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vcmi/client/renderSDL/ScreenHandler.cpp

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/*
* ScreenHandler.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "ScreenHandler.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/constants/StringConstants.h"
#include "../gui/CGuiHandler.h"
#include "../eventsSDL/NotificationHandler.h"
#include "../gui/WindowHandler.h"
#include "CMT.h"
#include "SDL_Extensions.h"
#ifdef VCMI_ANDROID
#include "../lib/CAndroidVMHelper.h"
#endif
#ifdef VCMI_IOS
# include "ios/utils.h"
#endif
#include <SDL.h>
// TODO: should be made into a private members of ScreenHandler
static SDL_Window * mainWindow = nullptr;
SDL_Renderer * mainRenderer = nullptr;
SDL_Texture * screenTexture = nullptr;
SDL_Surface * screen = nullptr; //main screen surface
SDL_Surface * screen2 = nullptr; //and hlp surface (used to store not-active interfaces layer)
SDL_Surface * screenBuf = screen; //points to screen (if only advmapint is present) or screen2 (else) - should be used when updating controls which are not regularly redrawed
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static const std::string NAME = GameConstants::VCMI_VERSION; //application name
static constexpr Point heroes3Resolution = Point(800, 600);
std::tuple<int, int> ScreenHandler::getSupportedScalingRange() const
{
// H3 resolution, any resolution smaller than that is not correctly supported
static constexpr Point minResolution = heroes3Resolution;
// arbitrary limit on *downscaling*. Allow some downscaling, if requested by user. Should be generally limited to 100+ for all but few devices
static constexpr double minimalScaling = 50;
Point renderResolution = getRenderResolution();
double reservedAreaWidth = settings["video"]["reservedWidth"].Float();
Point availableResolution = Point(renderResolution.x * (1 - reservedAreaWidth), renderResolution.y);
double maximalScalingWidth = 100.0 * availableResolution.x / minResolution.x;
double maximalScalingHeight = 100.0 * availableResolution.y / minResolution.y;
double maximalScaling = std::min(maximalScalingWidth, maximalScalingHeight);
return { minimalScaling, maximalScaling };
}
Rect ScreenHandler::convertLogicalPointsToWindow(const Rect & input) const
{
Rect result;
// FIXME: use SDL_RenderLogicalToWindow instead? Needs to be tested on ios
float scaleX, scaleY;
SDL_Rect viewport;
SDL_RenderGetScale(mainRenderer, &scaleX, &scaleY);
SDL_RenderGetViewport(mainRenderer, &viewport);
#ifdef VCMI_IOS
// TODO ios: looks like SDL bug actually, try fixing there
const auto nativeScale = iOS_utils::screenScale();
scaleX /= nativeScale;
scaleY /= nativeScale;
#endif
result.x = (viewport.x + input.x) * scaleX;
result.y = (viewport.y + input.y) * scaleY;
result.w = input.w * scaleX;
result.h = input.h * scaleY;
return result;
}
int ScreenHandler::getInterfaceScalingPercentage() const
{
auto [minimalScaling, maximalScaling] = getSupportedScalingRange();
int userScaling = settings["video"]["resolution"]["scaling"].Integer();
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if (userScaling == 0) // autodetection
{
#ifdef VCMI_MOBILE
// for mobiles - stay at maximum scaling unless we have large screen
// might be better to check screen DPI / physical dimensions, but way more complex, and may result in different edge cases, e.g. chromebooks / tv's
int preferredMinimalScaling = 200;
#else
// for PC - avoid downscaling if possible
int preferredMinimalScaling = 100;
#endif
// prefer a little below maximum - to give space for extended UI
int preferredMaximalScaling = maximalScaling * 10 / 12;
userScaling = std::max(std::min(maximalScaling, preferredMinimalScaling), preferredMaximalScaling);
}
int scaling = std::clamp(userScaling, minimalScaling, maximalScaling);
return scaling;
}
Point ScreenHandler::getPreferredLogicalResolution() const
{
Point renderResolution = getRenderResolution();
double reservedAreaWidth = settings["video"]["reservedWidth"].Float();
int scaling = getInterfaceScalingPercentage();
Point availableResolution = Point(renderResolution.x * (1 - reservedAreaWidth), renderResolution.y);
Point logicalResolution = availableResolution * 100.0 / scaling;
return logicalResolution;
}
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int ScreenHandler::getScalingFactor() const
{
switch (upscalingFilter)
{
case EUpscalingFilter::NONE: return 1;
case EUpscalingFilter::XBRZ_2: return 2;
case EUpscalingFilter::XBRZ_3: return 3;
case EUpscalingFilter::XBRZ_4: return 4;
}
throw std::runtime_error("invalid upscaling filter");
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}
Point ScreenHandler::getLogicalResolution() const
{
return Point(screen->w, screen->h) / getScalingFactor();
}
Point ScreenHandler::getRenderResolution() const
{
assert(mainRenderer != nullptr);
Point result;
SDL_GetRendererOutputSize(mainRenderer, &result.x, &result.y);
return result;
}
Point ScreenHandler::getPreferredWindowResolution() const
{
if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED)
{
SDL_Rect bounds;
if (SDL_GetDisplayBounds(getPreferredDisplayIndex(), &bounds) == 0)
return Point(bounds.w, bounds.h);
}
const JsonNode & video = settings["video"];
int width = video["resolution"]["width"].Integer();
int height = video["resolution"]["height"].Integer();
return Point(width, height);
}
int ScreenHandler::getPreferredDisplayIndex() const
{
#ifdef VCMI_MOBILE
// Assuming no multiple screens on Android / ios?
return 0;
#else
if (mainWindow != nullptr)
{
int result = SDL_GetWindowDisplayIndex(mainWindow);
if (result >= 0)
return result;
}
return settings["video"]["displayIndex"].Integer();
#endif
}
EWindowMode ScreenHandler::getPreferredWindowMode() const
{
#ifdef VCMI_MOBILE
// On Android / ios game will always render to screen size
return EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED;
#else
const JsonNode & video = settings["video"];
bool fullscreen = video["fullscreen"].Bool();
bool realFullscreen = settings["video"]["realFullscreen"].Bool();
if (!fullscreen)
return EWindowMode::WINDOWED;
if (realFullscreen)
return EWindowMode::FULLSCREEN_EXCLUSIVE;
else
return EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED;
#endif
}
ScreenHandler::ScreenHandler()
{
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#ifdef VCMI_WINDOWS
// set VCMI as "per-monitor DPI awareness". This completely disables any DPI-scaling by system.
// Might not be the best solution since VCMI can't automatically adjust to DPI changes (including moving to monitors with different DPI scaling)
// However this fixed unintuitive bug where player selects specific resolution for windowed mode, but ends up with completely different one due to scaling
// NOTE: requires SDL 2.24.
SDL_SetHint(SDL_HINT_WINDOWS_DPI_AWARENESS, "permonitor");
#endif
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if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_GAMECONTROLLER))
{
logGlobal->error("Something was wrong: %s", SDL_GetError());
exit(-1);
}
const auto & logCallback = [](void * userdata, int category, SDL_LogPriority priority, const char * message)
{
logGlobal->debug("SDL(category %d; priority %d) %s", category, priority, message);
};
SDL_LogSetOutputFunction(logCallback, nullptr);
#ifdef VCMI_ANDROID
// manually setting egl pixel format, as a possible solution for sdl2<->android problem
// https://bugzilla.libsdl.org/show_bug.cgi?id=2291
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
#endif // VCMI_ANDROID
validateSettings();
recreateWindowAndScreenBuffers();
}
void ScreenHandler::recreateWindowAndScreenBuffers()
{
destroyScreenBuffers();
if(mainWindow == nullptr)
initializeWindow();
else
updateWindowState();
initializeScreenBuffers();
if(!settings["session"]["headless"].Bool() && settings["general"]["notifications"].Bool())
{
NotificationHandler::init(mainWindow);
}
}
void ScreenHandler::updateWindowState()
{
#ifndef VCMI_MOBILE
int displayIndex = getPreferredDisplayIndex();
switch(getPreferredWindowMode())
{
case EWindowMode::FULLSCREEN_EXCLUSIVE:
{
// for some reason, VCMI fails to switch from FULLSCREEN_BORDERLESS_WINDOWED to FULLSCREEN_EXCLUSIVE directly
// Switch to windowed mode first to avoid this bug
SDL_SetWindowFullscreen(mainWindow, 0);
SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN);
SDL_DisplayMode mode;
SDL_GetDesktopDisplayMode(displayIndex, &mode);
Point resolution = getPreferredWindowResolution();
mode.w = resolution.x;
mode.h = resolution.y;
SDL_SetWindowDisplayMode(mainWindow, &mode);
SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));
return;
}
case EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED:
{
SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN_DESKTOP);
SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));
return;
}
case EWindowMode::WINDOWED:
{
Point resolution = getPreferredWindowResolution();
SDL_SetWindowFullscreen(mainWindow, 0);
SDL_SetWindowSize(mainWindow, resolution.x, resolution.y);
SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex), SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex));
return;
}
}
#endif
}
void ScreenHandler::initializeWindow()
{
mainWindow = createWindow();
if(mainWindow == nullptr)
{
const char * error = SDL_GetError();
Point dimensions = getPreferredWindowResolution();
std::string messagePattern = "Failed to create SDL Window of size %d x %d. Reason: %s";
std::string message = boost::str(boost::format(messagePattern) % dimensions.x % dimensions.y % error);
handleFatalError(message, true);
}
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// create first available renderer if no preferred one is set
// use no SDL_RENDERER_SOFTWARE or SDL_RENDERER_ACCELERATED flag, so HW accelerated will be preferred but SW renderer will also be possible
uint32_t rendererFlags = 0;
if(settings["video"]["vsync"].Bool())
{
rendererFlags |= SDL_RENDERER_PRESENTVSYNC;
}
mainRenderer = SDL_CreateRenderer(mainWindow, getPreferredRenderingDriver(), rendererFlags);
if(mainRenderer == nullptr)
{
const char * error = SDL_GetError();
std::string messagePattern = "Failed to create SDL renderer. Reason: %s";
std::string message = boost::str(boost::format(messagePattern) % error);
handleFatalError(message, true);
}
selectUpscalingFilter();
selectDownscalingFilter();
SDL_RendererInfo info;
SDL_GetRendererInfo(mainRenderer, &info);
logGlobal->info("Created renderer %s", info.name);
}
EUpscalingFilter ScreenHandler::loadUpscalingFilter() const
{
static const std::map<std::string, EUpscalingFilter> upscalingFilterTypes =
{
{"auto", EUpscalingFilter::AUTO },
{"none", EUpscalingFilter::NONE },
{"xbrz2", EUpscalingFilter::XBRZ_2 },
{"xbrz3", EUpscalingFilter::XBRZ_3 },
{"xbrz4", EUpscalingFilter::XBRZ_4 }
};
auto filterName = settings["video"]["upscalingFilter"].String();
auto filter = upscalingFilterTypes.at(filterName);
if (filter != EUpscalingFilter::AUTO)
return filter;
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// else - autoselect
Point outputResolution = getRenderResolution();
Point logicalResolution = getPreferredLogicalResolution();
float scaleX = static_cast<float>(outputResolution.x) / logicalResolution.x;
float scaleY = static_cast<float>(outputResolution.x) / logicalResolution.x;
float scaling = std::min(scaleX, scaleY);
if (scaling <= 1.001f)
return EUpscalingFilter::NONE; // running at original resolution or even lower than that - no need for xbrz
if (scaling <= 2.001f)
return EUpscalingFilter::XBRZ_2; // resolutions below 1200p (including 1080p / FullHD)
if (scaling <= 3.001f)
return EUpscalingFilter::XBRZ_3; // resolutions below 2400p (including 1440p and 2160p / 4K)
return EUpscalingFilter::XBRZ_4; // Only for massive displays, e.g. 8K
}
void ScreenHandler::selectUpscalingFilter()
{
upscalingFilter = loadUpscalingFilter();
logGlobal->debug("Selected upscaling filter %d", static_cast<int>(upscalingFilter));
}
void ScreenHandler::selectDownscalingFilter()
{
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, settings["video"]["downscalingFilter"].String().c_str());
logGlobal->debug("Selected downscaling filter %s", settings["video"]["downscalingFilter"].String());
}
void ScreenHandler::initializeScreenBuffers()
{
#ifdef VCMI_ENDIAN_BIG
int bmask = 0xff000000;
int gmask = 0x00ff0000;
int rmask = 0x0000ff00;
int amask = 0x000000ff;
#else
int bmask = 0x000000ff;
int gmask = 0x0000ff00;
int rmask = 0x00ff0000;
int amask = 0xFF000000;
#endif
auto logicalSize = getPreferredLogicalResolution() * getScalingFactor();
SDL_RenderSetLogicalSize(mainRenderer, logicalSize.x, logicalSize.y);
screen = SDL_CreateRGBSurface(0, logicalSize.x, logicalSize.y, 32, rmask, gmask, bmask, amask);
if(nullptr == screen)
{
logGlobal->error("Unable to create surface %dx%d with %d bpp: %s", logicalSize.x, logicalSize.y, 32, SDL_GetError());
throw std::runtime_error("Unable to create surface");
}
//No blending for screen itself. Required for proper cursor rendering.
SDL_SetSurfaceBlendMode(screen, SDL_BLENDMODE_NONE);
screenTexture = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, logicalSize.x, logicalSize.y);
if(nullptr == screenTexture)
{
logGlobal->error("Unable to create screen texture");
logGlobal->error(SDL_GetError());
throw std::runtime_error("Unable to create screen texture");
}
screen2 = CSDL_Ext::copySurface(screen);
if(nullptr == screen2)
{
throw std::runtime_error("Unable to copy surface\n");
}
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if (GH.windows().count() > 1)
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screenBuf = screen2;
else
screenBuf = screen;
clearScreen();
}
SDL_Window * ScreenHandler::createWindowImpl(Point dimensions, int flags, bool center)
{
int displayIndex = getPreferredDisplayIndex();
int positionFlags = center ? SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex) : SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex);
return SDL_CreateWindow(NAME.c_str(), positionFlags, positionFlags, dimensions.x, dimensions.y, flags);
}
SDL_Window * ScreenHandler::createWindow()
{
#ifndef VCMI_MOBILE
Point dimensions = getPreferredWindowResolution();
switch(getPreferredWindowMode())
{
case EWindowMode::FULLSCREEN_EXCLUSIVE:
return createWindowImpl(dimensions, SDL_WINDOW_FULLSCREEN, false);
case EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED:
return createWindowImpl(Point(), SDL_WINDOW_FULLSCREEN_DESKTOP, false);
case EWindowMode::WINDOWED:
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return createWindowImpl(dimensions, SDL_WINDOW_RESIZABLE, true);
default:
return nullptr;
};
#endif
#ifdef VCMI_IOS
SDL_SetHint(SDL_HINT_IOS_HIDE_HOME_INDICATOR, "1");
SDL_SetHint(SDL_HINT_RETURN_KEY_HIDES_IME, "1");
uint32_t windowFlags = SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI;
SDL_Window * result = createWindowImpl(Point(), windowFlags | SDL_WINDOW_METAL, false);
if(result != nullptr)
return result;
logGlobal->warn("Metal unavailable, using OpenGLES");
return createWindowImpl(Point(), windowFlags, false);
#endif
#ifdef VCMI_ANDROID
return createWindowImpl(Point(), SDL_WINDOW_FULLSCREEN, false);
#endif
}
void ScreenHandler::onScreenResize()
{
recreateWindowAndScreenBuffers();
}
void ScreenHandler::validateSettings()
{
#ifndef VCMI_MOBILE
{
int displayIndex = settings["video"]["displayIndex"].Integer();
int displaysCount = SDL_GetNumVideoDisplays();
if (displayIndex >= displaysCount)
{
Settings writer = settings.write["video"]["displayIndex"];
writer->Float() = 0;
}
}
if (getPreferredWindowMode() == EWindowMode::WINDOWED)
{
//we only check that our desired window size fits on screen
int displayIndex = getPreferredDisplayIndex();
Point resolution = getPreferredWindowResolution();
SDL_DisplayMode mode;
if (SDL_GetDesktopDisplayMode(displayIndex, &mode) == 0)
{
if(resolution.x > mode.w || resolution.y > mode.h)
{
Settings writer = settings.write["video"]["resolution"];
writer["width"].Float() = mode.w;
writer["height"].Float() = mode.h;
}
}
}
if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_EXCLUSIVE)
{
auto legalOptions = getSupportedResolutions();
Point selectedResolution = getPreferredWindowResolution();
if(!vstd::contains(legalOptions, selectedResolution))
{
// resolution selected for fullscreen mode is not supported by display
// try to find current display resolution and use it instead as "reasonable default"
SDL_DisplayMode mode;
if (SDL_GetDesktopDisplayMode(getPreferredDisplayIndex(), &mode) == 0)
{
Settings writer = settings.write["video"]["resolution"];
writer["width"].Float() = mode.w;
writer["height"].Float() = mode.h;
}
}
}
#endif
}
int ScreenHandler::getPreferredRenderingDriver() const
{
int result = -1;
const JsonNode & video = settings["video"];
int driversCount = SDL_GetNumRenderDrivers();
std::string preferredDriverName = video["driver"].String();
logGlobal->info("Found %d render drivers", driversCount);
for(int it = 0; it < driversCount; it++)
{
SDL_RendererInfo info;
if (SDL_GetRenderDriverInfo(it, &info) == 0)
{
std::string driverName(info.name);
if(!preferredDriverName.empty() && driverName == preferredDriverName)
{
result = it;
logGlobal->info("\t%s (active)", driverName);
}
else
logGlobal->info("\t%s", driverName);
}
else
logGlobal->info("\t(error)");
}
return result;
}
void ScreenHandler::destroyScreenBuffers()
{
// screenBuf is not a separate surface, but points to either screen or screen2 - just set to null
screenBuf = nullptr;
if(nullptr != screen2)
{
SDL_FreeSurface(screen2);
screen2 = nullptr;
}
if(nullptr != screen)
{
SDL_FreeSurface(screen);
screen = nullptr;
}
if(nullptr != screenTexture)
{
SDL_DestroyTexture(screenTexture);
screenTexture = nullptr;
}
}
void ScreenHandler::destroyWindow()
{
if(nullptr != mainRenderer)
{
SDL_DestroyRenderer(mainRenderer);
mainRenderer = nullptr;
}
if(nullptr != mainWindow)
{
SDL_DestroyWindow(mainWindow);
mainWindow = nullptr;
}
}
void ScreenHandler::close()
{
if(settings["general"]["notifications"].Bool())
NotificationHandler::destroy();
destroyScreenBuffers();
destroyWindow();
SDL_Quit();
}
void ScreenHandler::clearScreen()
{
SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 255);
SDL_RenderClear(mainRenderer);
SDL_RenderPresent(mainRenderer);
}
std::vector<Point> ScreenHandler::getSupportedResolutions() const
{
int displayID = getPreferredDisplayIndex();
return getSupportedResolutions(displayID);
}
std::vector<Point> ScreenHandler::getSupportedResolutions( int displayIndex) const
{
//NOTE: this method is never called on Android/iOS, only on desktop systems
std::vector<Point> result;
int modesCount = SDL_GetNumDisplayModes(displayIndex);
for (int i =0; i < modesCount; ++i)
{
SDL_DisplayMode mode;
if (SDL_GetDisplayMode(displayIndex, i, &mode) == 0)
{
Point resolution(mode.w, mode.h);
result.push_back(resolution);
}
}
boost::range::sort(result, [](const auto & left, const auto & right)
{
return left.x * left.y < right.x * right.y;
});
// erase potential duplicates, e.g. resolutions with different framerate / bits per pixel
result.erase(boost::unique(result).end(), result.end());
return result;
}
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bool ScreenHandler::hasFocus()
{
ui32 flags = SDL_GetWindowFlags(mainWindow);
return flags & SDL_WINDOW_INPUT_FOCUS;
}