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ppsspp/Common/System/Display.h
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2026-06-01 10:53:41 +02:00

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1.9 KiB
C++

#pragma once
#include <string_view>
#include "Common/Math/lin/matrix4x4.h"
#include "Common/GPU/MiscTypes.h"
#include "Common/Math/geom2d.h"
// This is meant to be a framework for handling DPI scaling etc.
// For now, it just consists of these ugly globals.
// On some platforms (currently only Windows UWP) we need to manually rotate
// our rendered output to match the display. Use these to do so.
enum class DisplayRotation {
ROTATE_0 = 0,
ROTATE_90,
ROTATE_180,
ROTATE_270,
};
struct DisplayProperties {
// Display resolution in true pixels.
int pixel_xres;
int pixel_yres;
// Display resolution in virtual ("display") pixels
int dp_xres;
int dp_yres;
float dpi_scale_x = 1.0f;
float dpi_scale_y = 1.0f;
// Size of a physical pixel in dps
float pixel_in_dps_x = 1.0f;
float pixel_in_dps_y = 1.0f;
// If DPI is overridden (like in small window mode), this is still the original DPI scale factor.
float dpi_scale_real_x = 1.0f;
float dpi_scale_real_y = 1.0f;
float display_hz = 60.0f;
DisplayRotation rotation;
Lin::Matrix4x4 rot_matrix;
DisplayProperties();
void Print();
DeviceOrientation GetDeviceOrientation() const;
// Returns true if the dimensions changed.
// The first three parameters can take -1 to signify "unchanged".
bool Recalculate(int new_pixel_xres, int new_pixel_yres, float new_scale_x, float new_scale_y, float customScale);
};
extern DisplayProperties g_display;
template<class T>
struct DisplayRect {
T x, y, w, h;
};
void RotateRectToDisplay(DisplayRect<float> &rect, float rtWidth, float rtHeight);
void RotateRectToDisplay(DisplayRect<int> &rect, int rtWidth, int rtHeight);
Lin::Matrix4x4 ComputeOrthoMatrix(float xres, float yres, CoordConvention coordConvention);
// Take this and run through translation. Returns "Portrait", "Landscape" or later "Square" (the latter being the square shape you get when you open a foldable phone).
std::string_view DeviceOrientationToString(DeviceOrientation orientation);