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https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
restore some SDL1 code in CMT.XXX
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parent
0ef16feca9
commit
d50976bf4a
146
client/CMT.cpp
146
client/CMT.cpp
@ -69,15 +69,16 @@ std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX
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CGuiHandler GH;
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static CClient *client=nullptr;
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#ifndef VCMI_SDL1
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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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#endif // VCMI_SDL1
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SDL_Surface *screen = nullptr, //main screen surface
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*screen2 = nullptr,//and hlp surface (used to store not-active interfaces layer)
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*screenBuf = screen; //points to screen (if only advmapint is present) or screen2 (else) - should be used when updating controls which are not regularly redrawed
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SDL_Texture * screenTexture = nullptr;
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static boost::thread *mainGUIThread;
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std::queue<SDL_Event> events;
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@ -359,6 +360,7 @@ int main(int argc, char** argv)
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logGlobal->infoStream() <<"\tInitializing screen: "<<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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// Initialize video
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@ -775,6 +777,7 @@ void dispose()
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static bool checkVideoMode(int monitorIndex, int w, int h, int& bpp, bool fullscreen)
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{
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#ifndef VCMI_SDL1
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SDL_DisplayMode mode;
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const int modeCount = SDL_GetNumDisplayModes(monitorIndex);
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for (int i = 0; i < modeCount; i++) {
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@ -784,12 +787,13 @@ static bool checkVideoMode(int monitorIndex, int w, int h, int& bpp, bool fullsc
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}
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}
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return false;
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// bpp = SDL_VideoModeOK(w, h, bpp, SDL_SWSURFACE|(fullscreen?SDL_FULLSCREEN:0));
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//return !(bpp==0)
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#else
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bpp = SDL_VideoModeOK(w, h, bpp, SDL_SWSURFACE|(fullscreen?SDL_FULLSCREEN:0));
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return !(bpp==0)
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#endif // VCMI_SDL1
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}
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#ifndef VCMI_SDL1
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static bool recreateWindow(int w, int h, int bpp, bool fullscreen)
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{
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// VCMI will only work with 2, 3 or 4 bytes per pixel
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@ -895,54 +899,93 @@ static bool recreateWindow(int w, int h, int bpp, bool fullscreen)
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return true;
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}
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#endif
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//used only once during initialization
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static void setScreenRes(int w, int h, int bpp, bool fullscreen, bool resetVideo)
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{
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#ifdef VCMI_SDL1
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// VCMI will only work with 2, 3 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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// Try to use the best screen depth for the display
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int suggestedBpp = SDL_VideoModeOK(w, h, bpp, SDL_SWSURFACE|(fullscreen?SDL_FULLSCREEN:0));
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if(suggestedBpp == 0)
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{
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logGlobal->errorStream() << "Error: SDL says that " << w << "x" << h << " resolution is not available!";
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return;
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}
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bool bufOnScreen = (screenBuf == screen);
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if(suggestedBpp != bpp)
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{
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logGlobal->infoStream() << boost::format("Using %s bpp (bits per pixel) for the video mode. Default or overridden setting was %s bpp.") % suggestedBpp % bpp;
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}
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//For some reason changing fullscreen via config window checkbox result in SDL_Quit event
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if (resetVideo)
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{
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if(screen) //screen has been already initialized
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SDL_QuitSubSystem(SDL_INIT_VIDEO);
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SDL_InitSubSystem(SDL_INIT_VIDEO);
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}
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if((screen = SDL_SetVideoMode(w, h, suggestedBpp, SDL_SWSURFACE|(fullscreen?SDL_FULLSCREEN:0))) == nullptr)
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{
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logGlobal->errorStream() << "Requested screen resolution is not available (" << w << "x" << h << "x" << suggestedBpp << "bpp)";
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throw std::runtime_error("Requested screen resolution is not available\n");
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}
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logGlobal->infoStream() << "New screen flags: " << screen->flags;
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if(screen2)
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SDL_FreeSurface(screen2);
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screen2 = CSDL_Ext::copySurface(screen);
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SDL_EnableUNICODE(1);
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SDL_WM_SetCaption(NAME.c_str(),""); //set window title
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SDL_ShowCursor(SDL_DISABLE);
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SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
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#ifdef _WIN32
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SDL_SysWMinfo wm;
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SDL_VERSION(&wm.version);
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int getwm = SDL_GetWMInfo(&wm);
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if(getwm == 1)
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{
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int sw = GetSystemMetrics(SM_CXSCREEN),
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sh = GetSystemMetrics(SM_CYSCREEN);
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RECT curpos;
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GetWindowRect(wm.window,&curpos);
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int ourw = curpos.right - curpos.left,
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ourh = curpos.bottom - curpos.top;
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SetWindowPos(wm.window, 0, (sw - ourw)/2, (sh - ourh)/2, 0, 0, SWP_NOZORDER|SWP_NOSIZE);
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}
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else
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{
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logGlobal->warnStream() << "Something went wrong, getwm=" << getwm;
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logGlobal->warnStream() << "SDL says: " << SDL_GetError();
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logGlobal->warnStream() << "Window won't be centered.";
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}
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#endif
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//TODO: centering game window on other platforms (or does the environment do their job correctly there?)
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screenBuf = bufOnScreen ? screen : screen2;
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//setResolution = true;
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#else
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if(!recreateWindow(w,h,bpp,fullscreen))
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{
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return;
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}
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#ifdef VCMI_SDL1
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SDL_EnableUNICODE(1);
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#else
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#endif // 0
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SDL_ShowCursor(SDL_DISABLE);
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//TODO: this shall be handled manually in SDL2
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//SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
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//#ifdef _WIN32
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// SDL_SysWMinfo wm;
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// SDL_VERSION(&wm.version);
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// int getwm = SDL_GetWMInfo(&wm);
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// if(getwm == 1)
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// {
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// int sw = GetSystemMetrics(SM_CXSCREEN),
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// sh = GetSystemMetrics(SM_CYSCREEN);
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// RECT curpos;
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// GetWindowRect(wm.window,&curpos);
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// int ourw = curpos.right - curpos.left,
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// ourh = curpos.bottom - curpos.top;
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// SetWindowPos(wm.window, 0, (sw - ourw)/2, (sh - ourh)/2, 0, 0, SWP_NOZORDER|SWP_NOSIZE);
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// }
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// else
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// {
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// logGlobal->warnStream() << "Something went wrong, getwm=" << getwm;
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// logGlobal->warnStream() << "SDL says: " << SDL_GetError();
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// logGlobal->warnStream() << "Window won't be centered.";
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// }
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//#endif
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//TODO: centering game window on other platforms (or does the environment do their job correctly there?)
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//setResolution = true;
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#endif // VCMI_SDL1
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}
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static void fullScreenChanged()
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@ -953,15 +996,30 @@ static void fullScreenChanged()
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const bool toFullscreen = full->Bool();
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auto bitsPerPixel = screen->format->BitsPerPixel;
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#ifdef VCMI_SDL1
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bitsPerPixel = SDL_VideoModeOK(screen->w, screen->h, bitsPerPixel, SDL_SWSURFACE|(toFullscreen?SDL_FULLSCREEN:0));
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if(bitsPerPixel == 0)
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{
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logGlobal->errorStream() << "Error: SDL says that " << screen->w << "x" << screen->h << " resolution is not available!";
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return;
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}
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bool bufOnScreen = (screenBuf == screen);
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screen = SDL_SetVideoMode(screen->w, screen->h, bitsPerPixel, SDL_SWSURFACE|(toFullscreen?SDL_FULLSCREEN:0));
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screenBuf = bufOnScreen ? screen : screen2;
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#else
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auto w = screen->w;
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auto h = screen->h;
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if(!recreateWindow(w,h,bitsPerPixel,(toFullscreen?SDL_FULLSCREEN:0)))
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if(!recreateWindow(w,h,bitsPerPixel,toFullscreen))
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{
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//will return false and report error if video mode is not supported
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return;
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}
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}
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#endif
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GH.totalRedraw();
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}
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@ -1,15 +1,19 @@
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#pragma once
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#ifndef VCMI_SDL1
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#include <SDL_render.h>
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extern SDL_Texture * screenTexture;
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extern SDL_Window * mainWindow;
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extern SDL_Renderer * mainRenderer;
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#endif // VCMI_SDL2
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extern SDL_Surface *screen; // main screen surface
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extern SDL_Surface *screen2; // and hlp surface (used to store not-active interfaces layer)
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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
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extern SDL_Texture * screenTexture;
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extern bool gNoGUI; //if true there is no client window and game is silently played between AIs
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