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mirror of https://github.com/vcmi/vcmi.git synced 2025-03-29 21:56:54 +02:00

Moved SDL renderer access to ScreenHandler class

This commit is contained in:
Ivan Savenko 2023-07-05 17:17:01 +03:00
parent fa4a0004b2
commit 5143ca266d
5 changed files with 37 additions and 23 deletions

View File

@ -10,13 +10,10 @@
#pragma once
struct SDL_Texture;
struct SDL_Window;
struct SDL_Renderer;
struct SDL_Surface;
extern SDL_Texture * screenTexture;
extern SDL_Window * mainWindow;
extern SDL_Renderer * mainRenderer;
extern SDL_Surface *screen; // main screen surface

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@ -14,11 +14,12 @@
#include "../CMT.h"
#include "../gui/CGuiHandler.h"
#include "../gui/EventDispatcher.h"
#include "../render/IScreenHandler.h"
#include "../renderSDL/SDL_Extensions.h"
#include "../../lib/Rect.h"
#include <SDL_events.h>
#include <SDL_render.h>
#ifdef VCMI_APPLE
# include <dispatch/dispatch.h>
@ -40,30 +41,15 @@ void InputSourceText::handleEventTextEditing(const SDL_TextEditingEvent & text)
void InputSourceText::startTextInput(const Rect & whereInput)
{
#ifdef VCMI_APPLE
dispatch_async(dispatch_get_main_queue(), ^{
#endif
// TODO ios: looks like SDL bug actually, try fixing there
auto renderer = SDL_GetRenderer(mainWindow);
float scaleX, scaleY;
SDL_Rect viewport;
SDL_RenderGetScale(renderer, &scaleX, &scaleY);
SDL_RenderGetViewport(renderer, &viewport);
Rect rectInScreenCoordinates = GH.screenHandler().convertLogicalPointsToWindow(whereInput);
SDL_Rect textInputRect = CSDL_Ext::toSDL(rectInScreenCoordinates);
#ifdef VCMI_IOS
const auto nativeScale = iOS_utils::screenScale();
scaleX /= nativeScale;
scaleY /= nativeScale;
#endif
SDL_Rect rectInScreenCoordinates;
rectInScreenCoordinates.x = (viewport.x + whereInput.x) * scaleX;
rectInScreenCoordinates.y = (viewport.y + whereInput.y) * scaleY;
rectInScreenCoordinates.w = whereInput.w * scaleX;
rectInScreenCoordinates.h = whereInput.h * scaleY;
SDL_SetTextInputRect(&rectInScreenCoordinates);
SDL_SetTextInputRect(&textInputRect);
if (SDL_IsTextInputActive() == SDL_FALSE)
{

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@ -12,6 +12,7 @@
VCMI_LIB_NAMESPACE_BEGIN
class Point;
class Rect;
VCMI_LIB_NAMESPACE_END
class IScreenHandler
@ -33,4 +34,7 @@ public:
/// Returns <min, max> range of possible values for screen scaling percentage
virtual std::tuple<int, int> getSupportedScalingRange() const = 0;
/// Converts provided rect from logical coordinates into coordinates within window, accounting for scaling and viewport
virtual Rect convertLogicalPointsToWindow(const Rect & input) const = 0;
};

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@ -50,6 +50,32 @@ std::tuple<int, int> ScreenHandler::getSupportedScalingRange() const
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;
}
Point ScreenHandler::getPreferredLogicalResolution() const
{
Point renderResolution = getPreferredRenderingResolution();

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@ -86,4 +86,5 @@ public:
std::vector<Point> getSupportedResolutions() const final;
std::vector<Point> getSupportedResolutions(int displayIndex) const;
std::tuple<int, int> getSupportedScalingRange() const final;
Rect convertLogicalPointsToWindow(const Rect & input) const final;
};