/* * ScreenHandler.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #pragma once struct SDL_Texture; struct SDL_Window; struct SDL_Renderer; struct SDL_Surface; #include "../../lib/Point.h" #include "../render/IScreenHandler.h" enum class EWindowMode { // game runs in a window that covers part of the screen 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_BORDERLESS_WINDOWED, // game runs in a fullscreen mode with resolution selected by player FULLSCREEN_EXCLUSIVE }; enum class EUpscalingFilter { AUTO, // used only for loading from config, replaced with autoselected value on init NONE, //BILINEAR, // TODO? //BICUBIC, // TODO? XBRZ_2, XBRZ_3, XBRZ_4, // NOTE: xbrz also provides x5 and x6 filters, but those would require high-end gaming PC's due to huge memory usage with no visible gain }; /// This class is responsible for management of game window and its main rendering surface class ScreenHandler final : public IScreenHandler { EUpscalingFilter upscalingFilter = EUpscalingFilter::AUTO; /// Dimensions of target surfaces/textures, this value is what game logic views as screen size Point getPreferredLogicalResolution() const; /// Dimensions of output window, if different from logicalResolution SDL will perform scaling /// This value is what player views as window size Point getPreferredWindowResolution() const; EWindowMode getPreferredWindowMode() const; /// Returns index of display on which window should be created int getPreferredDisplayIndex() const; /// Returns index of rendering driver preferred by player or -1 if no preference int getPreferredRenderingDriver() const; /// Creates SDL window with specified parameters SDL_Window * createWindowImpl(Point dimensions, int flags, bool center); /// Creates SDL window using OS-specific settings & user-specific config SDL_Window * createWindow(); /// 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(); EUpscalingFilter loadUpscalingFilter() const; void selectDownscalingFilter(); void selectUpscalingFilter(); public: /// Creates and initializes screen, window and SDL state ScreenHandler(); /// Updates and potentially recreates target screen to match selected fullscreen status void onScreenResize() final; /// De-initializes and destroys screen, window and SDL state void close() final; /// Fills screen with black color, erasing any existing content void clearScreen() final; /// Dimensions of render output, usually same as window size except for high-DPI screens on macOS / iOS Point getRenderResolution() const final; /// Window has focus bool hasFocus() final; Point getLogicalResolution() const final; int getScalingFactor() const final; std::vector getSupportedResolutions() const final; std::vector getSupportedResolutions(int displayIndex) const; std::tuple getSupportedScalingRange() const final; Rect convertLogicalPointsToWindow(const Rect & input) const final; };