float startX_;
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float startY_;
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@ -194,11 +194,6 @@ void GameSettingsScreen::CreateViews() {
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resolutionEnable_ = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
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resolutionChoice_->SetEnabledPtr(&resolutionEnable_);
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static const char *displayRotation[] = {"Landscape", "Portrait", "Landscape Reversed", "Portrait Reversed"};
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PopupMultiChoice *dispRotChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iInternalScreenRotation, gr->T("Display Rotation"), displayRotation, 1, ARRAY_SIZE(displayRotation), co->GetName(), screenManager()));
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dispRotChoice->SetEnabledPtr(&displayRotEnable_);
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displayRotEnable_ = (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
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#ifdef ANDROID
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static const char *deviceResolutions[] = { "Native device resolution", "Auto (same as Rendering)", "1x PSP", "2x PSP", "3x PSP", "4x PSP", "5x PSP" };
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int max_res_temp = std::max(System_GetPropertyInt(SYSPROP_DISPLAY_XRES), System_GetPropertyInt(SYSPROP_DISPLAY_YRES)) / 480 + 2;
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@ -682,7 +677,6 @@ UI::EventReturn GameSettingsScreen::OnRenderingMode(UI::EventParams &e) {
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postProcEnable_ = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
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resolutionEnable_ = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
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displayRotEnable_ = (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
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if (g_Config.iRenderingMode == FB_NON_BUFFERED_MODE) {
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g_Config.bAutoFrameSkip = false;
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@ -115,7 +115,6 @@ private:
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bool postProcEnable_;
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bool resolutionEnable_;
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bool bloomHackEnable_;
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bool displayRotEnable_;
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};
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class DeveloperToolsScreen : public UIDialogScreenWithBackground {
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