mirror of
https://github.com/melonDS-emu/melonDS.git
synced 2025-06-28 09:59:41 -06:00
335 lines
9.7 KiB
C++
335 lines
9.7 KiB
C++
/*
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Copyright 2016-2020 Arisotura
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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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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <cmath>
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#include <algorithm>
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#include "FrontendUtil.h"
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namespace Frontend
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{
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float TopScreenMtx[6];
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float BotScreenMtx[6];
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float TouchMtx[6];
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void M23_Identity(float* m)
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{
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m[0] = 1; m[1] = 0;
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m[2] = 0; m[3] = 1;
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m[4] = 0; m[5] = 0;
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}
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void M23_Scale(float* m, float s)
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{
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m[0] *= s; m[1] *= s;
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m[2] *= s; m[3] *= s;
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m[4] *= s; m[5] *= s;
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}
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void M23_RotateFast(float* m, int angle)
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{
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if (angle == 0) return;
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float temp[4]; memcpy(temp, m, sizeof(float)*4);
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switch (angle)
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{
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case 1: // 90
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m[0] = temp[2];
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m[1] = temp[3];
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m[2] = -temp[0];
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m[3] = -temp[1];
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break;
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case 2: // 180
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m[0] = -temp[0];
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m[1] = -temp[1];
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m[2] = -temp[2];
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m[3] = -temp[3];
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break;
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case 3: // 270
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m[0] = -temp[2];
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m[1] = -temp[3];
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m[2] = temp[0];
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m[3] = temp[1];
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break;
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}
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}
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void M23_Translate(float* m, float tx, float ty)
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{
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m[4] += tx;
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m[5] += ty;
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}
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void M23_Multiply(float* m, float* _a, float* _b)
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{
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float a[6]; memcpy(a, _a, 6*sizeof(float));
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float b[6]; memcpy(b, _b, 6*sizeof(float));
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m[0] = (a[0] * b[0]) + (a[2] * b[1]);
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m[1] = (a[1] * b[0]) + (a[3] * b[1]);
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m[2] = (a[0] * b[2]) + (a[2] * b[3]);
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m[3] = (a[1] * b[2]) + (a[3] * b[3]);
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m[4] = (a[0] * b[4]) + (a[2] * b[5]) + a[4];
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m[5] = (a[1] * b[4]) + (a[3] * b[5]) + a[5];
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}
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void M23_Transform(float* m, float& x, float& y)
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{
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float vx = x;
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float vy = y;
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x = (vx * m[0]) + (vy * m[2]) + m[4];
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y = (vx * m[1]) + (vy * m[3]) + m[5];
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}
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void SetupScreenLayout(int screenWidth, int screenHeight, int screenLayout, int rotation, int sizing, int screenGap, bool integerScale, int swapScreens)
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{
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float refpoints[4][2] =
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{
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{0, 0}, {256, 192},
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{0, 0}, {256, 192}
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};
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int layout = screenLayout == 0
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? ((rotation % 2 == 0) ? 0 : 1)
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: screenLayout - 1;
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float botScale = 1;
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float botTrans[4] = {0};
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M23_Identity(TopScreenMtx);
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M23_Identity(BotScreenMtx);
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M23_Translate(TopScreenMtx, -256/2, -192/2);
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M23_Translate(BotScreenMtx, -256/2, -192/2);
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// rotation
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{
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float rotmtx[6];
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M23_Identity(rotmtx);
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M23_RotateFast(rotmtx, rotation);
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M23_Multiply(TopScreenMtx, rotmtx, TopScreenMtx);
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M23_Multiply(BotScreenMtx, rotmtx, BotScreenMtx);
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M23_Transform(TopScreenMtx, refpoints[0][0], refpoints[0][1]);
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M23_Transform(TopScreenMtx, refpoints[1][0], refpoints[1][1]);
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M23_Transform(BotScreenMtx, refpoints[2][0], refpoints[2][1]);
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M23_Transform(BotScreenMtx, refpoints[3][0], refpoints[3][1]);
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}
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// move screens apart
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{
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int idx = layout == 0 ? 1 : 0;
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float offset =
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(((layout == 0 && (rotation % 2 == 0)) || (layout == 1 && (rotation % 2 == 1))
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? 192.f : 256.f)
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+ screenGap) / 2.f;
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if ((rotation == 1 || rotation == 2) ^ swapScreens)
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offset *= -1.f;
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M23_Translate(TopScreenMtx, (idx==0)?-offset:0, (idx==1)?-offset:0);
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M23_Translate(BotScreenMtx, (idx==0)?offset:0, (idx==1)?offset:0);
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refpoints[0][idx] -= offset;
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refpoints[1][idx] -= offset;
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refpoints[2][idx] += offset;
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refpoints[3][idx] += offset;
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botTrans[idx] = offset;
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}
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// scale
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{
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if (sizing == 0)
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{
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float minX = refpoints[0][0], maxX = minX;
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float minY = refpoints[0][1], maxY = minY;
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for (int i = 1; i < 4; i++)
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{
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minX = std::min(minX, refpoints[i][0]);
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minY = std::min(minY, refpoints[i][1]);
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maxX = std::max(maxX, refpoints[i][0]);
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maxY = std::max(maxY, refpoints[i][1]);
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}
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float hSize = maxX - minX;
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float vSize = maxY - minY;
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// scale evenly
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float scale = std::min(screenWidth / hSize, screenHeight / vSize);
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if (integerScale)
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scale = floor(scale);
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M23_Scale(TopScreenMtx, scale);
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M23_Scale(BotScreenMtx, scale);
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for (int i = 0; i < 4; i++)
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{
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refpoints[i][0] *= scale;
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refpoints[i][1] *= scale;
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}
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botScale = scale;
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}
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else
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{
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int primOffset = (sizing == 1) ? 0 : 2;
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int secOffset = (sizing == 1) ? 2 : 0;
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float* primMtx = (sizing == 1) ? TopScreenMtx : BotScreenMtx;
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float* secMtx = (sizing == 1) ? BotScreenMtx : TopScreenMtx;
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float primMinX = refpoints[primOffset][0], primMaxX = primMinX;
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float primMinY = refpoints[primOffset][1], primMaxY = primMinY;
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float secMinX = refpoints[secOffset][0], secMaxX = secMinX;
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float secMinY = refpoints[secOffset][1], secMaxY = secMinY;
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primMinX = std::min(primMinX, refpoints[primOffset+1][0]);
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primMinY = std::min(primMinY, refpoints[primOffset+1][1]);
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primMaxX = std::max(primMaxX, refpoints[primOffset+1][0]);
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primMaxY = std::max(primMaxY, refpoints[primOffset+1][1]);
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secMinX = std::min(secMinX, refpoints[secOffset+1][0]);
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secMinY = std::min(secMinY, refpoints[secOffset+1][1]);
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secMaxX = std::max(secMaxX, refpoints[secOffset+1][0]);
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secMaxY = std::max(secMaxY, refpoints[secOffset+1][1]);
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float primHSize = layout == 1 ? std::max(primMaxX, -primMinX) : primMaxX - primMinX;
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float primVSize = layout == 0 ? std::max(primMaxY, -primMinY) : primMaxY - primMinY;
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float secHSize = layout == 1 ? std::max(secMaxX, -secMinX) : secMaxX - secMinX;
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float secVSize = layout == 0 ? std::max(secMaxY, -secMinY) : secMaxY - secMinY;
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float primScale = std::min(screenWidth / primHSize, screenHeight / primVSize);
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float secScale = 1.f;
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if (layout == 0)
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{
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if (screenHeight - primVSize * primScale < secVSize)
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primScale = std::min(screenWidth / primHSize, (screenHeight - secVSize) / primVSize);
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else
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secScale = std::min((screenHeight - primVSize * primScale) / secVSize, screenWidth / secHSize);
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}
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else
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{
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if (screenWidth - primHSize * primScale < secHSize)
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primScale = std::min((screenWidth - secHSize) / primHSize, screenHeight / primVSize);
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else
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secScale = std::min((screenWidth - primHSize * primScale) / secHSize, screenHeight / secVSize);
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}
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if (integerScale)
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{
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primScale = floor(primScale);
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secScale = floor(secScale);
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}
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M23_Scale(primMtx, primScale);
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M23_Scale(secMtx, secScale);
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refpoints[primOffset+0][0] *= primScale;
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refpoints[primOffset+0][1] *= primScale;
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refpoints[primOffset+1][0] *= primScale;
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refpoints[primOffset+1][1] *= primScale;
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refpoints[secOffset+0][0] *= secScale;
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refpoints[secOffset+0][1] *= secScale;
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refpoints[secOffset+1][0] *= secScale;
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refpoints[secOffset+1][1] *= secScale;
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botScale = (sizing == 1) ? secScale : primScale;
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}
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}
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// position
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{
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float minX = refpoints[0][0], maxX = minX;
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float minY = refpoints[0][1], maxY = minY;
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for (int i = 1; i < 4; i++)
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{
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minX = std::min(minX, refpoints[i][0]);
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minY = std::min(minY, refpoints[i][1]);
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maxX = std::max(maxX, refpoints[i][0]);
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maxY = std::max(maxY, refpoints[i][1]);
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}
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float width = maxX - minX;
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float height = maxY - minY;
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float tx = (screenWidth/2) - (width/2) - minX;
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float ty = (screenHeight/2) - (height/2) - minY;
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M23_Translate(TopScreenMtx, tx, ty);
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M23_Translate(BotScreenMtx, tx, ty);
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botTrans[2] = tx; botTrans[3] = ty;
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}
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// prepare a 'reverse' matrix for the touchscreen
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// this matrix undoes the transforms applied to the bottom screen
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// and can be used to calculate touchscreen coords from host screen coords
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{
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M23_Identity(TouchMtx);
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M23_Translate(TouchMtx, -botTrans[2], -botTrans[3]);
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M23_Scale(TouchMtx, 1.f / botScale);
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M23_Translate(TouchMtx, -botTrans[0], -botTrans[1]);
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float rotmtx[6];
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M23_Identity(rotmtx);
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M23_RotateFast(rotmtx, (4-rotation) & 3);
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M23_Multiply(TouchMtx, rotmtx, TouchMtx);
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M23_Translate(TouchMtx, 256/2, 192/2);
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}
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}
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void GetScreenTransforms(float* top, float* bot)
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{
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memcpy(top, TopScreenMtx, 6*sizeof(float));
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memcpy(bot, BotScreenMtx, 6*sizeof(float));
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}
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void GetTouchCoords(int& x, int& y)
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{
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float vx = x;
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float vy = y;
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M23_Transform(TouchMtx, vx, vy);
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x = (int)vx;
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y = (int)vy;
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}
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}
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