ScreenHandler.cpp 19 KB

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  1. /*
  2. * ScreenHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "ScreenHandler.h"
  12. #include "../CGameInfo.h"
  13. #include "../CMT.h"
  14. #include "../eventsSDL/NotificationHandler.h"
  15. #include "../gui/CGuiHandler.h"
  16. #include "../gui/CursorHandler.h"
  17. #include "../gui/WindowHandler.h"
  18. #include "../render/Canvas.h"
  19. #include "../../lib/CConfigHandler.h"
  20. #include "../../lib/constants/StringConstants.h"
  21. #ifdef VCMI_ANDROID
  22. #include "../lib/CAndroidVMHelper.h"
  23. #endif
  24. #ifdef VCMI_IOS
  25. # include "ios/utils.h"
  26. #endif
  27. #include <SDL.h>
  28. // TODO: should be made into a private members of ScreenHandler
  29. SDL_Renderer * mainRenderer = nullptr;
  30. static const std::string NAME = GameConstants::VCMI_VERSION; //application name
  31. static constexpr Point heroes3Resolution = Point(800, 600);
  32. std::tuple<int, int> ScreenHandler::getSupportedScalingRange() const
  33. {
  34. // H3 resolution, any resolution smaller than that is not correctly supported
  35. static constexpr Point minResolution = heroes3Resolution;
  36. // arbitrary limit on *downscaling*. Allow some downscaling, if requested by user. Should be generally limited to 100+ for all but few devices
  37. static constexpr double minimalScaling = 50;
  38. Point renderResolution = getRenderResolution();
  39. double reservedAreaWidth = settings["video"]["reservedWidth"].Float();
  40. Point availableResolution = Point(renderResolution.x * (1 - reservedAreaWidth), renderResolution.y);
  41. double maximalScalingWidth = 100.0 * availableResolution.x / minResolution.x;
  42. double maximalScalingHeight = 100.0 * availableResolution.y / minResolution.y;
  43. double maximalScaling = std::min(maximalScalingWidth, maximalScalingHeight);
  44. return { minimalScaling, maximalScaling };
  45. }
  46. Rect ScreenHandler::convertLogicalPointsToWindow(const Rect & input) const
  47. {
  48. Rect result;
  49. // FIXME: use SDL_RenderLogicalToWindow instead? Needs to be tested on ios
  50. float scaleX, scaleY;
  51. SDL_Rect viewport;
  52. SDL_RenderGetScale(mainRenderer, &scaleX, &scaleY);
  53. SDL_RenderGetViewport(mainRenderer, &viewport);
  54. #ifdef VCMI_IOS
  55. // TODO ios: looks like SDL bug actually, try fixing there
  56. const auto nativeScale = iOS_utils::screenScale();
  57. scaleX /= nativeScale;
  58. scaleY /= nativeScale;
  59. #endif
  60. result.x = (viewport.x + input.x) * scaleX;
  61. result.y = (viewport.y + input.y) * scaleY;
  62. result.w = input.w * scaleX;
  63. result.h = input.h * scaleY;
  64. return result;
  65. }
  66. int ScreenHandler::getInterfaceScalingPercentage() const
  67. {
  68. auto [minimalScaling, maximalScaling] = getSupportedScalingRange();
  69. int userScaling = settings["video"]["resolution"]["scaling"].Integer();
  70. if (userScaling == 0) // autodetection
  71. {
  72. #ifdef VCMI_MOBILE
  73. // for mobiles - stay at maximum scaling unless we have large screen
  74. // 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
  75. int preferredMinimalScaling = 200;
  76. #else
  77. // for PC - avoid downscaling if possible
  78. int preferredMinimalScaling = 100;
  79. #endif
  80. // prefer a little below maximum - to give space for extended UI
  81. int preferredMaximalScaling = maximalScaling * 10 / 12;
  82. userScaling = std::max(std::min(maximalScaling, preferredMinimalScaling), preferredMaximalScaling);
  83. }
  84. int scaling = std::clamp(userScaling, minimalScaling, maximalScaling);
  85. return scaling;
  86. }
  87. Point ScreenHandler::getPreferredLogicalResolution() const
  88. {
  89. Point renderResolution = getRenderResolution();
  90. double reservedAreaWidth = settings["video"]["reservedWidth"].Float();
  91. int scaling = getInterfaceScalingPercentage();
  92. Point availableResolution = Point(renderResolution.x * (1 - reservedAreaWidth), renderResolution.y);
  93. Point logicalResolution = availableResolution * 100.0 / scaling;
  94. return logicalResolution;
  95. }
  96. int ScreenHandler::getScalingFactor() const
  97. {
  98. switch (upscalingFilter)
  99. {
  100. case EUpscalingFilter::NONE: return 1;
  101. case EUpscalingFilter::XBRZ_2: return 2;
  102. case EUpscalingFilter::XBRZ_3: return 3;
  103. case EUpscalingFilter::XBRZ_4: return 4;
  104. }
  105. throw std::runtime_error("invalid upscaling filter");
  106. }
  107. Point ScreenHandler::getLogicalResolution() const
  108. {
  109. return Point(screen->w, screen->h) / getScalingFactor();
  110. }
  111. Point ScreenHandler::getRenderResolution() const
  112. {
  113. assert(mainRenderer != nullptr);
  114. Point result;
  115. SDL_GetRendererOutputSize(mainRenderer, &result.x, &result.y);
  116. return result;
  117. }
  118. Point ScreenHandler::getPreferredWindowResolution() const
  119. {
  120. if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED)
  121. {
  122. SDL_Rect bounds;
  123. if (SDL_GetDisplayBounds(getPreferredDisplayIndex(), &bounds) == 0)
  124. return Point(bounds.w, bounds.h);
  125. }
  126. const JsonNode & video = settings["video"];
  127. int width = video["resolution"]["width"].Integer();
  128. int height = video["resolution"]["height"].Integer();
  129. return Point(width, height);
  130. }
  131. int ScreenHandler::getPreferredDisplayIndex() const
  132. {
  133. #ifdef VCMI_MOBILE
  134. // Assuming no multiple screens on Android / ios?
  135. return 0;
  136. #else
  137. if (mainWindow != nullptr)
  138. {
  139. int result = SDL_GetWindowDisplayIndex(mainWindow);
  140. if (result >= 0)
  141. return result;
  142. }
  143. return settings["video"]["displayIndex"].Integer();
  144. #endif
  145. }
  146. EWindowMode ScreenHandler::getPreferredWindowMode() const
  147. {
  148. #ifdef VCMI_MOBILE
  149. // On Android / ios game will always render to screen size
  150. return EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED;
  151. #else
  152. const JsonNode & video = settings["video"];
  153. bool fullscreen = video["fullscreen"].Bool();
  154. bool realFullscreen = settings["video"]["realFullscreen"].Bool();
  155. if (!fullscreen)
  156. return EWindowMode::WINDOWED;
  157. if (realFullscreen)
  158. return EWindowMode::FULLSCREEN_EXCLUSIVE;
  159. else
  160. return EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED;
  161. #endif
  162. }
  163. ScreenHandler::ScreenHandler()
  164. {
  165. #ifdef VCMI_WINDOWS
  166. // set VCMI as "per-monitor DPI awareness". This completely disables any DPI-scaling by system.
  167. // Might not be the best solution since VCMI can't automatically adjust to DPI changes (including moving to monitors with different DPI scaling)
  168. // However this fixed unintuitive bug where player selects specific resolution for windowed mode, but ends up with completely different one due to scaling
  169. // NOTE: requires SDL 2.24.
  170. SDL_SetHint(SDL_HINT_WINDOWS_DPI_AWARENESS, "permonitor");
  171. #endif
  172. if(settings["video"]["allowPortrait"].Bool())
  173. SDL_SetHint(SDL_HINT_ORIENTATIONS, "Portrait PortraitUpsideDown LandscapeLeft LandscapeRight");
  174. else
  175. SDL_SetHint(SDL_HINT_ORIENTATIONS, "LandscapeLeft LandscapeRight");
  176. if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_GAMECONTROLLER))
  177. {
  178. logGlobal->error("Something was wrong: %s", SDL_GetError());
  179. exit(-1);
  180. }
  181. const auto & logCallback = [](void * userdata, int category, SDL_LogPriority priority, const char * message)
  182. {
  183. logGlobal->debug("SDL(category %d; priority %d) %s", category, priority, message);
  184. };
  185. SDL_LogSetOutputFunction(logCallback, nullptr);
  186. #ifdef VCMI_ANDROID
  187. // manually setting egl pixel format, as a possible solution for sdl2<->android problem
  188. // https://bugzilla.libsdl.org/show_bug.cgi?id=2291
  189. SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
  190. SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
  191. SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
  192. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
  193. #endif // VCMI_ANDROID
  194. validateSettings();
  195. recreateWindowAndScreenBuffers();
  196. }
  197. void ScreenHandler::recreateWindowAndScreenBuffers()
  198. {
  199. destroyScreenBuffers();
  200. if(mainWindow == nullptr)
  201. initializeWindow();
  202. else
  203. updateWindowState();
  204. initializeScreenBuffers();
  205. if(!settings["session"]["headless"].Bool() && settings["general"]["notifications"].Bool())
  206. {
  207. NotificationHandler::init(mainWindow);
  208. }
  209. }
  210. void ScreenHandler::updateWindowState()
  211. {
  212. #ifndef VCMI_MOBILE
  213. int displayIndex = getPreferredDisplayIndex();
  214. switch(getPreferredWindowMode())
  215. {
  216. case EWindowMode::FULLSCREEN_EXCLUSIVE:
  217. {
  218. // for some reason, VCMI fails to switch from FULLSCREEN_BORDERLESS_WINDOWED to FULLSCREEN_EXCLUSIVE directly
  219. // Switch to windowed mode first to avoid this bug
  220. SDL_SetWindowFullscreen(mainWindow, 0);
  221. SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN);
  222. SDL_DisplayMode mode;
  223. SDL_GetDesktopDisplayMode(displayIndex, &mode);
  224. Point resolution = getPreferredWindowResolution();
  225. mode.w = resolution.x;
  226. mode.h = resolution.y;
  227. SDL_SetWindowDisplayMode(mainWindow, &mode);
  228. SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));
  229. return;
  230. }
  231. case EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED:
  232. {
  233. SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN_DESKTOP);
  234. SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));
  235. return;
  236. }
  237. case EWindowMode::WINDOWED:
  238. {
  239. Point resolution = getPreferredWindowResolution();
  240. SDL_SetWindowFullscreen(mainWindow, 0);
  241. SDL_SetWindowSize(mainWindow, resolution.x, resolution.y);
  242. SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex), SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex));
  243. return;
  244. }
  245. }
  246. #endif
  247. }
  248. void ScreenHandler::initializeWindow()
  249. {
  250. mainWindow = createWindow();
  251. if(mainWindow == nullptr)
  252. {
  253. const char * error = SDL_GetError();
  254. Point dimensions = getPreferredWindowResolution();
  255. std::string messagePattern = "Failed to create SDL Window of size %d x %d. Reason: %s";
  256. std::string message = boost::str(boost::format(messagePattern) % dimensions.x % dimensions.y % error);
  257. handleFatalError(message, true);
  258. }
  259. // create first available renderer if no preferred one is set
  260. // use no SDL_RENDERER_SOFTWARE or SDL_RENDERER_ACCELERATED flag, so HW accelerated will be preferred but SW renderer will also be possible
  261. uint32_t rendererFlags = 0;
  262. if(settings["video"]["vsync"].Bool())
  263. {
  264. rendererFlags |= SDL_RENDERER_PRESENTVSYNC;
  265. }
  266. mainRenderer = SDL_CreateRenderer(mainWindow, getPreferredRenderingDriver(), rendererFlags);
  267. if(mainRenderer == nullptr)
  268. {
  269. const char * error = SDL_GetError();
  270. std::string messagePattern = "Failed to create SDL renderer. Reason: %s";
  271. std::string message = boost::str(boost::format(messagePattern) % error);
  272. handleFatalError(message, true);
  273. }
  274. selectUpscalingFilter();
  275. selectDownscalingFilter();
  276. SDL_RendererInfo info;
  277. SDL_GetRendererInfo(mainRenderer, &info);
  278. logGlobal->info("Created renderer %s", info.name);
  279. }
  280. EUpscalingFilter ScreenHandler::loadUpscalingFilter() const
  281. {
  282. static const std::map<std::string, EUpscalingFilter> upscalingFilterTypes =
  283. {
  284. {"auto", EUpscalingFilter::AUTO },
  285. {"none", EUpscalingFilter::NONE },
  286. {"xbrz2", EUpscalingFilter::XBRZ_2 },
  287. {"xbrz3", EUpscalingFilter::XBRZ_3 },
  288. {"xbrz4", EUpscalingFilter::XBRZ_4 }
  289. };
  290. auto filterName = settings["video"]["upscalingFilter"].String();
  291. auto filter = upscalingFilterTypes.count(filterName) ? upscalingFilterTypes.at(filterName) : EUpscalingFilter::AUTO;
  292. if (filter != EUpscalingFilter::AUTO)
  293. return filter;
  294. // else - autoselect
  295. Point outputResolution = getRenderResolution();
  296. Point logicalResolution = getPreferredLogicalResolution();
  297. float scaleX = static_cast<float>(outputResolution.x) / logicalResolution.x;
  298. float scaleY = static_cast<float>(outputResolution.x) / logicalResolution.x;
  299. float scaling = std::min(scaleX, scaleY);
  300. int systemMemoryMb = SDL_GetSystemRAM();
  301. if (scaling <= 1.001f)
  302. return EUpscalingFilter::NONE; // running at original resolution or even lower than that - no need for xbrz
  303. if (systemMemoryMb < 2048)
  304. return EUpscalingFilter::NONE; // xbrz2 may use ~1.0 - 1.5 Gb of RAM and has notable CPU cost - avoid on low-spec hardware
  305. // Only using xbrz2 for autoselection.
  306. // Higher options may have high system requirements and should be only selected explicitly by player
  307. return EUpscalingFilter::XBRZ_2;
  308. }
  309. void ScreenHandler::selectUpscalingFilter()
  310. {
  311. upscalingFilter = loadUpscalingFilter();
  312. logGlobal->debug("Selected upscaling filter %d", static_cast<int>(upscalingFilter));
  313. }
  314. void ScreenHandler::selectDownscalingFilter()
  315. {
  316. SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, settings["video"]["downscalingFilter"].String().c_str());
  317. logGlobal->debug("Selected downscaling filter %s", settings["video"]["downscalingFilter"].String());
  318. }
  319. void ScreenHandler::initializeScreenBuffers()
  320. {
  321. #ifdef VCMI_ENDIAN_BIG
  322. int bmask = 0xff000000;
  323. int gmask = 0x00ff0000;
  324. int rmask = 0x0000ff00;
  325. int amask = 0x000000ff;
  326. #else
  327. int bmask = 0x000000ff;
  328. int gmask = 0x0000ff00;
  329. int rmask = 0x00ff0000;
  330. int amask = 0xFF000000;
  331. #endif
  332. auto logicalSize = getPreferredLogicalResolution() * getScalingFactor();
  333. SDL_RenderSetLogicalSize(mainRenderer, logicalSize.x, logicalSize.y);
  334. screen = SDL_CreateRGBSurface(0, logicalSize.x, logicalSize.y, 32, rmask, gmask, bmask, amask);
  335. if(nullptr == screen)
  336. {
  337. logGlobal->error("Unable to create surface %dx%d with %d bpp: %s", logicalSize.x, logicalSize.y, 32, SDL_GetError());
  338. throw std::runtime_error("Unable to create surface");
  339. }
  340. //No blending for screen itself. Required for proper cursor rendering.
  341. SDL_SetSurfaceBlendMode(screen, SDL_BLENDMODE_NONE);
  342. screenTexture = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, logicalSize.x, logicalSize.y);
  343. if(nullptr == screenTexture)
  344. {
  345. logGlobal->error("Unable to create screen texture");
  346. logGlobal->error(SDL_GetError());
  347. throw std::runtime_error("Unable to create screen texture");
  348. }
  349. clearScreen();
  350. }
  351. SDL_Window * ScreenHandler::createWindowImpl(Point dimensions, int flags, bool center)
  352. {
  353. int displayIndex = getPreferredDisplayIndex();
  354. int positionFlags = center ? SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex) : SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex);
  355. return SDL_CreateWindow(NAME.c_str(), positionFlags, positionFlags, dimensions.x, dimensions.y, flags);
  356. }
  357. SDL_Window * ScreenHandler::createWindow()
  358. {
  359. #ifndef VCMI_MOBILE
  360. Point dimensions = getPreferredWindowResolution();
  361. switch(getPreferredWindowMode())
  362. {
  363. case EWindowMode::FULLSCREEN_EXCLUSIVE:
  364. return createWindowImpl(dimensions, SDL_WINDOW_FULLSCREEN, false);
  365. case EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED:
  366. return createWindowImpl(Point(), SDL_WINDOW_FULLSCREEN_DESKTOP, false);
  367. case EWindowMode::WINDOWED:
  368. return createWindowImpl(dimensions, SDL_WINDOW_RESIZABLE, true);
  369. default:
  370. return nullptr;
  371. };
  372. #endif
  373. #ifdef VCMI_IOS
  374. SDL_SetHint(SDL_HINT_IOS_HIDE_HOME_INDICATOR, "1");
  375. SDL_SetHint(SDL_HINT_RETURN_KEY_HIDES_IME, "1");
  376. uint32_t windowFlags = SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI;
  377. SDL_Window * result = createWindowImpl(Point(), windowFlags | SDL_WINDOW_METAL, false);
  378. if(result != nullptr)
  379. return result;
  380. logGlobal->warn("Metal unavailable, using OpenGLES");
  381. return createWindowImpl(Point(), windowFlags, false);
  382. #endif
  383. #ifdef VCMI_ANDROID
  384. return createWindowImpl(Point(), SDL_WINDOW_RESIZABLE, false);
  385. #endif
  386. }
  387. void ScreenHandler::onScreenResize()
  388. {
  389. recreateWindowAndScreenBuffers();
  390. }
  391. void ScreenHandler::validateSettings()
  392. {
  393. #ifndef VCMI_MOBILE
  394. {
  395. int displayIndex = settings["video"]["displayIndex"].Integer();
  396. int displaysCount = SDL_GetNumVideoDisplays();
  397. if (displayIndex >= displaysCount)
  398. {
  399. Settings writer = settings.write["video"]["displayIndex"];
  400. writer->Float() = 0;
  401. }
  402. }
  403. if (getPreferredWindowMode() == EWindowMode::WINDOWED)
  404. {
  405. //we only check that our desired window size fits on screen
  406. int displayIndex = getPreferredDisplayIndex();
  407. Point resolution = getPreferredWindowResolution();
  408. SDL_DisplayMode mode;
  409. if (SDL_GetDesktopDisplayMode(displayIndex, &mode) == 0)
  410. {
  411. if(resolution.x > mode.w || resolution.y > mode.h)
  412. {
  413. Settings writer = settings.write["video"]["resolution"];
  414. writer["width"].Float() = mode.w;
  415. writer["height"].Float() = mode.h;
  416. }
  417. }
  418. }
  419. if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_EXCLUSIVE)
  420. {
  421. auto legalOptions = getSupportedResolutions();
  422. Point selectedResolution = getPreferredWindowResolution();
  423. if(!vstd::contains(legalOptions, selectedResolution))
  424. {
  425. // resolution selected for fullscreen mode is not supported by display
  426. // try to find current display resolution and use it instead as "reasonable default"
  427. SDL_DisplayMode mode;
  428. if (SDL_GetDesktopDisplayMode(getPreferredDisplayIndex(), &mode) == 0)
  429. {
  430. Settings writer = settings.write["video"]["resolution"];
  431. writer["width"].Float() = mode.w;
  432. writer["height"].Float() = mode.h;
  433. }
  434. }
  435. }
  436. #endif
  437. }
  438. int ScreenHandler::getPreferredRenderingDriver() const
  439. {
  440. int result = -1;
  441. const JsonNode & video = settings["video"];
  442. int driversCount = SDL_GetNumRenderDrivers();
  443. std::string preferredDriverName = video["driver"].String();
  444. logGlobal->info("Found %d render drivers", driversCount);
  445. for(int it = 0; it < driversCount; it++)
  446. {
  447. SDL_RendererInfo info;
  448. if (SDL_GetRenderDriverInfo(it, &info) == 0)
  449. {
  450. std::string driverName(info.name);
  451. if(!preferredDriverName.empty() && driverName == preferredDriverName)
  452. {
  453. result = it;
  454. logGlobal->info("\t%s (active)", driverName);
  455. }
  456. else
  457. logGlobal->info("\t%s", driverName);
  458. }
  459. else
  460. logGlobal->info("\t(error)");
  461. }
  462. return result;
  463. }
  464. void ScreenHandler::destroyScreenBuffers()
  465. {
  466. if(nullptr != screen)
  467. {
  468. SDL_FreeSurface(screen);
  469. screen = nullptr;
  470. }
  471. if(nullptr != screenTexture)
  472. {
  473. SDL_DestroyTexture(screenTexture);
  474. screenTexture = nullptr;
  475. }
  476. }
  477. void ScreenHandler::destroyWindow()
  478. {
  479. if(nullptr != mainRenderer)
  480. {
  481. SDL_DestroyRenderer(mainRenderer);
  482. mainRenderer = nullptr;
  483. }
  484. if(nullptr != mainWindow)
  485. {
  486. SDL_DestroyWindow(mainWindow);
  487. mainWindow = nullptr;
  488. }
  489. }
  490. void ScreenHandler::close()
  491. {
  492. if(settings["general"]["notifications"].Bool())
  493. NotificationHandler::destroy();
  494. destroyScreenBuffers();
  495. destroyWindow();
  496. SDL_Quit();
  497. }
  498. void ScreenHandler::clearScreen()
  499. {
  500. SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 255);
  501. SDL_RenderClear(mainRenderer);
  502. SDL_RenderPresent(mainRenderer);
  503. }
  504. Canvas ScreenHandler::getScreenCanvas() const
  505. {
  506. return Canvas::createFromSurface(screen, CanvasScalingPolicy::AUTO);
  507. }
  508. void ScreenHandler::updateScreenTexture()
  509. {
  510. SDL_UpdateTexture(screenTexture, nullptr, screen->pixels, screen->pitch);
  511. }
  512. void ScreenHandler::presentScreenTexture()
  513. {
  514. SDL_RenderClear(mainRenderer);
  515. SDL_RenderCopy(mainRenderer, screenTexture, nullptr, nullptr);
  516. CCS->curh->render();
  517. SDL_RenderPresent(mainRenderer);
  518. }
  519. std::vector<Point> ScreenHandler::getSupportedResolutions() const
  520. {
  521. int displayID = getPreferredDisplayIndex();
  522. return getSupportedResolutions(displayID);
  523. }
  524. std::vector<Point> ScreenHandler::getSupportedResolutions( int displayIndex) const
  525. {
  526. //NOTE: this method is never called on Android/iOS, only on desktop systems
  527. std::vector<Point> result;
  528. int modesCount = SDL_GetNumDisplayModes(displayIndex);
  529. for (int i =0; i < modesCount; ++i)
  530. {
  531. SDL_DisplayMode mode;
  532. if (SDL_GetDisplayMode(displayIndex, i, &mode) == 0)
  533. {
  534. Point resolution(mode.w, mode.h);
  535. result.push_back(resolution);
  536. }
  537. }
  538. boost::range::sort(result, [](const auto & left, const auto & right)
  539. {
  540. return left.x * left.y < right.x * right.y;
  541. });
  542. // erase potential duplicates, e.g. resolutions with different framerate / bits per pixel
  543. result.erase(boost::unique(result).end(), result.end());
  544. return result;
  545. }
  546. bool ScreenHandler::hasFocus()
  547. {
  548. ui32 flags = SDL_GetWindowFlags(mainWindow);
  549. return flags & SDL_WINDOW_INPUT_FOCUS;
  550. }