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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:
Ivan Savenko 2023-05-08 13:22:01 +03:00
parent 29b10f0436
commit e26b18c139
8 changed files with 107 additions and 88 deletions

View File

@ -24,7 +24,7 @@
#include "gui/NotificationHandler.h"
#include "ClientCommandManager.h"
#include "windows/CMessage.h"
#include "render/IWindowHandler.h"
#include "render/IScreenHandler.h"
#include "../lib/filesystem/Filesystem.h"
#include "../lib/CConsoleHandler.h"
@ -348,7 +348,7 @@ int main(int argc, char * argv[])
{
if(!vm.count("battle") && !vm.count("nointro") && settings["video"]["showIntro"].Bool())
playIntro();
GH.windowHandler().clearScreen();
GH.screenHandler().clearScreen();
}
@ -547,7 +547,7 @@ static void handleEvent(SDL_Event & ev)
case EUserEvent::FULLSCREEN_TOGGLED:
{
boost::unique_lock<boost::recursive_mutex> lock(*CPlayerInterface::pim);
GH.windowHandler().onScreenResize();
GH.screenHandler().onScreenResize();
break;
}
default:
@ -564,7 +564,7 @@ static void handleEvent(SDL_Event & ev)
#ifndef VCMI_IOS
{
boost::unique_lock<boost::recursive_mutex> lock(*CPlayerInterface::pim);
GH.windowHandler().onScreenResize();
GH.screenHandler().onScreenResize();
}
#endif
break;
@ -651,7 +651,7 @@ static void quitApplication()
boost::this_thread::sleep(boost::posix_time::milliseconds(750));//???
if(!settings["session"]["headless"].Bool())
GH.windowHandler().close();
GH.screenHandler().close();
if(logConfig != nullptr)
{

View File

@ -76,7 +76,7 @@ set(client_SRCS
renderSDL/SDLImage.cpp
renderSDL/SDLImageLoader.cpp
renderSDL/SDLRWwrapper.cpp
renderSDL/WindowHandler.cpp
renderSDL/ScreenHandler.cpp
renderSDL/SDL_Extensions.cpp
widgets/Buttons.cpp
@ -206,7 +206,7 @@ set(client_HEADERS
render/IFont.h
render/IImage.h
render/IImageLoader.h
render/IWindowHandler.h
render/IScreenHandler.h
renderSDL/CBitmapFont.h
renderSDL/CBitmapHanFont.h
@ -216,7 +216,7 @@ set(client_HEADERS
renderSDL/SDLImage.h
renderSDL/SDLImageLoader.h
renderSDL/SDLRWwrapper.h
renderSDL/WindowHandler.h
renderSDL/ScreenHandler.h
renderSDL/SDL_Extensions.h
renderSDL/SDL_PixelAccess.h

View File

@ -18,7 +18,7 @@
#include "../CGameInfo.h"
#include "../render/Colors.h"
#include "../renderSDL/SDL_Extensions.h"
#include "../renderSDL/WindowHandler.h"
#include "../renderSDL/ScreenHandler.h"
#include "../CMT.h"
#include "../CPlayerInterface.h"
#include "../battle/BattleInterface.h"
@ -98,7 +98,7 @@ void CGuiHandler::processLists(const ui16 activityFlag, std::function<void (std:
void CGuiHandler::init()
{
windowHandlerInstance = std::make_unique<WindowHandler>();
screenHandlerInstance = std::make_unique<ScreenHandler>();
shortcutsHandlerInstance = std::make_unique<ShortcutHandler>();
mainFPSmng = new CFramerateManager(settings["video"]["targetfps"].Integer());
@ -806,9 +806,9 @@ void CGuiHandler::pushUserEvent(EUserEvent usercode, void * userdata)
SDL_PushEvent(&event);
}
IWindowHandler & CGuiHandler::windowHandler()
IScreenHandler & CGuiHandler::screenHandler()
{
return *windowHandlerInstance;
return *screenHandlerInstance;
}
void CGuiHandler::onScreenResize()

View File

@ -29,7 +29,7 @@ class CIntObject;
class IUpdateable;
class IShowActivatable;
class IShowable;
class IWindowHandler;
class IScreenHandler;
// TODO: event handling need refactoring
enum class EUserEvent
@ -96,7 +96,7 @@ private:
CIntObjectList doubleClickInterested;
CIntObjectList textInterested;
std::unique_ptr<IWindowHandler> windowHandlerInstance;
std::unique_ptr<IScreenHandler> screenHandlerInstance;
void handleMouseButtonClick(CIntObjectList & interestedObjs, MouseButton btn, bool isPressed);
void processLists(const ui16 activityFlag, std::function<void (std::list<CIntObject*> *)> cb);
@ -137,7 +137,7 @@ public:
/// moves mouse pointer into specified position inside vcmi window
void moveCursorToPosition(const Point & position);
IWindowHandler & windowHandler();
IScreenHandler & screenHandler();
IUpdateable *curInt;

View File

@ -1,5 +1,5 @@
/*
* IWindowHandler.h, part of VCMI engine
* IScreenHandler.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
@ -14,10 +14,10 @@ VCMI_LIB_NAMESPACE_BEGIN
class Point;
VCMI_LIB_NAMESPACE_END
class IWindowHandler
class IScreenHandler
{
public:
virtual ~IWindowHandler() = default;
virtual ~IScreenHandler() = default;
/// Updates window state after fullscreen state has been changed in settings
virtual void onScreenResize() = 0;
@ -31,6 +31,6 @@ public:
/// Returns list of resolutions supported by current screen
virtual std::vector<Point> getSupportedResolutions() const = 0;
/// Returns <min, max> range of possible values for screen scaling
virtual std::tuple<double, double> getSupportedScalingRange() const = 0;
/// Returns <min, max> range of possible values for screen scaling percentage
virtual std::tuple<int, int> getSupportedScalingRange() const = 0;
};

View File

@ -1,5 +1,5 @@
/*
* WindowHandler.cpp, part of VCMI engine
* ScreenHandler.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
@ -9,7 +9,7 @@
*/
#include "StdInc.h"
#include "WindowHandler.h"
#include "ScreenHandler.h"
#include "../../lib/CConfigHandler.h"
#include "../gui/CGuiHandler.h"
@ -23,6 +23,7 @@
#include <SDL.h>
// TODO: should be made into a private members of ScreenHandler
SDL_Window * mainWindow = nullptr;
SDL_Renderer * mainRenderer = nullptr;
SDL_Texture * screenTexture = nullptr;
@ -33,7 +34,7 @@ SDL_Surface * screenBuf = screen; //points to screen (if only advmapint is prese
static const std::string NAME_AFFIX = "client";
static const std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')'; //application name
std::tuple<double, double> WindowHandler::getSupportedScalingRange() const
std::tuple<int, int> ScreenHandler::getSupportedScalingRange() const
{
// H3 resolution, any resolution smaller than that is not correctly supported
static const Point minResolution = {800, 600};
@ -48,22 +49,22 @@ std::tuple<double, double> WindowHandler::getSupportedScalingRange() const
return { minimalScaling, maximalScaling };
}
Point WindowHandler::getPreferredLogicalResolution() const
Point ScreenHandler::getPreferredLogicalResolution() const
{
Point renderResolution = getPreferredRenderingResolution();
auto [minimalScaling, maximalScaling] = getSupportedScalingRange();
double userScaling = settings["video"]["resolution"]["scaling"].Float();
double scaling = std::clamp(userScaling, minimalScaling, maximalScaling);
int userScaling = settings["video"]["resolution"]["scaling"].Integer();
int scaling = std::clamp(userScaling, minimalScaling, maximalScaling);
Point logicalResolution = renderResolution * 100.0 / scaling;
return logicalResolution;
}
Point WindowHandler::getPreferredRenderingResolution() const
Point ScreenHandler::getPreferredRenderingResolution() const
{
if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_WINDOWED)
if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED)
{
SDL_Rect bounds;
SDL_GetDisplayBounds(getPreferredDisplayIndex(), &bounds);
@ -79,7 +80,7 @@ Point WindowHandler::getPreferredRenderingResolution() const
}
}
int WindowHandler::getPreferredDisplayIndex() const
int ScreenHandler::getPreferredDisplayIndex() const
{
#ifdef VCMI_MOBILE
// Assuming no multiple screens on Android / ios?
@ -92,11 +93,11 @@ int WindowHandler::getPreferredDisplayIndex() const
#endif
}
EWindowMode WindowHandler::getPreferredWindowMode() const
EWindowMode ScreenHandler::getPreferredWindowMode() const
{
#ifdef VCMI_MOBILE
// On Android / ios game will always render to screen size
return EWindowMode::FULLSCREEN_WINDOWED;
return EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED;
#else
const JsonNode & video = settings["video"];
bool fullscreen = video["fullscreen"].Bool();
@ -106,13 +107,13 @@ EWindowMode WindowHandler::getPreferredWindowMode() const
return EWindowMode::WINDOWED;
if (realFullscreen)
return EWindowMode::FULLSCREEN_TRUE;
return EWindowMode::FULLSCREEN_EXCLUSIVE;
else
return EWindowMode::FULLSCREEN_WINDOWED;
return EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED;
#endif
}
WindowHandler::WindowHandler()
ScreenHandler::ScreenHandler()
{
#ifdef VCMI_WINDOWS
// set VCMI as "per-monitor DPI awareness". This completely disables any DPI-scaling by system.
@ -145,36 +146,34 @@ WindowHandler::WindowHandler()
#endif // VCMI_ANDROID
validateSettings();
recreateWindow();
recreateWindowAndScreenBuffers();
}
bool WindowHandler::recreateWindow()
void ScreenHandler::recreateWindowAndScreenBuffers()
{
destroyScreen();
destroyScreenBuffers();
if(mainWindow == nullptr)
initializeRenderer();
initializeWindow();
else
updateFullscreenState();
updateWindowState();
initializeScreen();
initializeScreenBuffers();
if(!settings["session"]["headless"].Bool() && settings["general"]["notifications"].Bool())
{
NotificationHandler::init(mainWindow);
}
return true;
}
void WindowHandler::updateFullscreenState()
void ScreenHandler::updateWindowState()
{
#if !defined(VCMI_MOBILE)
int displayIndex = getPreferredDisplayIndex();
switch(getPreferredWindowMode())
{
case EWindowMode::FULLSCREEN_TRUE:
case EWindowMode::FULLSCREEN_EXCLUSIVE:
{
SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN);
@ -190,7 +189,7 @@ void WindowHandler::updateFullscreenState()
return;
}
case EWindowMode::FULLSCREEN_WINDOWED:
case EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED:
{
SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN_DESKTOP);
SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));
@ -208,7 +207,7 @@ void WindowHandler::updateFullscreenState()
#endif
}
void WindowHandler::initializeRenderer()
void ScreenHandler::initializeWindow()
{
mainWindow = createWindow();
@ -227,7 +226,7 @@ void WindowHandler::initializeRenderer()
logGlobal->info("Created renderer %s", info.name);
}
void WindowHandler::initializeScreen()
void ScreenHandler::initializeScreenBuffers()
{
#ifdef VCMI_ENDIAN_BIG
int bmask = 0xff000000;
@ -277,7 +276,7 @@ void WindowHandler::initializeScreen()
clearScreen();
}
SDL_Window * WindowHandler::createWindowImpl(Point dimensions, int flags, bool center)
SDL_Window * ScreenHandler::createWindowImpl(Point dimensions, int flags, bool center)
{
int displayIndex = getPreferredDisplayIndex();
int positionFlags = center ? SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex) : SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex);
@ -285,17 +284,17 @@ SDL_Window * WindowHandler::createWindowImpl(Point dimensions, int flags, bool c
return SDL_CreateWindow(NAME.c_str(), positionFlags, positionFlags, dimensions.x, dimensions.y, flags);
}
SDL_Window * WindowHandler::createWindow()
SDL_Window * ScreenHandler::createWindow()
{
#ifndef VCMI_MOBILE
Point dimensions = getPreferredRenderingResolution();
switch(getPreferredWindowMode())
{
case EWindowMode::FULLSCREEN_TRUE:
case EWindowMode::FULLSCREEN_EXCLUSIVE:
return createWindowImpl(dimensions, SDL_WINDOW_FULLSCREEN, false);
case EWindowMode::FULLSCREEN_WINDOWED:
case EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED:
return createWindowImpl(Point(), SDL_WINDOW_FULLSCREEN_DESKTOP, false);
case EWindowMode::WINDOWED:
@ -325,17 +324,13 @@ SDL_Window * WindowHandler::createWindow()
#endif
}
void WindowHandler::onScreenResize()
void ScreenHandler::onScreenResize()
{
if(!recreateWindow())
{
//will return false and report error if video mode is not supported
return;
}
recreateWindowAndScreenBuffers();
GH.onScreenResize();
}
void WindowHandler::validateSettings()
void ScreenHandler::validateSettings()
{
#if !defined(VCMI_MOBILE)
{
@ -368,14 +363,29 @@ void WindowHandler::validateSettings()
}
}
if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_TRUE)
if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_EXCLUSIVE)
{
// TODO: check that display supports selected resolution
auto legalOptions = getSupportedResolutions();
Point selectedResolution = getPreferredRenderingResolution();
if(!vstd::contains(legalOptions, selectedResolution))
{
// resolution selected for fullscreen mode is not supported by display
// try to find current display resolution and use it instead as "reasonable default"
SDL_DisplayMode mode;
if (SDL_GetDesktopDisplayMode(getPreferredDisplayIndex(), &mode) == 0)
{
Settings writer = settings.write["video"]["resolution"];
writer["width"].Float() = mode.w;
writer["height"].Float() = mode.h;
}
}
}
#endif
}
int WindowHandler::getPreferredRenderingDriver() const
int ScreenHandler::getPreferredRenderingDriver() const
{
int result = -1;
const JsonNode & video = settings["video"];
@ -403,9 +413,10 @@ int WindowHandler::getPreferredRenderingDriver() const
return result;
}
void WindowHandler::destroyScreen()
void ScreenHandler::destroyScreenBuffers()
{
screenBuf = nullptr; //it`s a link - just nullify
// screenBuf is not a separate surface, but points to either screen or screen2 - just set to null
screenBuf = nullptr;
if(nullptr != screen2)
{
@ -426,7 +437,7 @@ void WindowHandler::destroyScreen()
}
}
void WindowHandler::destroyWindow()
void ScreenHandler::destroyWindow()
{
if(nullptr != mainRenderer)
{
@ -441,32 +452,32 @@ void WindowHandler::destroyWindow()
}
}
void WindowHandler::close()
void ScreenHandler::close()
{
if(settings["general"]["notifications"].Bool())
NotificationHandler::destroy();
destroyScreen();
destroyScreenBuffers();
destroyWindow();
SDL_Quit();
}
void WindowHandler::clearScreen()
void ScreenHandler::clearScreen()
{
SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 255);
SDL_RenderClear(mainRenderer);
SDL_RenderPresent(mainRenderer);
}
std::vector<Point> WindowHandler::getSupportedResolutions() const
std::vector<Point> ScreenHandler::getSupportedResolutions() const
{
int displayID = SDL_GetWindowDisplayIndex(mainWindow);
return getSupportedResolutions(displayID);
}
std::vector<Point> WindowHandler::getSupportedResolutions( int displayIndex) const
std::vector<Point> ScreenHandler::getSupportedResolutions( int displayIndex) const
{
//TODO: check this method on iOS / Android
//NOTE: this method is never called on Android/iOS, only on desktop systems
std::vector<Point> result;
@ -488,6 +499,7 @@ std::vector<Point> WindowHandler::getSupportedResolutions( int displayIndex) con
return left.x * left.y < right.x * right.y;
});
// erase potential duplicates, e.g. resolutions with different framerate / bits per pixel
result.erase(boost::unique(result).end(), result.end());
return result;

View File

@ -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;
};

View File

@ -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);
}