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122 lines
3.7 KiB
C++
122 lines
3.7 KiB
C++
/*
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* ScreenHandler.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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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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struct SDL_Texture;
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struct SDL_Window;
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struct SDL_Renderer;
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struct SDL_Surface;
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#include "../../lib/Point.h"
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#include "../render/IScreenHandler.h"
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enum class EWindowMode
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{
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// game runs in a window that covers part of the screen
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WINDOWED,
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// game runs in a 'window' that always covers entire screen and uses unmodified desktop resolution
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// The only mode that is available on mobile devices
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FULLSCREEN_BORDERLESS_WINDOWED,
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// game runs in a fullscreen mode with resolution selected by player
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FULLSCREEN_EXCLUSIVE
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};
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enum class EUpscalingFilter
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{
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AUTO, // used only for loading from config, replaced with autoselected value on init
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NONE,
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//BILINEAR, // TODO?
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//BICUBIC, // TODO?
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XBRZ_2,
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XBRZ_3,
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XBRZ_4,
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// 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
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};
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/// This class is responsible for management of game window and its main rendering surface
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class ScreenHandler final : public IScreenHandler
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{
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EUpscalingFilter upscalingFilter = EUpscalingFilter::AUTO;
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/// Dimensions of target surfaces/textures, this value is what game logic views as screen size
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Point getPreferredLogicalResolution() const;
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/// Dimensions of output window, if different from logicalResolution SDL will perform scaling
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/// This value is what player views as window size
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Point getPreferredWindowResolution() const;
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EWindowMode getPreferredWindowMode() const;
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/// Returns index of display on which window should be created
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int getPreferredDisplayIndex() const;
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/// Returns index of rendering driver preferred by player or -1 if no preference
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int getPreferredRenderingDriver() const;
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/// Creates SDL window with specified parameters
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SDL_Window * createWindowImpl(Point dimensions, int flags, bool center);
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/// Creates SDL window using OS-specific settings & user-specific config
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SDL_Window * createWindow();
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/// Manages window and SDL renderer
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void initializeWindow();
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void destroyWindow();
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/// Manages surfaces & textures used for
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void initializeScreenBuffers();
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void destroyScreenBuffers();
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/// Updates state (e.g. position) of game window after resolution/fullscreen change
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void updateWindowState();
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/// Initializes or reiniitalizes all screen state
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void recreateWindowAndScreenBuffers();
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/// Performs validation of settings and updates them to valid values if necessary
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void validateSettings();
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EUpscalingFilter loadUpscalingFilter() const;
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void selectDownscalingFilter();
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void selectUpscalingFilter();
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public:
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/// Creates and initializes screen, window and SDL state
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ScreenHandler();
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/// Updates and potentially recreates target screen to match selected fullscreen status
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void onScreenResize() final;
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/// De-initializes and destroys screen, window and SDL state
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void close() final;
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/// Fills screen with black color, erasing any existing content
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void clearScreen() final;
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/// Dimensions of render output, usually same as window size except for high-DPI screens on macOS / iOS
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Point getRenderResolution() const final;
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/// Window has focus
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bool hasFocus() final;
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Point getLogicalResolution() const final;
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int getScalingFactor() const final;
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int getInterfaceScalingPercentage() const final;
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std::vector<Point> getSupportedResolutions() const final;
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std::vector<Point> getSupportedResolutions(int displayIndex) const;
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std::tuple<int, int> getSupportedScalingRange() const final;
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Rect convertLogicalPointsToWindow(const Rect & input) const final;
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};
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