mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-22 22:13:35 +02:00
673 lines
19 KiB
C++
673 lines
19 KiB
C++
/*
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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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* 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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#include "StdInc.h"
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#include "ScreenHandler.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/constants/StringConstants.h"
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#include "../gui/CGuiHandler.h"
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#include "../eventsSDL/NotificationHandler.h"
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#include "../gui/WindowHandler.h"
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#include "CMT.h"
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#include "SDL_Extensions.h"
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#ifdef VCMI_ANDROID
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#include "../lib/CAndroidVMHelper.h"
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#endif
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#ifdef VCMI_IOS
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# include "ios/utils.h"
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#endif
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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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static SDL_Window * mainWindow = nullptr;
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SDL_Renderer * mainRenderer = nullptr;
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SDL_Texture * screenTexture = nullptr;
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SDL_Surface * screen = nullptr; //main screen surface
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SDL_Surface * screen2 = nullptr; //and hlp surface (used to store not-active interfaces layer)
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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
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static const std::string NAME = GameConstants::VCMI_VERSION; //application name
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static constexpr Point heroes3Resolution = Point(800, 600);
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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 constexpr Point minResolution = heroes3Resolution;
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// arbitrary limit on *downscaling*. Allow some downscaling, if requested by user. Should be generally limited to 100+ for all but few devices
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static constexpr double minimalScaling = 50;
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Point renderResolution = getRenderResolution();
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double reservedAreaWidth = settings["video"]["reservedWidth"].Float();
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Point availableResolution = Point(renderResolution.x * (1 - reservedAreaWidth), renderResolution.y);
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double maximalScalingWidth = 100.0 * availableResolution.x / minResolution.x;
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double maximalScalingHeight = 100.0 * availableResolution.y / minResolution.y;
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double maximalScaling = std::min(maximalScalingWidth, maximalScalingHeight);
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return { minimalScaling, maximalScaling };
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}
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Rect ScreenHandler::convertLogicalPointsToWindow(const Rect & input) const
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{
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Rect result;
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// FIXME: use SDL_RenderLogicalToWindow instead? Needs to be tested on ios
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float scaleX, scaleY;
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SDL_Rect viewport;
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SDL_RenderGetScale(mainRenderer, &scaleX, &scaleY);
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SDL_RenderGetViewport(mainRenderer, &viewport);
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#ifdef VCMI_IOS
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// TODO ios: looks like SDL bug actually, try fixing there
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const auto nativeScale = iOS_utils::screenScale();
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scaleX /= nativeScale;
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scaleY /= nativeScale;
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#endif
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result.x = (viewport.x + input.x) * scaleX;
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result.y = (viewport.y + input.y) * scaleY;
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result.w = input.w * scaleX;
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result.h = input.h * scaleY;
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return result;
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}
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int ScreenHandler::getInterfaceScalingPercentage() const
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{
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auto [minimalScaling, maximalScaling] = getSupportedScalingRange();
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int userScaling = settings["video"]["resolution"]["scaling"].Integer();
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if (userScaling == 0) // autodetection
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{
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#ifdef VCMI_MOBILE
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// for mobiles - stay at maximum scaling unless we have large screen
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// might be better to check screen DPI / physical dimensions, but way more complex, and may result in different edge cases, e.g. chromebooks / tv's
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int preferredMinimalScaling = 200;
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#else
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// for PC - avoid downscaling if possible
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int preferredMinimalScaling = 100;
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#endif
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// prefer a little below maximum - to give space for extended UI
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int preferredMaximalScaling = maximalScaling * 10 / 12;
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userScaling = std::max(std::min(maximalScaling, preferredMinimalScaling), preferredMaximalScaling);
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}
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int scaling = std::clamp(userScaling, minimalScaling, maximalScaling);
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return scaling;
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}
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Point ScreenHandler::getPreferredLogicalResolution() const
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{
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Point renderResolution = getRenderResolution();
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double reservedAreaWidth = settings["video"]["reservedWidth"].Float();
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int scaling = getInterfaceScalingPercentage();
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Point availableResolution = Point(renderResolution.x * (1 - reservedAreaWidth), renderResolution.y);
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Point logicalResolution = availableResolution * 100.0 / scaling;
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return logicalResolution;
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}
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int ScreenHandler::getScalingFactor() const
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{
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switch (upscalingFilter)
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{
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case EUpscalingFilter::NONE: return 1;
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case EUpscalingFilter::XBRZ_2: return 2;
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case EUpscalingFilter::XBRZ_3: return 3;
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case EUpscalingFilter::XBRZ_4: return 4;
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}
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throw std::runtime_error("invalid upscaling filter");
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}
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Point ScreenHandler::getLogicalResolution() const
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{
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return Point(screen->w, screen->h) / getScalingFactor();
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}
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Point ScreenHandler::getRenderResolution() const
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{
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assert(mainRenderer != nullptr);
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Point result;
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SDL_GetRendererOutputSize(mainRenderer, &result.x, &result.y);
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return result;
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}
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Point ScreenHandler::getPreferredWindowResolution() const
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{
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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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if (SDL_GetDisplayBounds(getPreferredDisplayIndex(), &bounds) == 0)
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return Point(bounds.w, bounds.h);
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}
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const JsonNode & video = settings["video"];
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int width = video["resolution"]["width"].Integer();
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int height = video["resolution"]["height"].Integer();
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return Point(width, height);
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}
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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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return 0;
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#else
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if (mainWindow != nullptr)
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{
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int result = SDL_GetWindowDisplayIndex(mainWindow);
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if (result >= 0)
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return result;
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}
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return settings["video"]["displayIndex"].Integer();
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#endif
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}
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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_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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bool realFullscreen = settings["video"]["realFullscreen"].Bool();
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if (!fullscreen)
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return EWindowMode::WINDOWED;
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if (realFullscreen)
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return EWindowMode::FULLSCREEN_EXCLUSIVE;
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else
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return EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED;
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#endif
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}
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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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// Might not be the best solution since VCMI can't automatically adjust to DPI changes (including moving to monitors with different DPI scaling)
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// However this fixed unintuitive bug where player selects specific resolution for windowed mode, but ends up with completely different one due to scaling
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// NOTE: requires SDL 2.24.
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SDL_SetHint(SDL_HINT_WINDOWS_DPI_AWARENESS, "permonitor");
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#endif
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if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_GAMECONTROLLER))
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{
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logGlobal->error("Something was wrong: %s", SDL_GetError());
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exit(-1);
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}
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const auto & logCallback = [](void * userdata, int category, SDL_LogPriority priority, const char * message)
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{
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logGlobal->debug("SDL(category %d; priority %d) %s", category, priority, message);
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};
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SDL_LogSetOutputFunction(logCallback, nullptr);
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#ifdef VCMI_ANDROID
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// manually setting egl pixel format, as a possible solution for sdl2<->android problem
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// https://bugzilla.libsdl.org/show_bug.cgi?id=2291
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
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#endif // VCMI_ANDROID
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validateSettings();
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recreateWindowAndScreenBuffers();
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}
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void ScreenHandler::recreateWindowAndScreenBuffers()
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{
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destroyScreenBuffers();
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if(mainWindow == nullptr)
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initializeWindow();
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else
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updateWindowState();
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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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}
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void ScreenHandler::updateWindowState()
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{
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#ifndef 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_EXCLUSIVE:
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{
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// for some reason, VCMI fails to switch from FULLSCREEN_BORDERLESS_WINDOWED to FULLSCREEN_EXCLUSIVE directly
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// Switch to windowed mode first to avoid this bug
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SDL_SetWindowFullscreen(mainWindow, 0);
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SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN);
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SDL_DisplayMode mode;
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SDL_GetDesktopDisplayMode(displayIndex, &mode);
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Point resolution = getPreferredWindowResolution();
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mode.w = resolution.x;
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mode.h = resolution.y;
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SDL_SetWindowDisplayMode(mainWindow, &mode);
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SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));
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return;
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}
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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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return;
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}
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case EWindowMode::WINDOWED:
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{
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Point resolution = getPreferredWindowResolution();
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SDL_SetWindowFullscreen(mainWindow, 0);
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SDL_SetWindowSize(mainWindow, resolution.x, resolution.y);
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SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex), SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex));
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return;
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}
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}
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#endif
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}
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void ScreenHandler::initializeWindow()
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{
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mainWindow = createWindow();
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if(mainWindow == nullptr)
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{
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const char * error = SDL_GetError();
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Point dimensions = getPreferredWindowResolution();
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std::string messagePattern = "Failed to create SDL Window of size %d x %d. Reason: %s";
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std::string message = boost::str(boost::format(messagePattern) % dimensions.x % dimensions.y % error);
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handleFatalError(message, true);
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}
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// create first available renderer if no preferred one is set
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// use no SDL_RENDERER_SOFTWARE or SDL_RENDERER_ACCELERATED flag, so HW accelerated will be preferred but SW renderer will also be possible
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uint32_t rendererFlags = 0;
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if(settings["video"]["vsync"].Bool())
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{
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rendererFlags |= SDL_RENDERER_PRESENTVSYNC;
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}
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mainRenderer = SDL_CreateRenderer(mainWindow, getPreferredRenderingDriver(), rendererFlags);
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if(mainRenderer == nullptr)
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{
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const char * error = SDL_GetError();
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std::string messagePattern = "Failed to create SDL renderer. Reason: %s";
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std::string message = boost::str(boost::format(messagePattern) % error);
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handleFatalError(message, true);
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}
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selectUpscalingFilter();
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selectDownscalingFilter();
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SDL_RendererInfo info;
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SDL_GetRendererInfo(mainRenderer, &info);
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logGlobal->info("Created renderer %s", info.name);
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}
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EUpscalingFilter ScreenHandler::loadUpscalingFilter() const
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{
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static const std::map<std::string, EUpscalingFilter> upscalingFilterTypes =
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{
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{"auto", EUpscalingFilter::AUTO },
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{"none", EUpscalingFilter::NONE },
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{"xbrz2", EUpscalingFilter::XBRZ_2 },
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{"xbrz3", EUpscalingFilter::XBRZ_3 },
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{"xbrz4", EUpscalingFilter::XBRZ_4 }
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};
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auto filterName = settings["video"]["upscalingFilter"].String();
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auto filter = upscalingFilterTypes.at(filterName);
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if (filter != EUpscalingFilter::AUTO)
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return filter;
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// else - autoselect
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Point outputResolution = getRenderResolution();
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Point logicalResolution = getPreferredLogicalResolution();
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float scaleX = static_cast<float>(outputResolution.x) / logicalResolution.x;
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float scaleY = static_cast<float>(outputResolution.x) / logicalResolution.x;
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float scaling = std::min(scaleX, scaleY);
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if (scaling <= 1.001f)
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return EUpscalingFilter::NONE; // running at original resolution or even lower than that - no need for xbrz
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if (scaling <= 2.001f)
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return EUpscalingFilter::XBRZ_2; // resolutions below 1200p (including 1080p / FullHD)
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if (scaling <= 3.001f)
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return EUpscalingFilter::XBRZ_3; // resolutions below 2400p (including 1440p and 2160p / 4K)
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return EUpscalingFilter::XBRZ_4; // Only for massive displays, e.g. 8K
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}
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void ScreenHandler::selectUpscalingFilter()
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{
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upscalingFilter = loadUpscalingFilter();
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logGlobal->debug("Selected upscaling filter %d", static_cast<int>(upscalingFilter));
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}
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void ScreenHandler::selectDownscalingFilter()
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{
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, settings["video"]["downscalingFilter"].String().c_str());
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logGlobal->debug("Selected downscaling filter %s", settings["video"]["downscalingFilter"].String());
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}
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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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int gmask = 0x00ff0000;
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int rmask = 0x0000ff00;
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int amask = 0x000000ff;
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#else
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int bmask = 0x000000ff;
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int gmask = 0x0000ff00;
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int rmask = 0x00ff0000;
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int amask = 0xFF000000;
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#endif
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auto logicalSize = getPreferredLogicalResolution() * getScalingFactor();
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SDL_RenderSetLogicalSize(mainRenderer, logicalSize.x, logicalSize.y);
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screen = SDL_CreateRGBSurface(0, logicalSize.x, logicalSize.y, 32, rmask, gmask, bmask, amask);
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if(nullptr == screen)
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{
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logGlobal->error("Unable to create surface %dx%d with %d bpp: %s", logicalSize.x, logicalSize.y, 32, SDL_GetError());
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throw std::runtime_error("Unable to create surface");
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}
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//No blending for screen itself. Required for proper cursor rendering.
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SDL_SetSurfaceBlendMode(screen, SDL_BLENDMODE_NONE);
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screenTexture = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, logicalSize.x, logicalSize.y);
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if(nullptr == screenTexture)
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{
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logGlobal->error("Unable to create screen texture");
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logGlobal->error(SDL_GetError());
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throw std::runtime_error("Unable to create screen texture");
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}
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screen2 = CSDL_Ext::copySurface(screen);
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if(nullptr == screen2)
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{
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throw std::runtime_error("Unable to copy surface\n");
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}
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if (GH.windows().count() > 1)
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screenBuf = screen2;
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else
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screenBuf = screen;
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clearScreen();
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}
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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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return SDL_CreateWindow(NAME.c_str(), positionFlags, positionFlags, dimensions.x, dimensions.y, flags);
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}
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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 = getPreferredWindowResolution();
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switch(getPreferredWindowMode())
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{
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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_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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return createWindowImpl(dimensions, SDL_WINDOW_RESIZABLE, true);
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default:
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return nullptr;
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};
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#endif
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#ifdef VCMI_IOS
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SDL_SetHint(SDL_HINT_IOS_HIDE_HOME_INDICATOR, "1");
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SDL_SetHint(SDL_HINT_RETURN_KEY_HIDES_IME, "1");
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uint32_t windowFlags = SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI;
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SDL_Window * result = createWindowImpl(Point(), windowFlags | SDL_WINDOW_METAL, false);
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if(result != nullptr)
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return result;
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logGlobal->warn("Metal unavailable, using OpenGLES");
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return createWindowImpl(Point(), windowFlags, false);
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#endif
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#ifdef VCMI_ANDROID
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return createWindowImpl(Point(), SDL_WINDOW_FULLSCREEN, false);
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#endif
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}
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void ScreenHandler::onScreenResize()
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{
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recreateWindowAndScreenBuffers();
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}
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void ScreenHandler::validateSettings()
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{
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#ifndef VCMI_MOBILE
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{
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int displayIndex = settings["video"]["displayIndex"].Integer();
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int displaysCount = SDL_GetNumVideoDisplays();
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if (displayIndex >= displaysCount)
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{
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Settings writer = settings.write["video"]["displayIndex"];
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writer->Float() = 0;
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}
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}
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|
if (getPreferredWindowMode() == EWindowMode::WINDOWED)
|
|
{
|
|
//we only check that our desired window size fits on screen
|
|
int displayIndex = getPreferredDisplayIndex();
|
|
Point resolution = getPreferredWindowResolution();
|
|
|
|
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_EXCLUSIVE)
|
|
{
|
|
auto legalOptions = getSupportedResolutions();
|
|
Point selectedResolution = getPreferredWindowResolution();
|
|
|
|
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 ScreenHandler::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;
|
|
if (SDL_GetRenderDriverInfo(it, &info) == 0)
|
|
{
|
|
std::string driverName(info.name);
|
|
|
|
if(!preferredDriverName.empty() && driverName == preferredDriverName)
|
|
{
|
|
result = it;
|
|
logGlobal->info("\t%s (active)", driverName);
|
|
}
|
|
else
|
|
logGlobal->info("\t%s", driverName);
|
|
}
|
|
else
|
|
logGlobal->info("\t(error)");
|
|
}
|
|
return result;
|
|
}
|
|
|
|
void ScreenHandler::destroyScreenBuffers()
|
|
{
|
|
// screenBuf is not a separate surface, but points to either screen or screen2 - just set to null
|
|
screenBuf = nullptr;
|
|
|
|
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 ScreenHandler::destroyWindow()
|
|
{
|
|
if(nullptr != mainRenderer)
|
|
{
|
|
SDL_DestroyRenderer(mainRenderer);
|
|
mainRenderer = nullptr;
|
|
}
|
|
|
|
if(nullptr != mainWindow)
|
|
{
|
|
SDL_DestroyWindow(mainWindow);
|
|
mainWindow = nullptr;
|
|
}
|
|
}
|
|
|
|
void ScreenHandler::close()
|
|
{
|
|
if(settings["general"]["notifications"].Bool())
|
|
NotificationHandler::destroy();
|
|
|
|
destroyScreenBuffers();
|
|
destroyWindow();
|
|
SDL_Quit();
|
|
}
|
|
|
|
void ScreenHandler::clearScreen()
|
|
{
|
|
SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 255);
|
|
SDL_RenderClear(mainRenderer);
|
|
SDL_RenderPresent(mainRenderer);
|
|
}
|
|
|
|
std::vector<Point> ScreenHandler::getSupportedResolutions() const
|
|
{
|
|
int displayID = getPreferredDisplayIndex();
|
|
return getSupportedResolutions(displayID);
|
|
}
|
|
|
|
std::vector<Point> ScreenHandler::getSupportedResolutions( int displayIndex) const
|
|
{
|
|
//NOTE: this method is never called on Android/iOS, only on desktop systems
|
|
|
|
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)
|
|
{
|
|
Point resolution(mode.w, mode.h);
|
|
result.push_back(resolution);
|
|
}
|
|
}
|
|
|
|
boost::range::sort(result, [](const auto & left, const auto & right)
|
|
{
|
|
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;
|
|
}
|
|
|
|
bool ScreenHandler::hasFocus()
|
|
{
|
|
ui32 flags = SDL_GetWindowFlags(mainWindow);
|
|
return flags & SDL_WINDOW_INPUT_FOCUS;
|
|
}
|