mirror of
https://github.com/vcmi/vcmi.git
synced 2025-08-13 19:54:17 +02:00
Extracted window management from CMT to new class
This commit is contained in:
508
client/CMT.cpp
508
client/CMT.cpp
@@ -7,49 +7,34 @@
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* Full text of license available in license.txt file, in main folder
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*
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*/
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// CMT.cpp : Defines the entry point for the console application.
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//
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#include "StdInc.h"
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#include "CMT.h"
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#include "CGameInfo.h"
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#include "mainmenu/CMainMenu.h"
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#include "lobby/CSelectionBase.h"
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#include "windows/CCastleInterface.h"
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#include "mainmenu/CPrologEpilogVideo.h"
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#include "gui/CursorHandler.h"
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#include "CPlayerInterface.h"
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#include "CVideoHandler.h"
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#include "CMusicHandler.h"
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#include "Client.h"
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#include "gui/CGuiHandler.h"
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#include "CServerHandler.h"
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#include "gui/NotificationHandler.h"
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#include "ClientCommandManager.h"
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#include "windows/CMessage.h"
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#include "renderSDL/SDL_Extensions.h"
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#include "renderSDL/WindowHandler.h"
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#include "../lib/filesystem/Filesystem.h"
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#include "../lib/filesystem/FileStream.h"
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#include "../lib/CConsoleHandler.h"
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#include "../lib/CGameState.h"
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#include "../lib/CBuildingHandler.h"
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#include "../CCallback.h"
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#include "../lib/CHeroHandler.h"
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#include "../lib/spells/CSpellHandler.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "../lib/serializer/BinaryDeserializer.h"
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#include "../lib/serializer/BinarySerializer.h"
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#include "../lib/VCMIDirs.h"
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#include "../lib/NetPacks.h"
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#include "../lib/CModHandler.h"
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#include "../lib/CTownHandler.h"
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#include "../lib/mapping/CCampaignHandler.h"
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#include "../lib/logging/CBasicLogConfigurator.h"
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#include "../lib/CPlayerState.h"
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#include "../lib/serializer/Connection.h"
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#include <boost/asio.hpp>
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#include <boost/program_options.hpp>
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#include "mainmenu/CPrologEpilogVideo.h"
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#include <vstd/StringUtils.h>
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#include <SDL.h>
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@@ -60,8 +45,6 @@
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#include "../lib/CAndroidVMHelper.h"
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#endif
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#include "CMT.h"
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#if __MINGW32__
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#undef main
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#endif
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@@ -70,11 +53,8 @@ namespace po = boost::program_options;
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namespace po_style = boost::program_options::command_line_style;
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namespace bfs = boost::filesystem;
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std::string NAME_AFFIX = "client";
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std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')'; //application name
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CGuiHandler GH;
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int preferredDriverIndex = -1;
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SDL_Window * mainWindow = nullptr;
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SDL_Renderer * mainRenderer = nullptr;
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SDL_Texture * screenTexture = nullptr;
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@@ -95,19 +75,11 @@ static po::variables_map vm;
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#ifndef VCMI_IOS
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void processCommand(const std::string &message);
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#endif
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static void setScreenRes(int w, int h, int bpp, bool fullscreen, int displayIndex, bool resetVideo=true);
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void playIntro();
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static void mainLoop();
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static CBasicLogConfigurator *logConfig;
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#ifndef VCMI_WINDOWS
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#ifndef _GNU_SOURCE
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#define _GNU_SOURCE
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#endif
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#include <getopt.h>
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#endif
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void init()
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{
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CStopWatch tmh;
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@@ -139,17 +111,6 @@ static void prog_help(const po::options_description &opts)
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std::cout << opts;
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}
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static void SDLLogCallback(void* userdata,
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int category,
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SDL_LogPriority priority,
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const char* message)
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{
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//todo: convert SDL log priority to vcmi log priority
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//todo: make separate log domain for SDL
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logGlobal->debug("SDL(category %d; priority %d) %s", category, priority, message);
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}
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#if defined(VCMI_WINDOWS) && !defined(__GNUC__) && defined(VCMI_WITH_DEBUG_CONSOLE)
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int wmain(int argc, wchar_t* argv[])
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#elif defined(VCMI_MOBILE)
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@@ -255,7 +216,7 @@ int main(int argc, char * argv[])
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const bfs::path logPath = VCMIDirs::get().userLogsPath() / "VCMI_Client_log.txt";
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logConfig = new CBasicLogConfigurator(logPath, console);
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logConfig->configureDefault();
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logGlobal->info(NAME);
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logGlobal->info("Starting client of '%s'", GameConstants::VCMI_VERSION);
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logGlobal->info("Creating console and configuring logger: %d ms", pomtime.getDiff());
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logGlobal->info("The log file will be saved to %s", logPath);
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@@ -340,68 +301,9 @@ int main(int argc, char * argv[])
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srand ( (unsigned int)time(nullptr) );
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const JsonNode& video = settings["video"];
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const JsonNode& res = video["screenRes"];
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//something is really wrong...
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if (res["width"].Float() < 100 || res["height"].Float() < 100)
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{
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logGlobal->error("Fatal error: failed to load settings!");
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logGlobal->error("Possible reasons:");
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logGlobal->error("\tCorrupted local configuration file at %s/settings.json", VCMIDirs::get().userConfigPath());
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logGlobal->error("\tMissing or corrupted global configuration file at %s/schemas/settings.json", VCMIDirs::get().userConfigPath());
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logGlobal->error("VCMI will now exit...");
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exit(EXIT_FAILURE);
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}
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if(!settings["session"]["headless"].Bool())
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{
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if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_AUDIO|SDL_INIT_NOPARACHUTE))
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{
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logGlobal->error("Something was wrong: %s", SDL_GetError());
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exit(-1);
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}
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#ifdef VCMI_ANDROID
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// manually setting egl pixel format, as a possible solution for sdl2<->android problem
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// https://bugzilla.libsdl.org/show_bug.cgi?id=2291
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
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#endif // VCMI_ANDROID
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//(!)init here AFTER SDL_Init() while using SDL for FPS management
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GH.init();
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SDL_LogSetOutputFunction(&SDLLogCallback, nullptr);
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int driversCount = SDL_GetNumRenderDrivers();
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std::string preferredDriverName = video["driver"].String();
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logGlobal->info("Found %d render drivers", driversCount);
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for(int it = 0; it < driversCount; it++)
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{
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SDL_RendererInfo info;
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SDL_GetRenderDriverInfo(it,&info);
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std::string driverName(info.name);
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if(!preferredDriverName.empty() && driverName == preferredDriverName)
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{
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preferredDriverIndex = it;
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logGlobal->info("\t%s (active)", driverName);
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}
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else
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logGlobal->info("\t%s", driverName);
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}
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setScreenRes((int)res["width"].Float(), (int)res["height"].Float(), (int)video["bitsPerPixel"].Float(), video["fullscreen"].Bool(), (int)video["displayIndex"].Float());
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logGlobal->info("\tInitializing screen: %d ms", pomtime.getDiff());
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}
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CCS = new CClientState();
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CGI = new CGameInfo(); //contains all global informations about game (texts, lodHandlers, map handler etc.)
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CSH = new CServerHandler();
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@@ -487,7 +389,6 @@ int main(int argc, char * argv[])
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CCS->curh->show();
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}
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logGlobal->info("Initialization of VCMI (together): %d ms", total.getDiff());
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session["autoSkip"].Bool() = vm.count("autoSkip");
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@@ -577,361 +478,6 @@ void playIntro()
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}
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}
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#if !defined(VCMI_MOBILE)
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static bool checkVideoMode(int monitorIndex, int w, int h)
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{
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//we only check that our desired window size fits on screen
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SDL_DisplayMode mode;
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if (0 != SDL_GetDesktopDisplayMode(monitorIndex, &mode))
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{
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logGlobal->error("SDL_GetDesktopDisplayMode failed");
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logGlobal->error(SDL_GetError());
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return false;
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}
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logGlobal->info("Check display mode: requested %d x %d; available up to %d x %d ", w, h, mode.w, mode.h);
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if (!mode.w || !mode.h || (w <= mode.w && h <= mode.h))
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{
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return true;
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}
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return false;
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}
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#endif
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static void cleanupRenderer()
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{
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screenBuf = nullptr; //it`s a link - just nullify
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if(nullptr != screen2)
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{
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SDL_FreeSurface(screen2);
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screen2 = nullptr;
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}
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if(nullptr != screen)
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{
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SDL_FreeSurface(screen);
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screen = nullptr;
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}
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if(nullptr != screenTexture)
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{
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SDL_DestroyTexture(screenTexture);
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screenTexture = nullptr;
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}
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}
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static bool recreateWindow(int w, int h, int bpp, bool fullscreen, int displayIndex)
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{
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// VCMI will only work with 2 or 4 bytes per pixel
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vstd::amax(bpp, 16);
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vstd::amin(bpp, 32);
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if(bpp>16)
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bpp = 32;
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if(displayIndex < 0)
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{
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if (mainWindow != nullptr)
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displayIndex = SDL_GetWindowDisplayIndex(mainWindow);
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if (displayIndex < 0)
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displayIndex = 0;
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}
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#if defined(VCMI_MOBILE)
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SDL_GetWindowSize(mainWindow, &w, &h);
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#else
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if(!checkVideoMode(displayIndex, w, h))
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{
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logGlobal->error("Error: SDL says that %dx%d resolution is not available!", w, h);
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}
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#endif
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bool bufOnScreen = (screenBuf == screen);
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bool realFullscreen = settings["video"]["realFullscreen"].Bool();
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/* match best rendering resolution */
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int renderWidth = 0, renderHeight = 0;
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auto aspectRatio = (float)w / (float)h;
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auto minDiff = 10.f;
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// TODO: CONFIGURABLE ADVMAP
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static const std::vector<Point> supportedResolutions = {
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{ 1280, 720 }
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};
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for (const auto& pair : supportedResolutions)
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{
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int pWidth = pair.x;
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int pHeight = pair.y;
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/* filter out resolution which is larger than window */
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if (pWidth > w || pHeight > h)
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{
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continue;
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}
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auto ratio = (float)pWidth / (float)pHeight;
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auto diff = fabs(aspectRatio - ratio);
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/* select closest aspect ratio */
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if (diff < minDiff)
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{
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renderWidth = pWidth;
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renderHeight = pHeight;
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minDiff = diff;
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}
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/* select largest resolution meets prior conditions.
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* since there are resolutions like 1366x768(not exactly 16:9), a deviation of 0.005 is allowed. */
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else if (fabs(diff - minDiff) < 0.005f && pWidth > renderWidth)
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{
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renderWidth = pWidth;
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renderHeight = pHeight;
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}
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}
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if (renderWidth == 0)
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{
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// no matching resolution for upscaling - complain & fallback to default resolution.
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logGlobal->error("Failed to match rendering resolution for %dx%d!", w, h);
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Settings newRes = settings.write["video"]["screenRes"];
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w = supportedResolutions.front().x;
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h = supportedResolutions.front().y;
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newRes["width"].Float() = w;
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newRes["height"].Float() = h;
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logGlobal->error("Falling back to %dx%d", w, h);
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renderWidth = w;
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renderHeight = h;
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}
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else
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{
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logGlobal->info("Set logical rendering resolution to %dx%d", renderWidth, renderHeight);
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}
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cleanupRenderer();
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if(nullptr == mainWindow)
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{
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#if defined(VCMI_MOBILE)
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auto createWindow = [displayIndex](uint32_t 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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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best");
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uint32_t 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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// 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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SDL_Rect screenRect;
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if(SDL_GetDisplayBounds(0, &screenRect) == 0)
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{
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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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if((double)w / aspect > (double)h)
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{
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h = (int)round((double)w / aspect);
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}
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else
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{
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w = (int)round((double)h * aspect);
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}
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logGlobal->info("Changing logical screen size to %dx%d", w, h);
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}
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else
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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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if(fullscreen)
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{
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if(realFullscreen)
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mainWindow = SDL_CreateWindow(NAME.c_str(), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), renderWidth, renderHeight, SDL_WINDOW_FULLSCREEN);
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else //in windowed full-screen mode use desktop resolution
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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_DESKTOP);
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best");
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}
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else
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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 // defined(VCMI_MOBILE)
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if(nullptr == mainWindow)
|
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{
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throw std::runtime_error("Unable to create window\n");
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}
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//create first available renderer if preferred not set. Use no flags, so HW accelerated will be preferred but SW renderer also will possible
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mainRenderer = SDL_CreateRenderer(mainWindow,preferredDriverIndex,0);
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if(nullptr == mainRenderer)
|
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{
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throw std::runtime_error("Unable to create renderer\n");
|
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}
|
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|
||||
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SDL_RendererInfo info;
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SDL_GetRendererInfo(mainRenderer, &info);
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logGlobal->info("Created renderer %s", info.name);
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}
|
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else
|
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{
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#if !defined(VCMI_MOBILE)
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if(fullscreen)
|
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{
|
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if(realFullscreen)
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{
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SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN);
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SDL_DisplayMode mode;
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SDL_GetDesktopDisplayMode(displayIndex, &mode);
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mode.w = renderWidth;
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mode.h = renderHeight;
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SDL_SetWindowDisplayMode(mainWindow, &mode);
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}
|
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else
|
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{
|
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SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN_DESKTOP);
|
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}
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SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));
|
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|
||||
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best");
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}
|
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else
|
||||
{
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SDL_SetWindowFullscreen(mainWindow, 0);
|
||||
SDL_SetWindowSize(mainWindow, w, h);
|
||||
SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex), SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex));
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}
|
||||
#endif
|
||||
}
|
||||
|
||||
if(!(fullscreen && realFullscreen))
|
||||
{
|
||||
SDL_RenderSetLogicalSize(mainRenderer, renderWidth, renderHeight);
|
||||
|
||||
//following line is bugged not only on android, do not re-enable without checking
|
||||
//#ifndef VCMI_ANDROID
|
||||
// // on android this stretches the game to fit the screen, not preserving aspect and apparently this also breaks coordinates scaling in mouse events
|
||||
// SDL_RenderSetViewport(mainRenderer, nullptr);
|
||||
//#endif
|
||||
|
||||
}
|
||||
|
||||
|
||||
#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
|
||||
|
||||
screen = SDL_CreateRGBSurface(0,renderWidth,renderHeight,bpp,rmask,gmask,bmask,amask);
|
||||
if(nullptr == screen)
|
||||
{
|
||||
logGlobal->error("Unable to create surface %dx%d with %d bpp: %s", renderWidth, renderHeight, bpp, 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,
|
||||
renderWidth, renderHeight);
|
||||
|
||||
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");
|
||||
}
|
||||
|
||||
screenBuf = bufOnScreen ? screen : screen2;
|
||||
|
||||
SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 0);
|
||||
SDL_RenderClear(mainRenderer);
|
||||
SDL_RenderPresent(mainRenderer);
|
||||
|
||||
if(!settings["session"]["headless"].Bool() && settings["general"]["notifications"].Bool())
|
||||
{
|
||||
NotificationHandler::init(mainWindow);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
//used only once during initialization
|
||||
static void setScreenRes(int w, int h, int bpp, bool fullscreen, int displayIndex, bool resetVideo)
|
||||
{
|
||||
if(!recreateWindow(w, h, bpp, fullscreen, displayIndex))
|
||||
{
|
||||
throw std::runtime_error("Requested screen resolution is not available\n");
|
||||
}
|
||||
}
|
||||
|
||||
static void fullScreenChanged()
|
||||
{
|
||||
boost::unique_lock<boost::recursive_mutex> lock(*CPlayerInterface::pim);
|
||||
|
||||
Settings full = settings.write["video"]["fullscreen"];
|
||||
const bool toFullscreen = full->Bool();
|
||||
|
||||
auto bitsPerPixel = screen->format->BitsPerPixel;
|
||||
|
||||
auto w = screen->w;
|
||||
auto h = screen->h;
|
||||
|
||||
if(!recreateWindow(w, h, bitsPerPixel, toFullscreen, -1))
|
||||
{
|
||||
//will return false and report error if video mode is not supported
|
||||
return;
|
||||
}
|
||||
|
||||
GH.totalRedraw();
|
||||
}
|
||||
|
||||
static void handleEvent(SDL_Event & ev)
|
||||
{
|
||||
if((ev.type==SDL_QUIT) ||(ev.type == SDL_KEYDOWN && ev.key.keysym.sym==SDLK_F4 && (ev.key.keysym.mod & KMOD_ALT)))
|
||||
@@ -1009,8 +555,11 @@ static void handleEvent(SDL_Event & ev)
|
||||
CMM->menu->switchToTab("load");
|
||||
break;
|
||||
case EUserEvent::FULLSCREEN_TOGGLED:
|
||||
fullScreenChanged();
|
||||
break;
|
||||
{
|
||||
boost::unique_lock<boost::recursive_mutex> lock(*CPlayerInterface::pim);
|
||||
GH.windowHandler().onFullscreenChanged();
|
||||
break;
|
||||
}
|
||||
default:
|
||||
logGlobal->error("Unknown user event. Code %d", ev.user.code);
|
||||
break;
|
||||
@@ -1023,7 +572,10 @@ static void handleEvent(SDL_Event & ev)
|
||||
switch (ev.window.event) {
|
||||
case SDL_WINDOWEVENT_RESTORED:
|
||||
#ifndef VCMI_IOS
|
||||
fullScreenChanged();
|
||||
{
|
||||
boost::unique_lock<boost::recursive_mutex> lock(*CPlayerInterface::pim);
|
||||
GH.windowHandler().onFullscreenChanged();
|
||||
}
|
||||
#endif
|
||||
break;
|
||||
}
|
||||
@@ -1047,10 +599,8 @@ static void handleEvent(SDL_Event & ev)
|
||||
boost::unique_lock<boost::mutex> lock(eventsM);
|
||||
SDLEventsQueue.push(ev);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
static void mainLoop()
|
||||
{
|
||||
SettingsListener resChanged = settings.listen["video"]["fullscreen"];
|
||||
@@ -1071,7 +621,6 @@ static void mainLoop()
|
||||
|
||||
CSH->applyPacksOnLobbyScreen();
|
||||
GH.renderFrame();
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1108,29 +657,9 @@ static void quitApplication()
|
||||
vstd::clear_pointer(console);// should be removed after everything else since used by logging
|
||||
|
||||
boost::this_thread::sleep(boost::posix_time::milliseconds(750));//???
|
||||
|
||||
if(!settings["session"]["headless"].Bool())
|
||||
{
|
||||
if(settings["general"]["notifications"].Bool())
|
||||
{
|
||||
NotificationHandler::destroy();
|
||||
}
|
||||
|
||||
cleanupRenderer();
|
||||
|
||||
if(nullptr != mainRenderer)
|
||||
{
|
||||
SDL_DestroyRenderer(mainRenderer);
|
||||
mainRenderer = nullptr;
|
||||
}
|
||||
|
||||
if(nullptr != mainWindow)
|
||||
{
|
||||
SDL_DestroyWindow(mainWindow);
|
||||
mainWindow = nullptr;
|
||||
}
|
||||
|
||||
SDL_Quit();
|
||||
}
|
||||
GH.windowHandler().close();
|
||||
|
||||
if(logConfig != nullptr)
|
||||
{
|
||||
@@ -1145,7 +674,6 @@ static void quitApplication()
|
||||
|
||||
void handleQuit(bool ask)
|
||||
{
|
||||
|
||||
if(CSH->client && LOCPLINT && ask)
|
||||
{
|
||||
CCS->curh->set(Cursor::Map::POINTER);
|
||||
|
@@ -75,6 +75,7 @@ set(client_SRCS
|
||||
renderSDL/SDLImage.cpp
|
||||
renderSDL/SDLImageLoader.cpp
|
||||
renderSDL/SDLRWwrapper.cpp
|
||||
renderSDL/WindowHandler.cpp
|
||||
renderSDL/SDL_Extensions.cpp
|
||||
|
||||
widgets/Buttons.cpp
|
||||
@@ -211,6 +212,7 @@ set(client_HEADERS
|
||||
renderSDL/SDLImage.h
|
||||
renderSDL/SDLImageLoader.h
|
||||
renderSDL/SDLRWwrapper.h
|
||||
renderSDL/WindowHandler.h
|
||||
renderSDL/SDL_Extensions.h
|
||||
renderSDL/SDL_PixelAccess.h
|
||||
|
||||
|
@@ -123,7 +123,8 @@ public:
|
||||
}
|
||||
};
|
||||
|
||||
extern std::string NAME;
|
||||
static const std::string NAME_AFFIX = "client";
|
||||
static const std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')'; //application name
|
||||
|
||||
CServerHandler::CServerHandler()
|
||||
: state(EClientState::NONE), mx(std::make_shared<boost::recursive_mutex>()), client(nullptr), loadMode(0), campaignStateToSend(nullptr), campaignServerRestartLock(false)
|
||||
|
@@ -18,6 +18,7 @@
|
||||
#include "../CGameInfo.h"
|
||||
#include "../render/Colors.h"
|
||||
#include "../renderSDL/SDL_Extensions.h"
|
||||
#include "../renderSDL/WindowHandler.h"
|
||||
#include "../CMT.h"
|
||||
#include "../CPlayerInterface.h"
|
||||
#include "../battle/BattleInterface.h"
|
||||
@@ -95,9 +96,10 @@ void CGuiHandler::processLists(const ui16 activityFlag, std::function<void (std:
|
||||
|
||||
void CGuiHandler::init()
|
||||
{
|
||||
windowHandlerInstance = std::make_unique<WindowHandler>();
|
||||
shortcutsHandlerInstance = std::make_unique<ShortcutHandler>();
|
||||
mainFPSmng = new CFramerateManager();
|
||||
mainFPSmng->init(settings["video"]["targetfps"].Integer());
|
||||
mainFPSmng = new CFramerateManager(settings["video"]["targetfps"].Integer());
|
||||
|
||||
isPointerRelativeMode = settings["general"]["userRelativePointer"].Bool();
|
||||
pointerSpeedMultiplier = settings["general"]["relativePointerSpeedMultiplier"].Float();
|
||||
}
|
||||
@@ -803,7 +805,12 @@ void CGuiHandler::pushUserEvent(EUserEvent usercode, void * userdata)
|
||||
SDL_PushEvent(&event);
|
||||
}
|
||||
|
||||
CFramerateManager::CFramerateManager()
|
||||
WindowHandler & CGuiHandler::windowHandler()
|
||||
{
|
||||
return *windowHandlerInstance;
|
||||
}
|
||||
|
||||
CFramerateManager::CFramerateManager(int newRate)
|
||||
: rate(0)
|
||||
, rateticks(0)
|
||||
, fps(0)
|
||||
@@ -811,7 +818,9 @@ CFramerateManager::CFramerateManager()
|
||||
, accumulatedTime(0)
|
||||
, lastticks(0)
|
||||
, timeElapsed(0)
|
||||
{}
|
||||
{
|
||||
init(newRate);
|
||||
}
|
||||
|
||||
void CFramerateManager::init(int newRate)
|
||||
{
|
||||
|
@@ -29,6 +29,7 @@ class CIntObject;
|
||||
class IUpdateable;
|
||||
class IShowActivatable;
|
||||
class IShowable;
|
||||
class WindowHandler;
|
||||
|
||||
// TODO: event handling need refactoring
|
||||
enum class EUserEvent
|
||||
@@ -56,7 +57,7 @@ private:
|
||||
ui32 accumulatedFrames;
|
||||
|
||||
public:
|
||||
CFramerateManager(); // initializes the manager with a given fps rate
|
||||
CFramerateManager(int newRate); // initializes the manager with a given fps rate
|
||||
void init(int newRate); // needs to be called directly before the main game loop to reset the internal timer
|
||||
void framerateDelay(); // needs to be called every game update cycle
|
||||
ui32 getElapsedMilliseconds() const {return this->timeElapsed;}
|
||||
@@ -95,6 +96,7 @@ private:
|
||||
CIntObjectList doubleClickInterested;
|
||||
CIntObjectList textInterested;
|
||||
|
||||
std::unique_ptr<WindowHandler> windowHandlerInstance;
|
||||
|
||||
void handleMouseButtonClick(CIntObjectList & interestedObjs, MouseButton btn, bool isPressed);
|
||||
void processLists(const ui16 activityFlag, std::function<void (std::list<CIntObject*> *)> cb);
|
||||
@@ -135,6 +137,8 @@ public:
|
||||
/// moves mouse pointer into specified position inside vcmi window
|
||||
void moveCursorToPosition(const Point & position);
|
||||
|
||||
WindowHandler & windowHandler();
|
||||
|
||||
IUpdateable *curInt;
|
||||
|
||||
Point lastClick;
|
||||
|
@@ -31,6 +31,7 @@
|
||||
|
||||
#include "../../lib/NetPacksLobby.h"
|
||||
#include "../../lib/CGeneralTextHandler.h"
|
||||
#include "../../lib/CConfigHandler.h"
|
||||
#include "../../lib/CModHandler.h"
|
||||
#include "../../lib/GameSettings.h"
|
||||
#include "../../lib/filesystem/Filesystem.h"
|
||||
|
407
client/renderSDL/WindowHandler.cpp
Normal file
407
client/renderSDL/WindowHandler.cpp
Normal file
@@ -0,0 +1,407 @@
|
||||
/*
|
||||
* WindowHandler.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 "WindowHandler.h"
|
||||
|
||||
#include "../../lib/CConfigHandler.h"
|
||||
#include "../gui/CGuiHandler.h"
|
||||
#include "../gui/NotificationHandler.h"
|
||||
#include "CMT.h"
|
||||
#include "SDL_Extensions.h"
|
||||
|
||||
#include <SDL.h>
|
||||
|
||||
static const std::string NAME_AFFIX = "client";
|
||||
static const std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')'; //application name
|
||||
|
||||
Point WindowHandler::getPreferredLogicalResolution() const
|
||||
{
|
||||
// TODO: CONFIGURABLE ADVMAP - IMPLEMENT UI SCALE SETTING
|
||||
return {1280, 720};
|
||||
}
|
||||
|
||||
Point WindowHandler::getPreferredRenderingResolution() const
|
||||
{
|
||||
if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_WINDOWED)
|
||||
{
|
||||
SDL_Rect bounds;
|
||||
SDL_GetDisplayBounds(getPreferredDisplayIndex(), &bounds);
|
||||
return Point(bounds.w, bounds.h);
|
||||
}
|
||||
else
|
||||
{
|
||||
const JsonNode & video = settings["video"];
|
||||
int width = video["screenRes"]["width"].Integer();
|
||||
int height = video["screenRes"]["height"].Integer();
|
||||
|
||||
return Point(width, height);
|
||||
}
|
||||
}
|
||||
|
||||
int WindowHandler::getPreferredDisplayIndex() const
|
||||
{
|
||||
#ifdef VCMI_MOBILE
|
||||
// Assuming no multiple screens on Android / ios?
|
||||
return 0;
|
||||
#else
|
||||
if (mainWindow != nullptr)
|
||||
return SDL_GetWindowDisplayIndex(mainWindow);
|
||||
else
|
||||
return settings["video"]["displayIndex"].Integer();
|
||||
#endif
|
||||
}
|
||||
|
||||
EWindowMode WindowHandler::getPreferredWindowMode() const
|
||||
{
|
||||
#ifdef VCMI_MOBILE
|
||||
// On Android / ios game will always render to screen size
|
||||
return EWindowMode::FULLSCREEN_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_TRUE;
|
||||
else
|
||||
return EWindowMode::FULLSCREEN_WINDOWED;
|
||||
#endif
|
||||
}
|
||||
|
||||
WindowHandler::WindowHandler()
|
||||
{
|
||||
if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_NOPARACHUTE))
|
||||
{
|
||||
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();
|
||||
recreateWindow();
|
||||
}
|
||||
|
||||
bool WindowHandler::recreateWindow()
|
||||
{
|
||||
destroyScreen();
|
||||
|
||||
if(mainWindow == nullptr)
|
||||
initializeRenderer();
|
||||
else
|
||||
updateFullscreenState();
|
||||
|
||||
initializeScreen();
|
||||
|
||||
if(!settings["session"]["headless"].Bool() && settings["general"]["notifications"].Bool())
|
||||
{
|
||||
NotificationHandler::init(mainWindow);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void WindowHandler::updateFullscreenState()
|
||||
{
|
||||
#if !defined(VCMI_MOBILE)
|
||||
int displayIndex = getPreferredDisplayIndex();
|
||||
|
||||
switch(getPreferredWindowMode())
|
||||
{
|
||||
case EWindowMode::FULLSCREEN_TRUE:
|
||||
{
|
||||
SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN);
|
||||
|
||||
SDL_DisplayMode mode;
|
||||
SDL_GetDesktopDisplayMode(displayIndex, &mode);
|
||||
Point resolution = getPreferredRenderingResolution();
|
||||
|
||||
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_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 = getPreferredLogicalResolution();
|
||||
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 WindowHandler::initializeRenderer()
|
||||
{
|
||||
mainWindow = createWindow();
|
||||
|
||||
if(mainWindow == nullptr)
|
||||
throw std::runtime_error("Unable to create window\n");
|
||||
|
||||
//create first available renderer if preferred not set. Use no flags, so HW accelerated will be preferred but SW renderer also will possible
|
||||
mainRenderer = SDL_CreateRenderer(mainWindow, getPreferredRenderingDriver(), 0);
|
||||
|
||||
if(mainRenderer == nullptr)
|
||||
throw std::runtime_error("Unable to create renderer\n");
|
||||
|
||||
SDL_RendererInfo info;
|
||||
SDL_GetRendererInfo(mainRenderer, &info);
|
||||
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best");
|
||||
logGlobal->info("Created renderer %s", info.name);
|
||||
}
|
||||
|
||||
void WindowHandler::initializeScreen()
|
||||
{
|
||||
#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();
|
||||
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");
|
||||
}
|
||||
|
||||
screenBuf = screen;
|
||||
|
||||
SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 0);
|
||||
SDL_RenderClear(mainRenderer);
|
||||
SDL_RenderPresent(mainRenderer);
|
||||
}
|
||||
|
||||
SDL_Window * WindowHandler::createWindowImpl(Point dimensions, int displayIndex, int flags, bool center)
|
||||
{
|
||||
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 * WindowHandler::createWindow()
|
||||
{
|
||||
#ifndef VCMI_MOBILE
|
||||
const JsonNode & video = settings["video"];
|
||||
int displayIndex = video["displayIndex"].Float();
|
||||
bool fullscreen = video["fullscreen"].Bool();
|
||||
bool realFullscreen = video["realFullscreen"].Bool();
|
||||
Point dimensions = getPreferredRenderingResolution();
|
||||
|
||||
if(!fullscreen)
|
||||
return createWindowImpl(dimensions, displayIndex, 0, true);
|
||||
|
||||
if(realFullscreen)
|
||||
return createWindowImpl(dimensions, displayIndex, SDL_WINDOW_FULLSCREEN, false);
|
||||
else
|
||||
return createWindowImpl(Point(), displayIndex, SDL_WINDOW_FULLSCREEN_DESKTOP, false);
|
||||
#endif
|
||||
|
||||
#ifdef VCMI_IOS
|
||||
SDL_SetHint(SDL_HINT_IOS_HIDE_HOME_INDICATOR, "1");
|
||||
SDL_SetHint(SDL_HINT_RETURN_KEY_HIDES_IME, "1");
|
||||
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best");
|
||||
|
||||
uint32_t windowFlags = SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI;
|
||||
SDL_Window * result = createWindowImpl(Point(), displayIndex, windowFlags | SDL_WINDOW_METAL, false);
|
||||
|
||||
if(result != nullptr)
|
||||
return result;
|
||||
|
||||
logGlobal->warn("Metal unavailable, using OpenGLES");
|
||||
return createWindowImpl(Point(), displayIndex, windowFlags, false);
|
||||
#endif
|
||||
|
||||
#ifdef VCMI_ANDROID
|
||||
return createWindowImpl(Point(), displayIndex, SDL_WINDOW_FULLSCREEN, false);
|
||||
#endif
|
||||
}
|
||||
|
||||
void WindowHandler::onFullscreenChanged()
|
||||
{
|
||||
if(!recreateWindow())
|
||||
{
|
||||
//will return false and report error if video mode is not supported
|
||||
return;
|
||||
}
|
||||
GH.totalRedraw();
|
||||
}
|
||||
|
||||
void WindowHandler::validateSettings()
|
||||
{
|
||||
#if !defined(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 = getPreferredRenderingResolution();
|
||||
|
||||
SDL_DisplayMode mode;
|
||||
|
||||
if (SDL_GetDesktopDisplayMode(displayIndex, &mode) == 0)
|
||||
{
|
||||
if(resolution.x > mode.w || resolution.y > mode.h)
|
||||
{
|
||||
Settings writer = settings.write["video"]["screenRes"];
|
||||
writer["width"].Float() = mode.w;
|
||||
writer["height"].Float() = mode.h;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_TRUE)
|
||||
{
|
||||
// TODO: check that display supports selected resolution
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
int WindowHandler::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;
|
||||
SDL_GetRenderDriverInfo(it, &info);
|
||||
|
||||
std::string driverName(info.name);
|
||||
|
||||
if(!preferredDriverName.empty() && driverName == preferredDriverName)
|
||||
{
|
||||
result = it;
|
||||
logGlobal->info("\t%s (active)", driverName);
|
||||
}
|
||||
else
|
||||
logGlobal->info("\t%s", driverName);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
void WindowHandler::destroyScreen()
|
||||
{
|
||||
screenBuf = nullptr; //it`s a link - just nullify
|
||||
|
||||
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 WindowHandler::destroyWindow()
|
||||
{
|
||||
if(nullptr != mainRenderer)
|
||||
{
|
||||
SDL_DestroyRenderer(mainRenderer);
|
||||
mainRenderer = nullptr;
|
||||
}
|
||||
|
||||
if(nullptr != mainWindow)
|
||||
{
|
||||
SDL_DestroyWindow(mainWindow);
|
||||
mainWindow = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
void WindowHandler::close()
|
||||
{
|
||||
if(settings["general"]["notifications"].Bool())
|
||||
NotificationHandler::destroy();
|
||||
|
||||
destroyScreen();
|
||||
destroyWindow();
|
||||
SDL_Quit();
|
||||
}
|
74
client/renderSDL/WindowHandler.h
Normal file
74
client/renderSDL/WindowHandler.h
Normal file
@@ -0,0 +1,74 @@
|
||||
/*
|
||||
* WindowHandler.h, 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
|
||||
*
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
struct SDL_Texture;
|
||||
struct SDL_Window;
|
||||
struct SDL_Renderer;
|
||||
struct SDL_Surface;
|
||||
|
||||
#include "../../lib/Point.h"
|
||||
|
||||
enum class EWindowMode
|
||||
{
|
||||
// game runs in a window that covers part of the screen
|
||||
WINDOWED,
|
||||
// game runs in a 'window' that always covers entire screen and uses unmodified desktop resolution
|
||||
// The only mode that is available on mobile devices
|
||||
FULLSCREEN_WINDOWED,
|
||||
// game runs in a fullscreen mode with resolution selected by player
|
||||
FULLSCREEN_TRUE
|
||||
};
|
||||
|
||||
/// This class is responsible for management of game window and its main rendering surface
|
||||
class WindowHandler
|
||||
{
|
||||
/// Dimensions of target surfaces/textures, this value is what game logic views as screen size
|
||||
Point getPreferredLogicalResolution() const;
|
||||
|
||||
/// Dimensions of output window, if different from logicalResolution SDL will perform scaling
|
||||
/// This value is what player views as window size
|
||||
Point getPreferredRenderingResolution() const;
|
||||
|
||||
EWindowMode getPreferredWindowMode() const;
|
||||
|
||||
/// Returns index of display on which window should be created
|
||||
int getPreferredDisplayIndex() const;
|
||||
|
||||
/// Returns index of rendering driver preferred by player or -1 if no preference
|
||||
int getPreferredRenderingDriver() const;
|
||||
|
||||
/// Creates SDL window with specified parameters
|
||||
SDL_Window * createWindowImpl(Point dimensions, int displayIndex, int flags, bool center);
|
||||
|
||||
/// Creates SDL window using OS-specific settings & user-specific config
|
||||
SDL_Window * createWindow();
|
||||
|
||||
void initializeRenderer();
|
||||
void initializeScreen();
|
||||
void updateFullscreenState();
|
||||
|
||||
bool recreateWindow();
|
||||
void destroyScreen();
|
||||
void destroyWindow();
|
||||
|
||||
void validateSettings();
|
||||
public:
|
||||
|
||||
/// Creates and initializes screen, window and SDL state
|
||||
WindowHandler();
|
||||
|
||||
/// Updates and potentially recreates target screen to match selected fullscreen status
|
||||
void onFullscreenChanged();
|
||||
|
||||
/// De-initializes and destroys screen, window and SDL state
|
||||
void close();
|
||||
};
|
@@ -12,7 +12,6 @@
|
||||
#include "CWindowObject.h"
|
||||
#include "../lib/GameConstants.h"
|
||||
#include "../lib/ResourceSet.h"
|
||||
#include "../lib/CConfigHandler.h"
|
||||
#include "../lib/int3.h"
|
||||
#include "../widgets/CWindowWithArtifacts.h"
|
||||
#include "../widgets/CGarrisonInt.h"
|
||||
|
Reference in New Issue
Block a user