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Moved SDL renderer access to ScreenHandler class
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@ -10,13 +10,10 @@
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#pragma once
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struct SDL_Texture;
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struct SDL_Window;
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struct SDL_Renderer;
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struct SDL_Surface;
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extern SDL_Texture * screenTexture;
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extern SDL_Window * mainWindow;
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extern SDL_Renderer * mainRenderer;
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extern SDL_Surface *screen; // main screen surface
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@ -14,11 +14,12 @@
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#include "../CMT.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/EventDispatcher.h"
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#include "../render/IScreenHandler.h"
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#include "../renderSDL/SDL_Extensions.h"
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#include "../../lib/Rect.h"
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#include <SDL_events.h>
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#include <SDL_render.h>
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#ifdef VCMI_APPLE
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# include <dispatch/dispatch.h>
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@ -40,30 +41,15 @@ void InputSourceText::handleEventTextEditing(const SDL_TextEditingEvent & text)
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void InputSourceText::startTextInput(const Rect & whereInput)
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{
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#ifdef VCMI_APPLE
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dispatch_async(dispatch_get_main_queue(), ^{
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#endif
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// TODO ios: looks like SDL bug actually, try fixing there
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auto renderer = SDL_GetRenderer(mainWindow);
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float scaleX, scaleY;
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SDL_Rect viewport;
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SDL_RenderGetScale(renderer, &scaleX, &scaleY);
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SDL_RenderGetViewport(renderer, &viewport);
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Rect rectInScreenCoordinates = GH.screenHandler().convertLogicalPointsToWindow(whereInput);
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SDL_Rect textInputRect = CSDL_Ext::toSDL(rectInScreenCoordinates);
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#ifdef VCMI_IOS
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const auto nativeScale = iOS_utils::screenScale();
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scaleX /= nativeScale;
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scaleY /= nativeScale;
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#endif
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SDL_Rect rectInScreenCoordinates;
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rectInScreenCoordinates.x = (viewport.x + whereInput.x) * scaleX;
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rectInScreenCoordinates.y = (viewport.y + whereInput.y) * scaleY;
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rectInScreenCoordinates.w = whereInput.w * scaleX;
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rectInScreenCoordinates.h = whereInput.h * scaleY;
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SDL_SetTextInputRect(&rectInScreenCoordinates);
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SDL_SetTextInputRect(&textInputRect);
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if (SDL_IsTextInputActive() == SDL_FALSE)
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{
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@ -12,6 +12,7 @@
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VCMI_LIB_NAMESPACE_BEGIN
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class Point;
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class Rect;
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VCMI_LIB_NAMESPACE_END
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class IScreenHandler
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@ -33,4 +34,7 @@ public:
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/// Returns <min, max> range of possible values for screen scaling percentage
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virtual std::tuple<int, int> getSupportedScalingRange() const = 0;
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/// Converts provided rect from logical coordinates into coordinates within window, accounting for scaling and viewport
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virtual Rect convertLogicalPointsToWindow(const Rect & input) const = 0;
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};
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@ -50,6 +50,32 @@ std::tuple<int, int> ScreenHandler::getSupportedScalingRange() const
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return { minimalScaling, maximalScaling };
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}
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Rect ScreenHandler::convertLogicalPointsToWindow(const Rect & input) const
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{
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Rect result;
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// FIXME: use SDL_RenderLogicalToWindow instead? Needs to be tested on ios
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float scaleX, scaleY;
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SDL_Rect viewport;
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SDL_RenderGetScale(mainRenderer, &scaleX, &scaleY);
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SDL_RenderGetViewport(mainRenderer, &viewport);
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#ifdef VCMI_IOS
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// TODO ios: looks like SDL bug actually, try fixing there
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const auto nativeScale = iOS_utils::screenScale();
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scaleX /= nativeScale;
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scaleY /= nativeScale;
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#endif
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result.x = (viewport.x + input.x) * scaleX;
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result.y = (viewport.y + input.y) * scaleY;
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result.w = input.w * scaleX;
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result.h = input.h * scaleY;
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return result;
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}
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Point ScreenHandler::getPreferredLogicalResolution() const
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{
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Point renderResolution = getPreferredRenderingResolution();
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@ -86,4 +86,5 @@ public:
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std::vector<Point> getSupportedResolutions() const final;
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std::vector<Point> getSupportedResolutions(int displayIndex) const;
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std::tuple<int, int> getSupportedScalingRange() const final;
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Rect convertLogicalPointsToWindow(const Rect & input) const final;
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};
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