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Merge pull request #1386 from IvanSavenko/resolutions_filter

Do not allow selecting resolutions not supported by display
This commit is contained in:
Ivan Savenko 2023-02-12 14:33:39 +02:00 committed by GitHub
commit c8c38ac922
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 129 additions and 33 deletions

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@ -31,6 +31,7 @@
"vcmi.systemOptions.resolutionButton.help" : "{Select resolution}\n\n Change in-game screen resolution. Game restart required to apply new resolution.",
"vcmi.systemOptions.resolutionMenu.hover" : "Select resolution",
"vcmi.systemOptions.resolutionMenu.help" : "Change in-game screen resolution.",
"vcmi.systemOptions.fullscreenFailed" : "{Fullscreen}\n\n Failed to switch to fullscreen mode! Current resolution is not supported by display!",
"vcmi.townHall.missingBase" : "Base building %s must be built first",
"vcmi.townHall.noCreaturesToRecruit" : "There are no creatures to recruit!",

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@ -49,14 +49,6 @@ SDL_Color CSDL_Ext::toSDL(const ColorRGBA & color)
return result;
}
Rect CSDL_Ext::getDisplayBounds()
{
SDL_Rect displayBounds;
SDL_GetDisplayBounds(std::max(0, SDL_GetWindowDisplayIndex(mainWindow)), &displayBounds);
return fromSDL(displayBounds);
}
void CSDL_Ext::setColors(SDL_Surface *surface, SDL_Color *colors, int firstcolor, int ncolors)
{
SDL_SetPaletteColors(surface->format->palette,colors,firstcolor,ncolors);
@ -878,7 +870,42 @@ void CSDL_Ext::getClipRect(SDL_Surface * src, Rect & other)
other = CSDL_Ext::fromSDL(rect);
}
bool CSDL_Ext::isResolutionSupported(const std::vector<Point> & resolutions, const Point toTest )
{
#if defined(VCMI_ANDROID) || defined(VCMI_IOS)
// ios can use any resolution
// presumably, same goes for Android
return true;
#else
// in fullscreen only resolutions supported by monitor can be used
return vstd::contains(resolutions, toTest);
#endif
}
std::vector<Point> CSDL_Ext::getSupportedResolutions()
{
int displayID = SDL_GetWindowDisplayIndex(mainWindow);
return getSupportedResolutions(displayID);
}
std::vector<Point> CSDL_Ext::getSupportedResolutions( int displayIndex)
{
std::vector<Point> result;
int modesCount = SDL_GetNumDisplayModes(displayIndex);
for (int i =0; i < modesCount; ++i)
{
SDL_DisplayMode mode;
if (SDL_GetDisplayMode(displayIndex, i, &mode) != 0)
continue;
Point resolution(mode.w, mode.h);
result.push_back(resolution);
}
return result;
}
template SDL_Surface * CSDL_Ext::createSurfaceWithBpp<2>(int, int);
template SDL_Surface * CSDL_Ext::createSurfaceWithBpp<3>(int, int);

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@ -81,9 +81,6 @@ typedef void (*TColorPutterAlpha)(uint8_t *&ptr, const uint8_t & R, const uint8_
uint32_t colorTouint32_t(const SDL_Color * color); //little endian only
SDL_Color makeColor(ui8 r, ui8 g, ui8 b, ui8 a);
/// returns dimensions of display on which VCMI window is located
Rect getDisplayBounds();
void drawLine(SDL_Surface * sur, int x1, int y1, int x2, int y2, const SDL_Color & color1, const SDL_Color & color2);
void drawBorder(SDL_Surface * sur, int x, int y, int w, int h, const SDL_Color &color, int depth = 1);
void drawBorder(SDL_Surface * sur, const Rect &r, const SDL_Color &color, int depth = 1);
@ -107,6 +104,11 @@ typedef void (*TColorPutterAlpha)(uint8_t *&ptr, const uint8_t & R, const uint8_
void applyEffectBpp( SDL_Surface * surf, const Rect & rect, int mode );
void applyEffect(SDL_Surface * surf, const Rect & rect, int mode); //mode: 0 - sepia, 1 - grayscale
bool isResolutionSupported(const std::vector<Point> & resolutions, const Point toTest );
std::vector<Point> getSupportedResolutions();
std::vector<Point> getSupportedResolutions( int displayIndex);
void setColorKey(SDL_Surface * surface, SDL_Color color);
///set key-color to 0,255,255

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@ -63,6 +63,8 @@
#include "../lib/NetPacksBase.h"
#include "../lib/StartInfo.h"
#include <SDL_surface.h>
CRecruitmentWindow::CCreatureCard::CCreatureCard(CRecruitmentWindow * window, const CCreature * crea, int totalAmount)
: CIntObject(LCLICK | RCLICK),
parent(window),
@ -540,7 +542,7 @@ CSystemOptionsWindow::CSystemOptionsWindow()
fullscreen = std::make_shared<CToggleButton>(Point(246, 215), "sysopchk.def", CButton::tooltipLocalized("vcmi.systemOptions.fullscreenButton"), [&](bool value)
{
setBoolSetting("video", "fullscreen", value);
setFullscreenMode(value);
});
fullscreen->setSelected(settings["video"]["fullscreen"].Bool());
@ -552,27 +554,82 @@ CSystemOptionsWindow::CSystemOptionsWindow()
gameResLabel = std::make_shared<CLabel>(170, 292, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, resolutionToString(screenRes["width"].Integer(), screenRes["height"].Integer()));
}
void CSystemOptionsWindow::selectGameRes()
void CSystemOptionsWindow::setFullscreenMode( bool on)
{
std::vector<std::string> items;
fillSelectableResolutions();
#ifndef VCMI_IOS
Rect displayBounds = CSDL_Ext::getDisplayBounds();
#endif
const auto & screenRes = settings["video"]["screenRes"];
const Point desiredResolution(screenRes["width"].Integer(), screenRes["height"].Integer());
const Point currentResolution(screen->w, screen->h);
if (!isResolutionSupported(currentResolution, on))
{
fullscreen->setSelected(!on);
LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.systemOptions.fullscreenFailed"));
return;
}
setBoolSetting("video", "fullscreen", on);
if (!isResolutionSupported(desiredResolution, on))
{
// user changed his desired resolution and switched to fullscreen
// however resolution he selected before is not available in fullscreen
// so reset it back to currect resolution which is confirmed to be supported earlier
Settings gameRes = settings.write["video"]["screenRes"];
gameRes["width"].Float() = currentResolution.x;
gameRes["height"].Float() = currentResolution.y;
gameResLabel->setText(resolutionToString(currentResolution.x, currentResolution.y));
}
}
void CSystemOptionsWindow::fillSelectableResolutions()
{
selectableResolutions.clear();
size_t currentResolutionIndex = 0;
size_t i = 0;
for(const auto & it : conf.guiOptions)
{
const auto & resolution = it.first;
#ifndef VCMI_IOS
if(displayBounds.w < resolution.first || displayBounds.h < resolution.second)
continue;
#endif
const Point dimensions(it.first.first, it.first.second);
auto resolutionStr = resolutionToString(resolution.first, resolution.second);
if(isResolutionSupported(dimensions))
selectableResolutions.push_back(dimensions);
}
boost::range::sort(selectableResolutions, [](const auto & left, const auto & right)
{
return left.x * left.y < right.x * right.y;
});
}
bool CSystemOptionsWindow::isResolutionSupported(const Point & resolution)
{
return isResolutionSupported( resolution, settings["video"]["fullscreen"].Bool());
}
bool CSystemOptionsWindow::isResolutionSupported(const Point & resolution, bool fullscreen)
{
if (!fullscreen)
return true;
auto supportedList = CSDL_Ext::getSupportedResolutions();
return CSDL_Ext::isResolutionSupported(supportedList, resolution);
}
void CSystemOptionsWindow::selectGameRes()
{
fillSelectableResolutions();
std::vector<std::string> items;
size_t currentResolutionIndex = 0;
size_t i = 0;
for(const auto & it : selectableResolutions)
{
auto resolutionStr = resolutionToString(it.x, it.y);
if(gameResLabel->getText() == resolutionStr)
currentResolutionIndex = i;
items.push_back(std::move(resolutionStr));
++i;
}
@ -586,20 +643,21 @@ void CSystemOptionsWindow::selectGameRes()
void CSystemOptionsWindow::setGameRes(int index)
{
auto iter = conf.guiOptions.begin();
std::advance(iter, index);
assert(index >= 0 && index < selectableResolutions.size());
//do not set resolution to illegal one (0x0)
assert(iter!=conf.guiOptions.end() && iter->first.first > 0 && iter->first.second > 0);
if ( index < 0 || index >= selectableResolutions.size() )
return;
Point resolution = selectableResolutions[index];
Settings gameRes = settings.write["video"]["screenRes"];
gameRes["width"].Float() = iter->first.first;
gameRes["height"].Float() = iter->first.second;
gameRes["width"].Float() = resolution.x;
gameRes["height"].Float() = resolution.y;
std::string resText;
resText += boost::lexical_cast<std::string>(iter->first.first);
resText += std::to_string(resolution.x);
resText += "x";
resText += boost::lexical_cast<std::string>(iter->first.second);
resText += std::to_string(resolution.y);
gameResLabel->setText(resText);
}

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@ -226,6 +226,9 @@ private:
SettingsListener onFullscreenChanged;
std::vector<Point> supportedResolutions;
std::vector<Point> selectableResolutions;
//functions bound to buttons
void bloadf(); //load game
void bsavef(); //save game
@ -234,6 +237,11 @@ private:
void brestartf(); //restart game
void bmainmenuf(); //return to main menu
void setFullscreenMode( bool on);
void fillSelectableResolutions();
bool isResolutionSupported(const Point & resolution);
bool isResolutionSupported(const Point & resolution, bool fullscreen);
void selectGameRes();
void setGameRes(int index);
void closeAndPushEvent(EUserEvent code);