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https://github.com/vcmi/vcmi.git
synced 2025-08-13 19:54:17 +02:00
Resolutions selector now shows all available resolutions
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@@ -22,7 +22,7 @@
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#include "CPlayerInterface.h"
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#include "windows/GUIClasses.h"
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#include "CServerHandler.h"
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#include "renderSDL/SDL_Extensions.h"
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#include "render/IWindowHandler.h"
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static void setIntSetting(std::string group, std::string field, int value)
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@@ -148,23 +148,6 @@ GeneralOptionsTab::GeneralOptionsTab()
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std::shared_ptr<CLabel> soundVolumeLabel = widget<CLabel>("soundValueLabel");
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soundVolumeLabel->setText(std::to_string(CCS->soundh->getVolume()) + "%");
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}
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bool GeneralOptionsTab::isResolutionSupported(const Point & resolution)
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{
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return isResolutionSupported( resolution, settings["video"]["fullscreen"].Bool());
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}
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bool GeneralOptionsTab::isResolutionSupported(const Point & resolution, bool fullscreen)
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{
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if (!fullscreen)
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return true;
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auto supportedList = CSDL_Ext::getSupportedResolutions();
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return CSDL_Ext::isResolutionSupported(supportedList, resolution);
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}
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void GeneralOptionsTab::selectGameResolution()
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@@ -174,7 +157,7 @@ void GeneralOptionsTab::selectGameResolution()
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std::vector<std::string> items;
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size_t currentResolutionIndex = 0;
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size_t i = 0;
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for(const auto & it : selectableResolutions)
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for(const auto & it : supportedResolutions)
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{
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auto resolutionStr = resolutionToEntryString(it.x, it.y);
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if(widget<CLabel>("resolutionLabel")->getText() == resolutionToLabelString(it.x, it.y))
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@@ -195,12 +178,12 @@ void GeneralOptionsTab::selectGameResolution()
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void GeneralOptionsTab::setGameResolution(int index)
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{
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assert(index >= 0 && index < selectableResolutions.size());
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assert(index >= 0 && index < supportedResolutions.size());
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if ( index < 0 || index >= selectableResolutions.size() )
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if ( index < 0 || index >= supportedResolutions.size() )
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return;
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Point resolution = selectableResolutions[index];
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Point resolution = supportedResolutions[index];
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Settings gameRes = settings.write["video"]["screenRes"];
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gameRes["width"].Float() = resolution.x;
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@@ -211,50 +194,14 @@ void GeneralOptionsTab::setGameResolution(int index)
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void GeneralOptionsTab::setFullscreenMode(bool on)
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{
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fillSelectableResolutions();
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const auto & screenRes = settings["video"]["screenRes"];
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const Point desiredResolution(screenRes["width"].Integer(), screenRes["height"].Integer());
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const Point currentResolution = GH.screenDimensions();
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if (!isResolutionSupported(currentResolution, on))
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{
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widget<CToggleButton>("fullscreenCheckbox")->setSelected(!on);
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LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.systemOptions.fullscreenFailed"));
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return;
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}
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setBoolSetting("video", "fullscreen", on);
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if (!isResolutionSupported(desiredResolution, on))
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{
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// user changed his desired resolution and switched to fullscreen
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// however resolution he selected before is not available in fullscreen
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// so reset it back to currect resolution which is confirmed to be supported earlier
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Settings gameRes = settings.write["video"]["screenRes"];
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gameRes["width"].Float() = currentResolution.x;
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gameRes["height"].Float() = currentResolution.y;
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widget<CLabel>("resolutionLabel")->setText(resolutionToLabelString(currentResolution.x, currentResolution.y));
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}
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}
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void GeneralOptionsTab::fillSelectableResolutions()
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{
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selectableResolutions.clear();
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supportedResolutions = GH.windowHandler().getSupportedResolutions();
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// TODO: CONFIGURABLE ADVMAP
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static const std::vector<Point> supportedResolutions = {
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{ 800, 600 }
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};
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for(const auto & dimensions : supportedResolutions)
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{
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if(isResolutionSupported(dimensions))
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selectableResolutions.push_back(dimensions);
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}
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boost::range::sort(selectableResolutions, [](const auto & left, const auto & right)
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boost::range::sort(supportedResolutions, [](const auto & left, const auto & right)
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{
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return left.x * left.y < right.x * right.y;
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});
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@@ -19,16 +19,13 @@ private:
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SettingsListener onFullscreenChanged;
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std::vector<Point> supportedResolutions;
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std::vector<Point> selectableResolutions;
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void setFullscreenMode( bool on);
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void fillSelectableResolutions();
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bool isResolutionSupported(const Point & resolution);
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bool isResolutionSupported(const Point & resolution, bool fullscreen);
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void selectGameResolution();
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void setGameResolution(int index);
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public:
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GeneralOptionsTab();
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};
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};
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