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merge doublemelon (#2067)
non-exhaustive (but exhausting) list of changes: * base laid for multiple window support, but will likely require more work to work correctly * encapsulation of frontend state for proper multi-instance support * (JIT still needs a fix for the NDS::Current workaround but we can get there later) * new, more flexible configuration system
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src/frontend/ScreenLayout.h
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src/frontend/ScreenLayout.h
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/*
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Copyright 2016-2023 melonDS team
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This file is part of melonDS.
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melonDS is free software: you can redistribute it and/or modify it under
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the terms of the GNU General Public License as published by the Free
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Software Foundation, either version 3 of the License, or (at your option)
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any later version.
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melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with melonDS. If not, see http://www.gnu.org/licenses/.
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*/
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#ifndef SCREENLAYOUT_H
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#define SCREENLAYOUT_H
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enum ScreenLayoutType
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{
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screenLayout_Natural, // top screen above bottom screen always
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screenLayout_Horizontal,
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screenLayout_Vertical,
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screenLayout_Hybrid,
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screenLayout_MAX,
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};
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enum ScreenRotation
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{
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screenRot_0Deg,
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screenRot_90Deg,
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screenRot_180Deg,
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screenRot_270Deg,
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screenRot_MAX,
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};
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enum ScreenSizing
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{
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screenSizing_Even, // both screens get same size
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screenSizing_EmphTop, // make top screen as big as possible, fit bottom screen in remaining space
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screenSizing_EmphBot,
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screenSizing_Auto, // not applied in SetupScreenLayout
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screenSizing_TopOnly,
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screenSizing_BotOnly,
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screenSizing_MAX,
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};
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const int kMaxScreenTransforms = 3;
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class ScreenLayout
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{
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public:
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ScreenLayout();
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~ScreenLayout() {}
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// setup the display layout based on the provided display size and parameters
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// * screenWidth/screenHeight: size of the host display
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// * screenLayout: how the DS screens are laid out
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// * rotation: angle at which the DS screens are presented
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// * sizing: how the display size is shared between the two screens
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// * screenGap: size of the gap between the two screens in pixels
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// * integerScale: force screens to be scaled up at integer scaling factors
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// * screenSwap: whether to swap the position of both screens
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// * topAspect/botAspect: ratio by which to scale the top and bottom screen respectively
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void Setup(int screenWidth, int screenHeight,
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ScreenLayoutType screenLayout,
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ScreenRotation rotation,
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ScreenSizing sizing,
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int screenGap,
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bool integerScale,
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bool swapScreens,
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float topAspect, float botAspect);
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// get a 2x3 transform matrix for each screen and whether it's a top or bottom screen
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// note: the transform assumes an origin point at the top left of the display,
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// X going right and Y going down
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// for each screen the source coordinates should be (0,0) and (256,192)
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// 'out' should point to an array of 6*MaxScreenTransforms floats
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// 'kind' should point to an array of MaxScreenTransforms ints
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// (0 = indicates top screen, 1 = bottom screen)
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// returns the amount of screens
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int GetScreenTransforms(float* out, int* kind);
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// de-transform the provided host display coordinates to get coordinates
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// on the bottom screen
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bool GetTouchCoords(int& x, int& y, bool clamp);
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private:
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float TopScreenMtx[6];
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float BotScreenMtx[6];
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float HybScreenMtx[6];
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float TouchMtx[6];
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float HybTouchMtx[6];
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bool TopEnable;
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bool BotEnable;
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bool HybEnable;
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int HybScreen;
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int HybPrevTouchScreen; // 0:unknown, 1:buttom screen, 2:hybrid screen
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};
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#endif // SCREENLAYOUT_H
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