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vcmi/client/renderSDL/ScreenHandler.h

120 lines
3.6 KiB
C++

/*
* 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<Point> getSupportedResolutions() const final;
std::vector<Point> getSupportedResolutions(int displayIndex) const;
std::tuple<int, int> getSupportedScalingRange() const final;
Rect convertLogicalPointsToWindow(const Rect & input) const final;
};