mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
573 lines
16 KiB
C++
573 lines
16 KiB
C++
/*
|
|
* ScreenHandler.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 "ScreenHandler.h"
|
|
|
|
#include "../../lib/CConfigHandler.h"
|
|
#include "../gui/CGuiHandler.h"
|
|
#include "../eventsSDL/NotificationHandler.h"
|
|
#include "../gui/WindowHandler.h"
|
|
#include "CMT.h"
|
|
#include "SDL_Extensions.h"
|
|
|
|
#ifdef VCMI_ANDROID
|
|
#include "../lib/CAndroidVMHelper.h"
|
|
#endif
|
|
|
|
#ifdef VCMI_IOS
|
|
# include "ios/utils.h"
|
|
#endif
|
|
|
|
#include <SDL.h>
|
|
|
|
// TODO: should be made into a private members of ScreenHandler
|
|
static 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
|
|
|
|
std::tuple<int, int> ScreenHandler::getSupportedScalingRange() 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 = getRenderResolution();
|
|
double reservedAreaWidth = settings["video"]["reservedWidth"].Float();
|
|
Point availableResolution = Point(renderResolution.x * (1 - reservedAreaWidth), renderResolution.y);
|
|
|
|
double maximalScalingWidth = 100.0 * availableResolution.x / minResolution.x;
|
|
double maximalScalingHeight = 100.0 * availableResolution.y / minResolution.y;
|
|
double maximalScaling = std::min(maximalScalingWidth, maximalScalingHeight);
|
|
|
|
return { minimalScaling, maximalScaling };
|
|
}
|
|
|
|
Rect ScreenHandler::convertLogicalPointsToWindow(const Rect & input) const
|
|
{
|
|
Rect result;
|
|
|
|
// FIXME: use SDL_RenderLogicalToWindow instead? Needs to be tested on ios
|
|
|
|
float scaleX, scaleY;
|
|
SDL_Rect viewport;
|
|
SDL_RenderGetScale(mainRenderer, &scaleX, &scaleY);
|
|
SDL_RenderGetViewport(mainRenderer, &viewport);
|
|
|
|
#ifdef VCMI_IOS
|
|
// TODO ios: looks like SDL bug actually, try fixing there
|
|
const auto nativeScale = iOS_utils::screenScale();
|
|
scaleX /= nativeScale;
|
|
scaleY /= nativeScale;
|
|
#endif
|
|
|
|
result.x = (viewport.x + input.x) * scaleX;
|
|
result.y = (viewport.y + input.y) * scaleY;
|
|
result.w = input.w * scaleX;
|
|
result.h = input.h * scaleY;
|
|
|
|
return result;
|
|
}
|
|
|
|
Point ScreenHandler::getPreferredLogicalResolution() const
|
|
{
|
|
Point renderResolution = getRenderResolution();
|
|
double reservedAreaWidth = settings["video"]["reservedWidth"].Float();
|
|
Point availableResolution = Point(renderResolution.x * (1 - reservedAreaWidth), renderResolution.y);
|
|
|
|
auto [minimalScaling, maximalScaling] = getSupportedScalingRange();
|
|
|
|
int userScaling = settings["video"]["resolution"]["scaling"].Integer();
|
|
int scaling = std::clamp(userScaling, minimalScaling, maximalScaling);
|
|
|
|
Point logicalResolution = availableResolution * 100.0 / scaling;
|
|
|
|
return logicalResolution;
|
|
}
|
|
|
|
Point ScreenHandler::getRenderResolution() const
|
|
{
|
|
assert(mainRenderer != nullptr);
|
|
|
|
Point result;
|
|
SDL_GetRendererOutputSize(mainRenderer, &result.x, &result.y);
|
|
|
|
return result;
|
|
}
|
|
|
|
Point ScreenHandler::getPreferredWindowResolution() const
|
|
{
|
|
if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED)
|
|
{
|
|
SDL_Rect bounds;
|
|
if (SDL_GetDisplayBounds(getPreferredDisplayIndex(), &bounds) == 0)
|
|
return Point(bounds.w, bounds.h);
|
|
}
|
|
|
|
const JsonNode & video = settings["video"];
|
|
int width = video["resolution"]["width"].Integer();
|
|
int height = video["resolution"]["height"].Integer();
|
|
|
|
return Point(width, height);
|
|
}
|
|
|
|
int ScreenHandler::getPreferredDisplayIndex() const
|
|
{
|
|
#ifdef VCMI_MOBILE
|
|
// Assuming no multiple screens on Android / ios?
|
|
return 0;
|
|
#else
|
|
if (mainWindow != nullptr)
|
|
{
|
|
int result = SDL_GetWindowDisplayIndex(mainWindow);
|
|
if (result >= 0)
|
|
return result;
|
|
}
|
|
|
|
return settings["video"]["displayIndex"].Integer();
|
|
#endif
|
|
}
|
|
|
|
EWindowMode ScreenHandler::getPreferredWindowMode() const
|
|
{
|
|
#ifdef VCMI_MOBILE
|
|
// On Android / ios game will always render to screen size
|
|
return EWindowMode::FULLSCREEN_BORDERLESS_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_EXCLUSIVE;
|
|
else
|
|
return EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED;
|
|
#endif
|
|
}
|
|
|
|
ScreenHandler::ScreenHandler()
|
|
{
|
|
#ifdef VCMI_WINDOWS
|
|
// set VCMI as "per-monitor DPI awareness". This completely disables any DPI-scaling by system.
|
|
// Might not be the best solution since VCMI can't automatically adjust to DPI changes (including moving to monitors with different DPI scaling)
|
|
// However this fixed unintuitive bug where player selects specific resolution for windowed mode, but ends up with completely different one due to scaling
|
|
// NOTE: requires SDL 2.24.
|
|
SDL_SetHint(SDL_HINT_WINDOWS_DPI_AWARENESS, "permonitor");
|
|
#endif
|
|
|
|
if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_AUDIO))
|
|
{
|
|
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();
|
|
recreateWindowAndScreenBuffers();
|
|
}
|
|
|
|
void ScreenHandler::recreateWindowAndScreenBuffers()
|
|
{
|
|
destroyScreenBuffers();
|
|
|
|
if(mainWindow == nullptr)
|
|
initializeWindow();
|
|
else
|
|
updateWindowState();
|
|
|
|
initializeScreenBuffers();
|
|
|
|
if(!settings["session"]["headless"].Bool() && settings["general"]["notifications"].Bool())
|
|
{
|
|
NotificationHandler::init(mainWindow);
|
|
}
|
|
}
|
|
|
|
void ScreenHandler::updateWindowState()
|
|
{
|
|
#ifndef VCMI_MOBILE
|
|
int displayIndex = getPreferredDisplayIndex();
|
|
|
|
switch(getPreferredWindowMode())
|
|
{
|
|
case EWindowMode::FULLSCREEN_EXCLUSIVE:
|
|
{
|
|
// for some reason, VCMI fails to switch from FULLSCREEN_BORDERLESS_WINDOWED to FULLSCREEN_EXCLUSIVE directly
|
|
// Switch to windowed mode first to avoid this bug
|
|
SDL_SetWindowFullscreen(mainWindow, 0);
|
|
SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN);
|
|
|
|
SDL_DisplayMode mode;
|
|
SDL_GetDesktopDisplayMode(displayIndex, &mode);
|
|
Point resolution = getPreferredWindowResolution();
|
|
|
|
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_BORDERLESS_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 = getPreferredWindowResolution();
|
|
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 ScreenHandler::initializeWindow()
|
|
{
|
|
mainWindow = createWindow();
|
|
|
|
if(mainWindow == nullptr)
|
|
{
|
|
const char * error = SDL_GetError();
|
|
Point dimensions = getPreferredWindowResolution();
|
|
|
|
std::string messagePattern = "Failed to create SDL Window of size %d x %d. Reason: %s";
|
|
std::string message = boost::str(boost::format(messagePattern) % dimensions.x % dimensions.y % error);
|
|
|
|
handleFatalError(message, true);
|
|
}
|
|
|
|
//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 ScreenHandler::initializeScreenBuffers()
|
|
{
|
|
#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");
|
|
}
|
|
|
|
if (GH.windows().count() > 1)
|
|
screenBuf = screen2;
|
|
else
|
|
screenBuf = screen;
|
|
|
|
clearScreen();
|
|
}
|
|
|
|
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);
|
|
|
|
return SDL_CreateWindow(NAME.c_str(), positionFlags, positionFlags, dimensions.x, dimensions.y, flags);
|
|
}
|
|
|
|
SDL_Window * ScreenHandler::createWindow()
|
|
{
|
|
#ifndef VCMI_MOBILE
|
|
Point dimensions = getPreferredWindowResolution();
|
|
|
|
switch(getPreferredWindowMode())
|
|
{
|
|
case EWindowMode::FULLSCREEN_EXCLUSIVE:
|
|
return createWindowImpl(dimensions, SDL_WINDOW_FULLSCREEN, false);
|
|
|
|
case EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED:
|
|
return createWindowImpl(Point(), SDL_WINDOW_FULLSCREEN_DESKTOP, false);
|
|
|
|
case EWindowMode::WINDOWED:
|
|
return createWindowImpl(dimensions, SDL_WINDOW_RESIZABLE, 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");
|
|
|
|
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 ScreenHandler::onScreenResize()
|
|
{
|
|
recreateWindowAndScreenBuffers();
|
|
}
|
|
|
|
void ScreenHandler::validateSettings()
|
|
{
|
|
#ifndef 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 = 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;
|
|
} |