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synced 2024-11-24 08:32:34 +02:00
use Android's letterboxing code and code style cleanup
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@ -1101,40 +1101,38 @@ static bool recreateWindow(int w, int h, int bpp, bool fullscreen, int displayIn
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if(nullptr == mainWindow)
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{
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#if defined(VCMI_ANDROID) || defined(VCMI_IOS)
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auto createWindow = [displayIndex](Uint32 extraFlags) -> bool {
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mainWindow = SDL_CreateWindow(NAME.c_str(), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), 0, 0, SDL_WINDOW_FULLSCREEN | extraFlags);
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return mainWindow != nullptr;
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};
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#if defined(VCMI_ANDROID) || defined(VCMI_IOS)
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auto createWindow = [displayIndex](Uint32 extraFlags) -> bool {
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mainWindow = SDL_CreateWindow(NAME.c_str(), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), 0, 0, SDL_WINDOW_FULLSCREEN | extraFlags);
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return mainWindow != nullptr;
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};
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#ifdef VCMI_IOS
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SDL_SetHint(SDL_HINT_IOS_HIDE_HOME_INDICATOR, "1");
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SDL_SetHint(SDL_HINT_RETURN_KEY_HIDES_IME, "1");
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# ifdef VCMI_IOS
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SDL_SetHint(SDL_HINT_IOS_HIDE_HOME_INDICATOR, "1");
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SDL_SetHint(SDL_HINT_RETURN_KEY_HIDES_IME, "1");
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best");
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Uint32 windowFlags = SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI;
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if(!createWindow(windowFlags | SDL_WINDOW_METAL))
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{
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logGlobal->warn("Metal unavailable, using OpenGLES");
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createWindow(windowFlags);
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}
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Uint32 windowFlags = SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI;
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if(!createWindow(windowFlags | SDL_WINDOW_METAL))
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{
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logGlobal->warn("Metal unavailable, using OpenGLES");
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createWindow(windowFlags);
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}
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# else
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createWindow(0);
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# endif // VCMI_IOS
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// TODO: can android use this too?
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auto shouldFixAspectRatio = true;
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int screenWidth, screenHeight;
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SDL_GetWindowSize(mainWindow, &screenWidth, &screenHeight);
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#else
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createWindow(0);
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SDL_Rect screenRect;
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auto shouldFixAspectRatio = SDL_GetDisplayBounds(0, &screenRect) == 0;
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int screenWidth = screenRect.w, screenHeight = screenRect.h;
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#endif
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// SDL on mobile doesn't do proper letterboxing, and will show an annoying flickering in the blank space in case you're not using the full screen estate
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// That's why we need to make sure our width and height we'll use below have the same aspect ratio as the screen itself to ensure we fill the full screen estate
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if(shouldFixAspectRatio)
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SDL_Rect screenRect;
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if(SDL_GetDisplayBounds(0, &screenRect) == 0)
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{
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auto aspect = static_cast<double>(screenWidth) / screenHeight;
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const auto screenWidth = screenRect.w;
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const auto screenHeight = screenRect.h;
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const auto aspect = static_cast<double>(screenWidth) / screenHeight;
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logGlobal->info("Screen size and aspect ratio: %dx%d (%lf)", screenWidth, screenHeight, aspect);
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@ -1153,8 +1151,7 @@ static bool recreateWindow(int w, int h, int bpp, bool fullscreen, int displayIn
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{
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logGlobal->error("Can't fix aspect ratio for screen");
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}
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#else
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#else
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if(fullscreen)
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{
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if(realFullscreen)
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@ -1167,7 +1164,7 @@ static bool recreateWindow(int w, int h, int bpp, bool fullscreen, int displayIn
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{
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mainWindow = SDL_CreateWindow(NAME.c_str(), SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex),SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex), w, h, 0);
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}
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#endif
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#endif // defined(VCMI_ANDROID) || defined(VCMI_IOS)
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if(nullptr == mainWindow)
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{
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