mirror of
https://github.com/vcmi/vcmi.git
synced 2025-01-12 02:28:11 +02:00
Rename & cleanup of WindowHandler -> ScreenHandler
This commit is contained in:
parent
29b10f0436
commit
e26b18c139
@ -24,7 +24,7 @@
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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 "render/IWindowHandler.h"
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#include "render/IScreenHandler.h"
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#include "../lib/filesystem/Filesystem.h"
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#include "../lib/CConsoleHandler.h"
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@ -348,7 +348,7 @@ int main(int argc, char * argv[])
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{
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if(!vm.count("battle") && !vm.count("nointro") && settings["video"]["showIntro"].Bool())
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playIntro();
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GH.windowHandler().clearScreen();
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GH.screenHandler().clearScreen();
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}
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@ -547,7 +547,7 @@ static void handleEvent(SDL_Event & ev)
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case EUserEvent::FULLSCREEN_TOGGLED:
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{
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boost::unique_lock<boost::recursive_mutex> lock(*CPlayerInterface::pim);
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GH.windowHandler().onScreenResize();
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GH.screenHandler().onScreenResize();
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break;
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}
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default:
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@ -564,7 +564,7 @@ static void handleEvent(SDL_Event & ev)
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#ifndef VCMI_IOS
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{
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boost::unique_lock<boost::recursive_mutex> lock(*CPlayerInterface::pim);
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GH.windowHandler().onScreenResize();
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GH.screenHandler().onScreenResize();
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}
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#endif
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break;
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@ -651,7 +651,7 @@ static void quitApplication()
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boost::this_thread::sleep(boost::posix_time::milliseconds(750));//???
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if(!settings["session"]["headless"].Bool())
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GH.windowHandler().close();
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GH.screenHandler().close();
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if(logConfig != nullptr)
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{
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@ -76,7 +76,7 @@ set(client_SRCS
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renderSDL/SDLImage.cpp
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renderSDL/SDLImageLoader.cpp
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renderSDL/SDLRWwrapper.cpp
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renderSDL/WindowHandler.cpp
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renderSDL/ScreenHandler.cpp
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renderSDL/SDL_Extensions.cpp
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widgets/Buttons.cpp
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@ -206,7 +206,7 @@ set(client_HEADERS
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render/IFont.h
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render/IImage.h
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render/IImageLoader.h
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render/IWindowHandler.h
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render/IScreenHandler.h
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renderSDL/CBitmapFont.h
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renderSDL/CBitmapHanFont.h
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@ -216,7 +216,7 @@ set(client_HEADERS
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renderSDL/SDLImage.h
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renderSDL/SDLImageLoader.h
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renderSDL/SDLRWwrapper.h
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renderSDL/WindowHandler.h
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renderSDL/ScreenHandler.h
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renderSDL/SDL_Extensions.h
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renderSDL/SDL_PixelAccess.h
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@ -18,7 +18,7 @@
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#include "../CGameInfo.h"
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#include "../render/Colors.h"
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#include "../renderSDL/SDL_Extensions.h"
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#include "../renderSDL/WindowHandler.h"
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#include "../renderSDL/ScreenHandler.h"
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#include "../CMT.h"
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#include "../CPlayerInterface.h"
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#include "../battle/BattleInterface.h"
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@ -98,7 +98,7 @@ void CGuiHandler::processLists(const ui16 activityFlag, std::function<void (std:
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void CGuiHandler::init()
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{
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windowHandlerInstance = std::make_unique<WindowHandler>();
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screenHandlerInstance = std::make_unique<ScreenHandler>();
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shortcutsHandlerInstance = std::make_unique<ShortcutHandler>();
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mainFPSmng = new CFramerateManager(settings["video"]["targetfps"].Integer());
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@ -806,9 +806,9 @@ void CGuiHandler::pushUserEvent(EUserEvent usercode, void * userdata)
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SDL_PushEvent(&event);
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}
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IWindowHandler & CGuiHandler::windowHandler()
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IScreenHandler & CGuiHandler::screenHandler()
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{
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return *windowHandlerInstance;
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return *screenHandlerInstance;
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}
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void CGuiHandler::onScreenResize()
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@ -29,7 +29,7 @@ class CIntObject;
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class IUpdateable;
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class IShowActivatable;
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class IShowable;
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class IWindowHandler;
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class IScreenHandler;
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// TODO: event handling need refactoring
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enum class EUserEvent
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@ -96,7 +96,7 @@ private:
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CIntObjectList doubleClickInterested;
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CIntObjectList textInterested;
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std::unique_ptr<IWindowHandler> windowHandlerInstance;
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std::unique_ptr<IScreenHandler> screenHandlerInstance;
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void handleMouseButtonClick(CIntObjectList & interestedObjs, MouseButton btn, bool isPressed);
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void processLists(const ui16 activityFlag, std::function<void (std::list<CIntObject*> *)> cb);
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@ -137,7 +137,7 @@ public:
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/// moves mouse pointer into specified position inside vcmi window
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void moveCursorToPosition(const Point & position);
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IWindowHandler & windowHandler();
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IScreenHandler & screenHandler();
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IUpdateable *curInt;
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@ -1,5 +1,5 @@
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/*
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* IWindowHandler.h, part of VCMI engine
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* IScreenHandler.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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@ -14,10 +14,10 @@ VCMI_LIB_NAMESPACE_BEGIN
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class Point;
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VCMI_LIB_NAMESPACE_END
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class IWindowHandler
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class IScreenHandler
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{
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public:
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virtual ~IWindowHandler() = default;
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virtual ~IScreenHandler() = default;
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/// Updates window state after fullscreen state has been changed in settings
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virtual void onScreenResize() = 0;
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@ -31,6 +31,6 @@ public:
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/// Returns list of resolutions supported by current screen
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virtual std::vector<Point> getSupportedResolutions() const = 0;
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/// Returns <min, max> range of possible values for screen scaling
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virtual std::tuple<double, double> getSupportedScalingRange() const = 0;
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/// Returns <min, max> range of possible values for screen scaling percentage
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virtual std::tuple<int, int> getSupportedScalingRange() const = 0;
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};
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@ -1,5 +1,5 @@
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/*
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* WindowHandler.cpp, part of VCMI engine
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* ScreenHandler.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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@ -9,7 +9,7 @@
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*/
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#include "StdInc.h"
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#include "WindowHandler.h"
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#include "ScreenHandler.h"
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#include "../../lib/CConfigHandler.h"
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#include "../gui/CGuiHandler.h"
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@ -23,6 +23,7 @@
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#include <SDL.h>
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// TODO: should be made into a private members of ScreenHandler
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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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@ -33,7 +34,7 @@ SDL_Surface * screenBuf = screen; //points to screen (if only advmapint is prese
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static const std::string NAME_AFFIX = "client";
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static const std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')'; //application name
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std::tuple<double, double> WindowHandler::getSupportedScalingRange() const
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std::tuple<int, int> ScreenHandler::getSupportedScalingRange() const
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{
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// H3 resolution, any resolution smaller than that is not correctly supported
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static const Point minResolution = {800, 600};
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@ -48,22 +49,22 @@ std::tuple<double, double> WindowHandler::getSupportedScalingRange() const
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return { minimalScaling, maximalScaling };
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}
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Point WindowHandler::getPreferredLogicalResolution() const
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Point ScreenHandler::getPreferredLogicalResolution() const
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{
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Point renderResolution = getPreferredRenderingResolution();
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auto [minimalScaling, maximalScaling] = getSupportedScalingRange();
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double userScaling = settings["video"]["resolution"]["scaling"].Float();
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double scaling = std::clamp(userScaling, minimalScaling, maximalScaling);
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int userScaling = settings["video"]["resolution"]["scaling"].Integer();
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int scaling = std::clamp(userScaling, minimalScaling, maximalScaling);
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Point logicalResolution = renderResolution * 100.0 / scaling;
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return logicalResolution;
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}
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Point WindowHandler::getPreferredRenderingResolution() const
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Point ScreenHandler::getPreferredRenderingResolution() const
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{
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if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_WINDOWED)
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if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED)
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{
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SDL_Rect bounds;
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SDL_GetDisplayBounds(getPreferredDisplayIndex(), &bounds);
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@ -79,7 +80,7 @@ Point WindowHandler::getPreferredRenderingResolution() const
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}
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}
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int WindowHandler::getPreferredDisplayIndex() const
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int ScreenHandler::getPreferredDisplayIndex() const
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{
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#ifdef VCMI_MOBILE
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// Assuming no multiple screens on Android / ios?
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@ -92,11 +93,11 @@ int WindowHandler::getPreferredDisplayIndex() const
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#endif
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}
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EWindowMode WindowHandler::getPreferredWindowMode() const
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EWindowMode ScreenHandler::getPreferredWindowMode() const
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{
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#ifdef VCMI_MOBILE
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// On Android / ios game will always render to screen size
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return EWindowMode::FULLSCREEN_WINDOWED;
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return EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED;
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#else
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const JsonNode & video = settings["video"];
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bool fullscreen = video["fullscreen"].Bool();
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@ -106,13 +107,13 @@ EWindowMode WindowHandler::getPreferredWindowMode() const
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return EWindowMode::WINDOWED;
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if (realFullscreen)
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return EWindowMode::FULLSCREEN_TRUE;
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return EWindowMode::FULLSCREEN_EXCLUSIVE;
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else
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return EWindowMode::FULLSCREEN_WINDOWED;
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return EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED;
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#endif
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}
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WindowHandler::WindowHandler()
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ScreenHandler::ScreenHandler()
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{
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#ifdef VCMI_WINDOWS
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// set VCMI as "per-monitor DPI awareness". This completely disables any DPI-scaling by system.
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@ -145,36 +146,34 @@ WindowHandler::WindowHandler()
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#endif // VCMI_ANDROID
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validateSettings();
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recreateWindow();
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recreateWindowAndScreenBuffers();
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}
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bool WindowHandler::recreateWindow()
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void ScreenHandler::recreateWindowAndScreenBuffers()
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{
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destroyScreen();
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destroyScreenBuffers();
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if(mainWindow == nullptr)
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initializeRenderer();
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initializeWindow();
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else
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updateFullscreenState();
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updateWindowState();
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initializeScreen();
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initializeScreenBuffers();
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if(!settings["session"]["headless"].Bool() && settings["general"]["notifications"].Bool())
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{
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NotificationHandler::init(mainWindow);
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}
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return true;
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}
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void WindowHandler::updateFullscreenState()
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void ScreenHandler::updateWindowState()
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{
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#if !defined(VCMI_MOBILE)
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int displayIndex = getPreferredDisplayIndex();
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switch(getPreferredWindowMode())
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{
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case EWindowMode::FULLSCREEN_TRUE:
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case EWindowMode::FULLSCREEN_EXCLUSIVE:
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{
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SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN);
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@ -190,7 +189,7 @@ void WindowHandler::updateFullscreenState()
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return;
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}
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case EWindowMode::FULLSCREEN_WINDOWED:
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case EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED:
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{
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SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN_DESKTOP);
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SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));
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@ -208,7 +207,7 @@ void WindowHandler::updateFullscreenState()
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#endif
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}
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void WindowHandler::initializeRenderer()
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void ScreenHandler::initializeWindow()
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{
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mainWindow = createWindow();
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@ -227,7 +226,7 @@ void WindowHandler::initializeRenderer()
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logGlobal->info("Created renderer %s", info.name);
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}
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void WindowHandler::initializeScreen()
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void ScreenHandler::initializeScreenBuffers()
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{
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#ifdef VCMI_ENDIAN_BIG
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int bmask = 0xff000000;
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@ -277,7 +276,7 @@ void WindowHandler::initializeScreen()
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clearScreen();
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}
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SDL_Window * WindowHandler::createWindowImpl(Point dimensions, int flags, bool center)
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SDL_Window * ScreenHandler::createWindowImpl(Point dimensions, int flags, bool center)
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{
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int displayIndex = getPreferredDisplayIndex();
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int positionFlags = center ? SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex) : SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex);
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@ -285,17 +284,17 @@ SDL_Window * WindowHandler::createWindowImpl(Point dimensions, int flags, bool c
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return SDL_CreateWindow(NAME.c_str(), positionFlags, positionFlags, dimensions.x, dimensions.y, flags);
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}
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SDL_Window * WindowHandler::createWindow()
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SDL_Window * ScreenHandler::createWindow()
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{
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#ifndef VCMI_MOBILE
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Point dimensions = getPreferredRenderingResolution();
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switch(getPreferredWindowMode())
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{
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case EWindowMode::FULLSCREEN_TRUE:
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case EWindowMode::FULLSCREEN_EXCLUSIVE:
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return createWindowImpl(dimensions, SDL_WINDOW_FULLSCREEN, false);
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case EWindowMode::FULLSCREEN_WINDOWED:
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case EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED:
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return createWindowImpl(Point(), SDL_WINDOW_FULLSCREEN_DESKTOP, false);
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case EWindowMode::WINDOWED:
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@ -325,17 +324,13 @@ SDL_Window * WindowHandler::createWindow()
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#endif
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}
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void WindowHandler::onScreenResize()
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void ScreenHandler::onScreenResize()
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{
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if(!recreateWindow())
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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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recreateWindowAndScreenBuffers();
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GH.onScreenResize();
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}
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void WindowHandler::validateSettings()
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void ScreenHandler::validateSettings()
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{
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#if !defined(VCMI_MOBILE)
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{
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@ -368,14 +363,29 @@ void WindowHandler::validateSettings()
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}
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}
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if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_TRUE)
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if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_EXCLUSIVE)
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{
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// TODO: check that display supports selected resolution
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auto legalOptions = getSupportedResolutions();
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Point selectedResolution = getPreferredRenderingResolution();
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if(!vstd::contains(legalOptions, selectedResolution))
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{
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// resolution selected for fullscreen mode is not supported by display
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// try to find current display resolution and use it instead as "reasonable default"
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SDL_DisplayMode mode;
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if (SDL_GetDesktopDisplayMode(getPreferredDisplayIndex(), &mode) == 0)
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{
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Settings writer = settings.write["video"]["resolution"];
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writer["width"].Float() = mode.w;
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writer["height"].Float() = mode.h;
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}
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}
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}
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#endif
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}
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int WindowHandler::getPreferredRenderingDriver() const
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int ScreenHandler::getPreferredRenderingDriver() const
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{
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int result = -1;
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const JsonNode & video = settings["video"];
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@ -403,9 +413,10 @@ int WindowHandler::getPreferredRenderingDriver() const
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return result;
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}
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void WindowHandler::destroyScreen()
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void ScreenHandler::destroyScreenBuffers()
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{
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screenBuf = nullptr; //it`s a link - just nullify
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// screenBuf is not a separate surface, but points to either screen or screen2 - just set to null
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screenBuf = nullptr;
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if(nullptr != screen2)
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{
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@ -426,7 +437,7 @@ void WindowHandler::destroyScreen()
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}
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}
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void WindowHandler::destroyWindow()
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void ScreenHandler::destroyWindow()
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{
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if(nullptr != mainRenderer)
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{
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@ -441,32 +452,32 @@ void WindowHandler::destroyWindow()
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}
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}
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void WindowHandler::close()
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void ScreenHandler::close()
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{
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if(settings["general"]["notifications"].Bool())
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NotificationHandler::destroy();
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destroyScreen();
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destroyScreenBuffers();
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destroyWindow();
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SDL_Quit();
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}
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void WindowHandler::clearScreen()
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void ScreenHandler::clearScreen()
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{
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SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 255);
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SDL_RenderClear(mainRenderer);
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SDL_RenderPresent(mainRenderer);
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}
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std::vector<Point> WindowHandler::getSupportedResolutions() const
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std::vector<Point> ScreenHandler::getSupportedResolutions() const
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{
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int displayID = SDL_GetWindowDisplayIndex(mainWindow);
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return getSupportedResolutions(displayID);
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}
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std::vector<Point> WindowHandler::getSupportedResolutions( int displayIndex) const
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std::vector<Point> ScreenHandler::getSupportedResolutions( int displayIndex) const
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{
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//TODO: check this method on iOS / Android
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//NOTE: this method is never called on Android/iOS, only on desktop systems
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std::vector<Point> result;
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@ -488,6 +499,7 @@ std::vector<Point> WindowHandler::getSupportedResolutions( int displayIndex) con
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return left.x * left.y < right.x * right.y;
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});
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// erase potential duplicates, e.g. resolutions with different framerate / bits per pixel
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||||
result.erase(boost::unique(result).end(), result.end());
|
||||
|
||||
return result;
|
@ -1,5 +1,5 @@
|
||||
/*
|
||||
* WindowHandler.h, part of VCMI engine
|
||||
* ScreenHandler.h, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
@ -16,7 +16,7 @@ struct SDL_Renderer;
|
||||
struct SDL_Surface;
|
||||
|
||||
#include "../../lib/Point.h"
|
||||
#include "../render/IWindowHandler.h"
|
||||
#include "../render/IScreenHandler.h"
|
||||
|
||||
enum class EWindowMode
|
||||
{
|
||||
@ -24,13 +24,13 @@ enum class EWindowMode
|
||||
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,
|
||||
FULLSCREEN_BORDERLESS_WINDOWED,
|
||||
// game runs in a fullscreen mode with resolution selected by player
|
||||
FULLSCREEN_TRUE
|
||||
FULLSCREEN_EXCLUSIVE
|
||||
};
|
||||
|
||||
/// This class is responsible for management of game window and its main rendering surface
|
||||
class WindowHandler : public IWindowHandler
|
||||
class ScreenHandler : public IScreenHandler
|
||||
{
|
||||
/// Dimensions of target surfaces/textures, this value is what game logic views as screen size
|
||||
Point getPreferredLogicalResolution() const;
|
||||
@ -53,19 +53,26 @@ class WindowHandler : public IWindowHandler
|
||||
/// Creates SDL window using OS-specific settings & user-specific config
|
||||
SDL_Window * createWindow();
|
||||
|
||||
void initializeRenderer();
|
||||
void initializeScreen();
|
||||
void updateFullscreenState();
|
||||
|
||||
bool recreateWindow();
|
||||
void destroyScreen();
|
||||
/// Manages window and SDL renderer
|
||||
void initializeWindow();
|
||||
void destroyWindow();
|
||||
|
||||
/// Manages surfaces & textures used for
|
||||
void initializeScreenBuffers();
|
||||
void destroyScreenBuffers();
|
||||
|
||||
/// Updates state (e.g. position) of game window after resolution/fullscreen change
|
||||
void updateWindowState();
|
||||
|
||||
/// Initializes or reiniitalizes all screen state
|
||||
void recreateWindowAndScreenBuffers();
|
||||
|
||||
/// Performs validation of settings and updates them to valid values if necessary
|
||||
void validateSettings();
|
||||
public:
|
||||
|
||||
/// Creates and initializes screen, window and SDL state
|
||||
WindowHandler();
|
||||
ScreenHandler();
|
||||
|
||||
/// Updates and potentially recreates target screen to match selected fullscreen status
|
||||
void onScreenResize() final;
|
||||
@ -78,5 +85,5 @@ public:
|
||||
|
||||
std::vector<Point> getSupportedResolutions() const final;
|
||||
std::vector<Point> getSupportedResolutions(int displayIndex) const;
|
||||
std::tuple<double, double> getSupportedScalingRange() const final;
|
||||
std::tuple<int, int> getSupportedScalingRange() const final;
|
||||
};
|
@ -22,7 +22,7 @@
|
||||
#include "CPlayerInterface.h"
|
||||
#include "windows/GUIClasses.h"
|
||||
#include "CServerHandler.h"
|
||||
#include "render/IWindowHandler.h"
|
||||
#include "render/IScreenHandler.h"
|
||||
|
||||
|
||||
static void setIntSetting(std::string group, std::string field, int value)
|
||||
@ -183,7 +183,7 @@ GeneralOptionsTab::GeneralOptionsTab()
|
||||
|
||||
void GeneralOptionsTab::selectGameResolution()
|
||||
{
|
||||
supportedResolutions = GH.windowHandler().getSupportedResolutions();
|
||||
supportedResolutions = GH.screenHandler().getSupportedResolutions();
|
||||
|
||||
std::vector<std::string> items;
|
||||
size_t currentResolutionIndex = 0;
|
||||
@ -232,10 +232,10 @@ void GeneralOptionsTab::selectGameScaling()
|
||||
{
|
||||
supportedScaling.clear();
|
||||
|
||||
auto [minimalScaling, maximalScaling] = GH.windowHandler().getSupportedScalingRange();
|
||||
for (int i = 0; i <= static_cast<int>(maximalScaling); i += 10)
|
||||
auto [minimalScaling, maximalScaling] = GH.screenHandler().getSupportedScalingRange();
|
||||
for (int i = 0; i <= maximalScaling; i += 10)
|
||||
{
|
||||
if (i >= static_cast<int>(minimalScaling))
|
||||
if (i >= minimalScaling)
|
||||
supportedScaling.push_back(i);
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user