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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

restore some SDL1 code in CMT.XXX

This commit is contained in:
AlexVinS 2014-05-23 15:42:27 +04:00 committed by AlexVinS
parent 0ef16feca9
commit d50976bf4a
2 changed files with 107 additions and 45 deletions

View File

@ -69,15 +69,16 @@ std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX
CGuiHandler GH;
static CClient *client=nullptr;
#ifndef VCMI_SDL1
SDL_Window * mainWindow = nullptr;
SDL_Renderer * mainRenderer = nullptr;
SDL_Texture * screenTexture = nullptr;
#endif // VCMI_SDL1
SDL_Surface *screen = nullptr, //main screen surface
*screen2 = nullptr,//and hlp surface (used to store not-active interfaces layer)
*screenBuf = screen; //points to screen (if only advmapint is present) or screen2 (else) - should be used when updating controls which are not regularly redrawed
SDL_Texture * screenTexture = nullptr;
static boost::thread *mainGUIThread;
std::queue<SDL_Event> events;
@ -359,6 +360,7 @@ int main(int argc, char** argv)
logGlobal->infoStream() <<"\tInitializing screen: "<<pomtime.getDiff();
}
CCS = new CClientState;
CGI = new CGameInfo; //contains all global informations about game (texts, lodHandlers, map handler etc.)
// Initialize video
@ -775,6 +777,7 @@ void dispose()
static bool checkVideoMode(int monitorIndex, int w, int h, int& bpp, bool fullscreen)
{
#ifndef VCMI_SDL1
SDL_DisplayMode mode;
const int modeCount = SDL_GetNumDisplayModes(monitorIndex);
for (int i = 0; i < modeCount; i++) {
@ -784,12 +787,13 @@ static bool checkVideoMode(int monitorIndex, int w, int h, int& bpp, bool fullsc
}
}
return false;
// bpp = SDL_VideoModeOK(w, h, bpp, SDL_SWSURFACE|(fullscreen?SDL_FULLSCREEN:0));
//return !(bpp==0)
#else
bpp = SDL_VideoModeOK(w, h, bpp, SDL_SWSURFACE|(fullscreen?SDL_FULLSCREEN:0));
return !(bpp==0)
#endif // VCMI_SDL1
}
#ifndef VCMI_SDL1
static bool recreateWindow(int w, int h, int bpp, bool fullscreen)
{
// VCMI will only work with 2, 3 or 4 bytes per pixel
@ -895,54 +899,93 @@ static bool recreateWindow(int w, int h, int bpp, bool fullscreen)
return true;
}
#endif
//used only once during initialization
static void setScreenRes(int w, int h, int bpp, bool fullscreen, bool resetVideo)
{
#ifdef VCMI_SDL1
// VCMI will only work with 2, 3 or 4 bytes per pixel
vstd::amax(bpp, 16);
vstd::amin(bpp, 32);
// Try to use the best screen depth for the display
int suggestedBpp = SDL_VideoModeOK(w, h, bpp, SDL_SWSURFACE|(fullscreen?SDL_FULLSCREEN:0));
if(suggestedBpp == 0)
{
logGlobal->errorStream() << "Error: SDL says that " << w << "x" << h << " resolution is not available!";
return;
}
bool bufOnScreen = (screenBuf == screen);
if(suggestedBpp != bpp)
{
logGlobal->infoStream() << boost::format("Using %s bpp (bits per pixel) for the video mode. Default or overridden setting was %s bpp.") % suggestedBpp % bpp;
}
//For some reason changing fullscreen via config window checkbox result in SDL_Quit event
if (resetVideo)
{
if(screen) //screen has been already initialized
SDL_QuitSubSystem(SDL_INIT_VIDEO);
SDL_InitSubSystem(SDL_INIT_VIDEO);
}
if((screen = SDL_SetVideoMode(w, h, suggestedBpp, SDL_SWSURFACE|(fullscreen?SDL_FULLSCREEN:0))) == nullptr)
{
logGlobal->errorStream() << "Requested screen resolution is not available (" << w << "x" << h << "x" << suggestedBpp << "bpp)";
throw std::runtime_error("Requested screen resolution is not available\n");
}
logGlobal->infoStream() << "New screen flags: " << screen->flags;
if(screen2)
SDL_FreeSurface(screen2);
screen2 = CSDL_Ext::copySurface(screen);
SDL_EnableUNICODE(1);
SDL_WM_SetCaption(NAME.c_str(),""); //set window title
SDL_ShowCursor(SDL_DISABLE);
SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
#ifdef _WIN32
SDL_SysWMinfo wm;
SDL_VERSION(&wm.version);
int getwm = SDL_GetWMInfo(&wm);
if(getwm == 1)
{
int sw = GetSystemMetrics(SM_CXSCREEN),
sh = GetSystemMetrics(SM_CYSCREEN);
RECT curpos;
GetWindowRect(wm.window,&curpos);
int ourw = curpos.right - curpos.left,
ourh = curpos.bottom - curpos.top;
SetWindowPos(wm.window, 0, (sw - ourw)/2, (sh - ourh)/2, 0, 0, SWP_NOZORDER|SWP_NOSIZE);
}
else
{
logGlobal->warnStream() << "Something went wrong, getwm=" << getwm;
logGlobal->warnStream() << "SDL says: " << SDL_GetError();
logGlobal->warnStream() << "Window won't be centered.";
}
#endif
//TODO: centering game window on other platforms (or does the environment do their job correctly there?)
screenBuf = bufOnScreen ? screen : screen2;
//setResolution = true;
#else
if(!recreateWindow(w,h,bpp,fullscreen))
{
return;
}
#ifdef VCMI_SDL1
SDL_EnableUNICODE(1);
#else
#endif // 0
SDL_ShowCursor(SDL_DISABLE);
//TODO: this shall be handled manually in SDL2
//SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
//#ifdef _WIN32
// SDL_SysWMinfo wm;
// SDL_VERSION(&wm.version);
// int getwm = SDL_GetWMInfo(&wm);
// if(getwm == 1)
// {
// int sw = GetSystemMetrics(SM_CXSCREEN),
// sh = GetSystemMetrics(SM_CYSCREEN);
// RECT curpos;
// GetWindowRect(wm.window,&curpos);
// int ourw = curpos.right - curpos.left,
// ourh = curpos.bottom - curpos.top;
// SetWindowPos(wm.window, 0, (sw - ourw)/2, (sh - ourh)/2, 0, 0, SWP_NOZORDER|SWP_NOSIZE);
// }
// else
// {
// logGlobal->warnStream() << "Something went wrong, getwm=" << getwm;
// logGlobal->warnStream() << "SDL says: " << SDL_GetError();
// logGlobal->warnStream() << "Window won't be centered.";
// }
//#endif
//TODO: centering game window on other platforms (or does the environment do their job correctly there?)
//setResolution = true;
#endif // VCMI_SDL1
}
static void fullScreenChanged()
@ -953,14 +996,29 @@ static void fullScreenChanged()
const bool toFullscreen = full->Bool();
auto bitsPerPixel = screen->format->BitsPerPixel;
#ifdef VCMI_SDL1
bitsPerPixel = SDL_VideoModeOK(screen->w, screen->h, bitsPerPixel, SDL_SWSURFACE|(toFullscreen?SDL_FULLSCREEN:0));
if(bitsPerPixel == 0)
{
logGlobal->errorStream() << "Error: SDL says that " << screen->w << "x" << screen->h << " resolution is not available!";
return;
}
bool bufOnScreen = (screenBuf == screen);
screen = SDL_SetVideoMode(screen->w, screen->h, bitsPerPixel, SDL_SWSURFACE|(toFullscreen?SDL_FULLSCREEN:0));
screenBuf = bufOnScreen ? screen : screen2;
#else
auto w = screen->w;
auto h = screen->h;
if(!recreateWindow(w,h,bitsPerPixel,(toFullscreen?SDL_FULLSCREEN:0)))
if(!recreateWindow(w,h,bitsPerPixel,toFullscreen))
{
//will return false and report error if video mode is not supported
return;
}
#endif
GH.totalRedraw();
}

View File

@ -1,15 +1,19 @@
#pragma once
#ifndef VCMI_SDL1
#include <SDL_render.h>
extern SDL_Texture * screenTexture;
extern SDL_Window * mainWindow;
extern SDL_Renderer * mainRenderer;
#endif // VCMI_SDL2
extern SDL_Surface *screen; // main screen surface
extern SDL_Surface *screen2; // and hlp surface (used to store not-active interfaces layer)
extern SDL_Surface *screenBuf; // points to screen (if only advmapint is present) or screen2 (else) - should be used when updating controls which are not regularly redrawed
extern SDL_Texture * screenTexture;
extern bool gNoGUI; //if true there is no client window and game is silently played between AIs