/* Copyright 2016-2020 Arisotura This file is part of melonDS. melonDS is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. melonDS is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with melonDS. If not, see http://www.gnu.org/licenses/. */ #include #include #include #include #include #include "FrontendUtil.h" namespace Frontend { float TopScreenMtx[6]; float BotScreenMtx[6]; float TouchMtx[6]; void M23_Identity(float* m) { m[0] = 1; m[1] = 0; m[2] = 0; m[3] = 1; m[4] = 0; m[5] = 0; } void M23_Scale(float* m, float s) { m[0] *= s; m[1] *= s; m[2] *= s; m[3] *= s; m[4] *= s; m[5] *= s; } void M23_RotateFast(float* m, int angle) { if (angle == 0) return; float temp[4]; memcpy(temp, m, sizeof(float)*4); switch (angle) { case 1: // 90 m[0] = temp[2]; m[1] = temp[3]; m[2] = -temp[0]; m[3] = -temp[1]; break; case 2: // 180 m[0] = -temp[0]; m[1] = -temp[1]; m[2] = -temp[2]; m[3] = -temp[3]; break; case 3: // 270 m[0] = -temp[2]; m[1] = -temp[3]; m[2] = temp[0]; m[3] = temp[1]; break; } } void M23_Translate(float* m, float tx, float ty) { m[4] += tx; m[5] += ty; } void M23_Multiply(float* m, float* _a, float* _b) { float a[6]; memcpy(a, _a, 6*sizeof(float)); float b[6]; memcpy(b, _b, 6*sizeof(float)); m[0] = (a[0] * b[0]) + (a[2] * b[1]); m[1] = (a[1] * b[0]) + (a[3] * b[1]); m[2] = (a[0] * b[2]) + (a[2] * b[3]); m[3] = (a[1] * b[2]) + (a[3] * b[3]); m[4] = (a[0] * b[4]) + (a[2] * b[5]) + a[4]; m[5] = (a[1] * b[4]) + (a[3] * b[5]) + a[5]; } void M23_Transform(float* m, float& x, float& y) { float vx = x; float vy = y; x = (vx * m[0]) + (vy * m[2]) + m[4]; y = (vx * m[1]) + (vy * m[3]) + m[5]; } void SetupScreenLayout(int screenWidth, int screenHeight, int screenLayout, int rotation, int sizing, int screenGap, bool integerScale, int swapScreens) { float refpoints[4][2] = { {0, 0}, {256, 192}, {0, 0}, {256, 192} }; int layout = screenLayout == 0 ? ((rotation % 2 == 0) ? 0 : 1) : screenLayout - 1; float botScale = 1; float botTrans[4] = {0}; M23_Identity(TopScreenMtx); M23_Identity(BotScreenMtx); M23_Translate(TopScreenMtx, -256/2, -192/2); M23_Translate(BotScreenMtx, -256/2, -192/2); // rotation { float rotmtx[6]; M23_Identity(rotmtx); M23_RotateFast(rotmtx, rotation); M23_Multiply(TopScreenMtx, rotmtx, TopScreenMtx); M23_Multiply(BotScreenMtx, rotmtx, BotScreenMtx); M23_Transform(TopScreenMtx, refpoints[0][0], refpoints[0][1]); M23_Transform(TopScreenMtx, refpoints[1][0], refpoints[1][1]); M23_Transform(BotScreenMtx, refpoints[2][0], refpoints[2][1]); M23_Transform(BotScreenMtx, refpoints[3][0], refpoints[3][1]); } // move screens apart { int idx = layout == 0 ? 1 : 0; float offset = (((layout == 0 && (rotation % 2 == 0)) || (layout == 1 && (rotation % 2 == 1)) ? 192.f : 256.f) + screenGap) / 2.f; if ((rotation == 1 || rotation == 2) ^ swapScreens) offset *= -1.f; M23_Translate(TopScreenMtx, (idx==0)?-offset:0, (idx==1)?-offset:0); M23_Translate(BotScreenMtx, (idx==0)?offset:0, (idx==1)?offset:0); refpoints[0][idx] -= offset; refpoints[1][idx] -= offset; refpoints[2][idx] += offset; refpoints[3][idx] += offset; botTrans[idx] = offset; } // scale { if (sizing == 0) { float minX = refpoints[0][0], maxX = minX; float minY = refpoints[0][1], maxY = minY; for (int i = 1; i < 4; i++) { minX = std::min(minX, refpoints[i][0]); minY = std::min(minY, refpoints[i][1]); maxX = std::max(maxX, refpoints[i][0]); maxY = std::max(maxY, refpoints[i][1]); } float hSize = maxX - minX; float vSize = maxY - minY; // scale evenly float scale = std::min(screenWidth / hSize, screenHeight / vSize); if (integerScale) scale = floor(scale); M23_Scale(TopScreenMtx, scale); M23_Scale(BotScreenMtx, scale); for (int i = 0; i < 4; i++) { refpoints[i][0] *= scale; refpoints[i][1] *= scale; } botScale = scale; } else { int primOffset = (sizing == 1) ? 0 : 2; int secOffset = (sizing == 1) ? 2 : 0; float* primMtx = (sizing == 1) ? TopScreenMtx : BotScreenMtx; float* secMtx = (sizing == 1) ? BotScreenMtx : TopScreenMtx; float primMinX = refpoints[primOffset][0], primMaxX = primMinX; float primMinY = refpoints[primOffset][1], primMaxY = primMinY; float secMinX = refpoints[secOffset][0], secMaxX = secMinX; float secMinY = refpoints[secOffset][1], secMaxY = secMinY; primMinX = std::min(primMinX, refpoints[primOffset+1][0]); primMinY = std::min(primMinY, refpoints[primOffset+1][1]); primMaxX = std::max(primMaxX, refpoints[primOffset+1][0]); primMaxY = std::max(primMaxY, refpoints[primOffset+1][1]); secMinX = std::min(secMinX, refpoints[secOffset+1][0]); secMinY = std::min(secMinY, refpoints[secOffset+1][1]); secMaxX = std::max(secMaxX, refpoints[secOffset+1][0]); secMaxY = std::max(secMaxY, refpoints[secOffset+1][1]); float primHSize = layout == 1 ? std::max(primMaxX, -primMinX) : primMaxX - primMinX; float primVSize = layout == 0 ? std::max(primMaxY, -primMinY) : primMaxY - primMinY; float secHSize = layout == 1 ? std::max(secMaxX, -secMinX) : secMaxX - secMinX; float secVSize = layout == 0 ? std::max(secMaxY, -secMinY) : secMaxY - secMinY; float primScale = std::min(screenWidth / primHSize, screenHeight / primVSize); float secScale = 1.f; if (layout == 0) { if (screenHeight - primVSize * primScale < secVSize) primScale = std::min(screenWidth / primHSize, (screenHeight - secVSize) / primVSize); else secScale = std::min((screenHeight - primVSize * primScale) / secVSize, screenWidth / secHSize); } else { if (screenWidth - primHSize * primScale < secHSize) primScale = std::min((screenWidth - secHSize) / primHSize, screenHeight / primVSize); else secScale = std::min((screenWidth - primHSize * primScale) / secHSize, screenHeight / secVSize); } if (integerScale) { primScale = floor(primScale); secScale = floor(secScale); } M23_Scale(primMtx, primScale); M23_Scale(secMtx, secScale); refpoints[primOffset+0][0] *= primScale; refpoints[primOffset+0][1] *= primScale; refpoints[primOffset+1][0] *= primScale; refpoints[primOffset+1][1] *= primScale; refpoints[secOffset+0][0] *= secScale; refpoints[secOffset+0][1] *= secScale; refpoints[secOffset+1][0] *= secScale; refpoints[secOffset+1][1] *= secScale; botScale = (sizing == 1) ? secScale : primScale; } } // position { float minX = refpoints[0][0], maxX = minX; float minY = refpoints[0][1], maxY = minY; for (int i = 1; i < 4; i++) { minX = std::min(minX, refpoints[i][0]); minY = std::min(minY, refpoints[i][1]); maxX = std::max(maxX, refpoints[i][0]); maxY = std::max(maxY, refpoints[i][1]); } float width = maxX - minX; float height = maxY - minY; float tx = (screenWidth/2) - (width/2) - minX; float ty = (screenHeight/2) - (height/2) - minY; M23_Translate(TopScreenMtx, tx, ty); M23_Translate(BotScreenMtx, tx, ty); botTrans[2] = tx; botTrans[3] = ty; } // prepare a 'reverse' matrix for the touchscreen // this matrix undoes the transforms applied to the bottom screen // and can be used to calculate touchscreen coords from host screen coords { M23_Identity(TouchMtx); M23_Translate(TouchMtx, -botTrans[2], -botTrans[3]); M23_Scale(TouchMtx, 1.f / botScale); M23_Translate(TouchMtx, -botTrans[0], -botTrans[1]); float rotmtx[6]; M23_Identity(rotmtx); M23_RotateFast(rotmtx, (4-rotation) & 3); M23_Multiply(TouchMtx, rotmtx, TouchMtx); M23_Translate(TouchMtx, 256/2, 192/2); } } void GetScreenTransforms(float* top, float* bot) { memcpy(top, TopScreenMtx, 6*sizeof(float)); memcpy(bot, BotScreenMtx, 6*sizeof(float)); } void GetTouchCoords(int& x, int& y) { float vx = x; float vy = y; M23_Transform(TouchMtx, vx, vy); x = (int)vx; y = (int)vy; } }