1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-16 10:19:47 +02:00
vcmi/client/renderSDL/WindowHandler.cpp

468 lines
12 KiB
C++

/*
* WindowHandler.cpp, 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
*
*/
#include "StdInc.h"
#include "WindowHandler.h"
#include "../../lib/CConfigHandler.h"
#include "../gui/CGuiHandler.h"
#include "../gui/NotificationHandler.h"
#include "CMT.h"
#include "SDL_Extensions.h"
#ifdef VCMI_ANDROID
#include "../lib/CAndroidVMHelper.h"
#endif
#include <SDL.h>
SDL_Window * mainWindow = nullptr;
SDL_Renderer * mainRenderer = nullptr;
SDL_Texture * screenTexture = nullptr;
SDL_Surface * screen = nullptr; //main screen surface
SDL_Surface * screen2 = nullptr; //and hlp surface (used to store not-active interfaces layer)
SDL_Surface * screenBuf = screen; //points to screen (if only advmapint is present) or screen2 (else) - should be used when updating controls which are not regularly redrawed
static const std::string NAME_AFFIX = "client";
static const std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')'; //application name
Point WindowHandler::getPreferredLogicalResolution() const
{
// H3 resolution, any resolution smaller than that is not correctly supported
static const Point minResolution = {800, 600};
// arbitrary limit on *downscaling*. Allow some downscaling, if requested by user. Should be generally limited to 100+ for all but few devices
static const double minimalScaling = 50;
Point renderResolution = getPreferredRenderingResolution();
double userScaling = settings["video"]["resolution"]["scaling"].Float();
double maximalScalingWidth = 100.0 * renderResolution.x / minResolution.x;
double maximalScalingHeight = 100.0 * renderResolution.y / minResolution.y;
double maximalScaling = std::min(maximalScalingWidth, maximalScalingHeight);
double scaling = std::clamp(userScaling, minimalScaling, maximalScaling);
Point logicalResolution = renderResolution * 100.0 / scaling;
return logicalResolution;
}
Point WindowHandler::getPreferredRenderingResolution() const
{
if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_WINDOWED)
{
SDL_Rect bounds;
SDL_GetDisplayBounds(getPreferredDisplayIndex(), &bounds);
return Point(bounds.w, bounds.h);
}
else
{
const JsonNode & video = settings["video"];
int width = video["resolution"]["width"].Integer();
int height = video["resolution"]["height"].Integer();
return Point(width, height);
}
}
int WindowHandler::getPreferredDisplayIndex() const
{
#ifdef VCMI_MOBILE
// Assuming no multiple screens on Android / ios?
return 0;
#else
if (mainWindow != nullptr)
return SDL_GetWindowDisplayIndex(mainWindow);
else
return settings["video"]["displayIndex"].Integer();
#endif
}
EWindowMode WindowHandler::getPreferredWindowMode() const
{
#ifdef VCMI_MOBILE
// On Android / ios game will always render to screen size
return EWindowMode::FULLSCREEN_WINDOWED;
#else
const JsonNode & video = settings["video"];
bool fullscreen = video["fullscreen"].Bool();
bool realFullscreen = settings["video"]["realFullscreen"].Bool();
if (!fullscreen)
return EWindowMode::WINDOWED;
if (realFullscreen)
return EWindowMode::FULLSCREEN_TRUE;
else
return EWindowMode::FULLSCREEN_WINDOWED;
#endif
}
WindowHandler::WindowHandler()
{
if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_NOPARACHUTE))
{
logGlobal->error("Something was wrong: %s", SDL_GetError());
exit(-1);
}
const auto & logCallback = [](void * userdata, int category, SDL_LogPriority priority, const char * message)
{
logGlobal->debug("SDL(category %d; priority %d) %s", category, priority, message);
};
SDL_LogSetOutputFunction(logCallback, nullptr);
#ifdef VCMI_ANDROID
// manually setting egl pixel format, as a possible solution for sdl2<->android problem
// https://bugzilla.libsdl.org/show_bug.cgi?id=2291
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
#endif // VCMI_ANDROID
validateSettings();
recreateWindow();
}
bool WindowHandler::recreateWindow()
{
destroyScreen();
if(mainWindow == nullptr)
initializeRenderer();
else
updateFullscreenState();
initializeScreen();
if(!settings["session"]["headless"].Bool() && settings["general"]["notifications"].Bool())
{
NotificationHandler::init(mainWindow);
}
return true;
}
void WindowHandler::updateFullscreenState()
{
#if !defined(VCMI_MOBILE)
int displayIndex = getPreferredDisplayIndex();
switch(getPreferredWindowMode())
{
case EWindowMode::FULLSCREEN_TRUE:
{
SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN);
SDL_DisplayMode mode;
SDL_GetDesktopDisplayMode(displayIndex, &mode);
Point resolution = getPreferredRenderingResolution();
mode.w = resolution.x;
mode.h = resolution.y;
SDL_SetWindowDisplayMode(mainWindow, &mode);
SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));
return;
}
case EWindowMode::FULLSCREEN_WINDOWED:
{
SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN_DESKTOP);
SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));
return;
}
case EWindowMode::WINDOWED:
{
Point resolution = getPreferredLogicalResolution();
SDL_SetWindowFullscreen(mainWindow, 0);
SDL_SetWindowSize(mainWindow, resolution.x, resolution.y);
SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex), SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex));
return;
}
}
#endif
}
void WindowHandler::initializeRenderer()
{
mainWindow = createWindow();
if(mainWindow == nullptr)
throw std::runtime_error("Unable to create window\n");
//create first available renderer if preferred not set. Use no flags, so HW accelerated will be preferred but SW renderer also will possible
mainRenderer = SDL_CreateRenderer(mainWindow, getPreferredRenderingDriver(), 0);
if(mainRenderer == nullptr)
throw std::runtime_error("Unable to create renderer\n");
SDL_RendererInfo info;
SDL_GetRendererInfo(mainRenderer, &info);
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best");
logGlobal->info("Created renderer %s", info.name);
}
void WindowHandler::initializeScreen()
{
#ifdef VCMI_ENDIAN_BIG
int bmask = 0xff000000;
int gmask = 0x00ff0000;
int rmask = 0x0000ff00;
int amask = 0x000000ff;
#else
int bmask = 0x000000ff;
int gmask = 0x0000ff00;
int rmask = 0x00ff0000;
int amask = 0xFF000000;
#endif
auto logicalSize = getPreferredLogicalResolution();
SDL_RenderSetLogicalSize(mainRenderer, logicalSize.x, logicalSize.y);
screen = SDL_CreateRGBSurface(0, logicalSize.x, logicalSize.y, 32, rmask, gmask, bmask, amask);
if(nullptr == screen)
{
logGlobal->error("Unable to create surface %dx%d with %d bpp: %s", logicalSize.x, logicalSize.y, 32, SDL_GetError());
throw std::runtime_error("Unable to create surface");
}
//No blending for screen itself. Required for proper cursor rendering.
SDL_SetSurfaceBlendMode(screen, SDL_BLENDMODE_NONE);
screenTexture = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, logicalSize.x, logicalSize.y);
if(nullptr == screenTexture)
{
logGlobal->error("Unable to create screen texture");
logGlobal->error(SDL_GetError());
throw std::runtime_error("Unable to create screen texture");
}
screen2 = CSDL_Ext::copySurface(screen);
if(nullptr == screen2)
{
throw std::runtime_error("Unable to copy surface\n");
}
screenBuf = screen;
clearScreen();
}
SDL_Window * WindowHandler::createWindowImpl(Point dimensions, int flags, bool center)
{
int displayIndex = getPreferredDisplayIndex();
int positionFlags = center ? SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex) : SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex);
return SDL_CreateWindow(NAME.c_str(), positionFlags, positionFlags, dimensions.x, dimensions.y, flags);
}
SDL_Window * WindowHandler::createWindow()
{
#ifndef VCMI_MOBILE
Point dimensions = getPreferredRenderingResolution();
switch(getPreferredWindowMode())
{
case EWindowMode::FULLSCREEN_TRUE:
return createWindowImpl(dimensions, SDL_WINDOW_FULLSCREEN, false);
case EWindowMode::FULLSCREEN_WINDOWED:
return createWindowImpl(Point(), SDL_WINDOW_FULLSCREEN_DESKTOP, false);
case EWindowMode::WINDOWED:
return createWindowImpl(dimensions, 0, true);
default:
return nullptr;
};
#endif
#ifdef VCMI_IOS
SDL_SetHint(SDL_HINT_IOS_HIDE_HOME_INDICATOR, "1");
SDL_SetHint(SDL_HINT_RETURN_KEY_HIDES_IME, "1");
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best");
uint32_t windowFlags = SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI;
SDL_Window * result = createWindowImpl(Point(), windowFlags | SDL_WINDOW_METAL, false);
if(result != nullptr)
return result;
logGlobal->warn("Metal unavailable, using OpenGLES");
return createWindowImpl(Point(), windowFlags, false);
#endif
#ifdef VCMI_ANDROID
return createWindowImpl(Point(), SDL_WINDOW_FULLSCREEN, false);
#endif
}
void WindowHandler::onFullscreenChanged()
{
if(!recreateWindow())
{
//will return false and report error if video mode is not supported
return;
}
GH.totalRedraw();
}
void WindowHandler::validateSettings()
{
#if !defined(VCMI_MOBILE)
{
int displayIndex = settings["video"]["displayIndex"].Integer();
int displaysCount = SDL_GetNumVideoDisplays();
if (displayIndex >= displaysCount)
{
Settings writer = settings.write["video"]["displayIndex"];
writer->Float() = 0;
}
}
if (getPreferredWindowMode() == EWindowMode::WINDOWED)
{
//we only check that our desired window size fits on screen
int displayIndex = getPreferredDisplayIndex();
Point resolution = getPreferredRenderingResolution();
SDL_DisplayMode mode;
if (SDL_GetDesktopDisplayMode(displayIndex, &mode) == 0)
{
if(resolution.x > mode.w || resolution.y > mode.h)
{
Settings writer = settings.write["video"]["resolution"];
writer["width"].Float() = mode.w;
writer["height"].Float() = mode.h;
}
}
}
if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_TRUE)
{
// TODO: check that display supports selected resolution
}
#endif
}
int WindowHandler::getPreferredRenderingDriver() const
{
int result = -1;
const JsonNode & video = settings["video"];
int driversCount = SDL_GetNumRenderDrivers();
std::string preferredDriverName = video["driver"].String();
logGlobal->info("Found %d render drivers", driversCount);
for(int it = 0; it < driversCount; it++)
{
SDL_RendererInfo info;
SDL_GetRenderDriverInfo(it, &info);
std::string driverName(info.name);
if(!preferredDriverName.empty() && driverName == preferredDriverName)
{
result = it;
logGlobal->info("\t%s (active)", driverName);
}
else
logGlobal->info("\t%s", driverName);
}
return result;
}
void WindowHandler::destroyScreen()
{
screenBuf = nullptr; //it`s a link - just nullify
if(nullptr != screen2)
{
SDL_FreeSurface(screen2);
screen2 = nullptr;
}
if(nullptr != screen)
{
SDL_FreeSurface(screen);
screen = nullptr;
}
if(nullptr != screenTexture)
{
SDL_DestroyTexture(screenTexture);
screenTexture = nullptr;
}
}
void WindowHandler::destroyWindow()
{
if(nullptr != mainRenderer)
{
SDL_DestroyRenderer(mainRenderer);
mainRenderer = nullptr;
}
if(nullptr != mainWindow)
{
SDL_DestroyWindow(mainWindow);
mainWindow = nullptr;
}
}
void WindowHandler::close()
{
if(settings["general"]["notifications"].Bool())
NotificationHandler::destroy();
destroyScreen();
destroyWindow();
SDL_Quit();
}
void WindowHandler::clearScreen()
{
SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 255);
SDL_RenderClear(mainRenderer);
SDL_RenderPresent(mainRenderer);
}
std::vector<Point> WindowHandler::getSupportedResolutions() const
{
int displayID = SDL_GetWindowDisplayIndex(mainWindow);
return getSupportedResolutions(displayID);
}
std::vector<Point> WindowHandler::getSupportedResolutions( int displayIndex) const
{
//TODO: check this method on iOS / Android
std::vector<Point> result;
int modesCount = SDL_GetNumDisplayModes(displayIndex);
for (int i =0; i < modesCount; ++i)
{
SDL_DisplayMode mode;
if (SDL_GetDisplayMode(displayIndex, i, &mode) != 0)
continue;
Point resolution(mode.w, mode.h);
result.push_back(resolution);
}
return result;
}