ScreenHandler.cpp 15 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552
  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 "../../lib/CConfigHandler.h"
  13. #include "../gui/CGuiHandler.h"
  14. #include "../eventsSDL/NotificationHandler.h"
  15. #include "../gui/WindowHandler.h"
  16. #include "CMT.h"
  17. #include "SDL_Extensions.h"
  18. #ifdef VCMI_ANDROID
  19. #include "../lib/CAndroidVMHelper.h"
  20. #endif
  21. #include <SDL.h>
  22. // TODO: should be made into a private members of ScreenHandler
  23. static SDL_Window * mainWindow = nullptr;
  24. SDL_Renderer * mainRenderer = nullptr;
  25. SDL_Texture * screenTexture = nullptr;
  26. SDL_Surface * screen = nullptr; //main screen surface
  27. SDL_Surface * screen2 = nullptr; //and hlp surface (used to store not-active interfaces layer)
  28. 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
  29. static const std::string NAME_AFFIX = "client";
  30. static const std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')'; //application name
  31. std::tuple<int, int> ScreenHandler::getSupportedScalingRange() const
  32. {
  33. // H3 resolution, any resolution smaller than that is not correctly supported
  34. static const Point minResolution = {800, 600};
  35. // arbitrary limit on *downscaling*. Allow some downscaling, if requested by user. Should be generally limited to 100+ for all but few devices
  36. static const double minimalScaling = 50;
  37. Point renderResolution = getActualRenderResolution();
  38. double reservedAreaWidth = settings["video"]["reservedWidth"].Float();
  39. Point availableResolution = Point(renderResolution.x * (1 - reservedAreaWidth), renderResolution.y);
  40. double maximalScalingWidth = 100.0 * availableResolution.x / minResolution.x;
  41. double maximalScalingHeight = 100.0 * availableResolution.y / minResolution.y;
  42. double maximalScaling = std::min(maximalScalingWidth, maximalScalingHeight);
  43. return { minimalScaling, maximalScaling };
  44. }
  45. Rect ScreenHandler::convertLogicalPointsToWindow(const Rect & input) const
  46. {
  47. Rect result;
  48. // FIXME: use SDL_RenderLogicalToWindow instead? Needs to be tested on ios
  49. float scaleX, scaleY;
  50. SDL_Rect viewport;
  51. SDL_RenderGetScale(mainRenderer, &scaleX, &scaleY);
  52. SDL_RenderGetViewport(mainRenderer, &viewport);
  53. #ifdef VCMI_IOS
  54. // TODO ios: looks like SDL bug actually, try fixing there
  55. const auto nativeScale = iOS_utils::screenScale();
  56. scaleX /= nativeScale;
  57. scaleY /= nativeScale;
  58. #endif
  59. result.x = (viewport.x + input.x) * scaleX;
  60. result.y = (viewport.y + input.y) * scaleY;
  61. result.w = input.w * scaleX;
  62. result.h = input.h * scaleY;
  63. return result;
  64. }
  65. Point ScreenHandler::getPreferredLogicalResolution() const
  66. {
  67. Point renderResolution = getActualRenderResolution();
  68. double reservedAreaWidth = settings["video"]["reservedWidth"].Float();
  69. Point availableResolution = Point(renderResolution.x * (1 - reservedAreaWidth), renderResolution.y);
  70. auto [minimalScaling, maximalScaling] = getSupportedScalingRange();
  71. int userScaling = settings["video"]["resolution"]["scaling"].Integer();
  72. int scaling = std::clamp(userScaling, minimalScaling, maximalScaling);
  73. Point logicalResolution = availableResolution * 100.0 / scaling;
  74. return logicalResolution;
  75. }
  76. Point ScreenHandler::getActualRenderResolution() const
  77. {
  78. assert(mainRenderer != nullptr);
  79. Point result;
  80. SDL_GetRendererOutputSize(mainRenderer, &result.x, &result.y);
  81. return result;
  82. }
  83. Point ScreenHandler::getPreferredWindowResolution() const
  84. {
  85. if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED)
  86. {
  87. SDL_Rect bounds;
  88. if (SDL_GetDisplayBounds(getPreferredDisplayIndex(), &bounds) == 0)
  89. return Point(bounds.w, bounds.h);
  90. }
  91. const JsonNode & video = settings["video"];
  92. int width = video["resolution"]["width"].Integer();
  93. int height = video["resolution"]["height"].Integer();
  94. return Point(width, height);
  95. }
  96. int ScreenHandler::getPreferredDisplayIndex() const
  97. {
  98. #ifdef VCMI_MOBILE
  99. // Assuming no multiple screens on Android / ios?
  100. return 0;
  101. #else
  102. if (mainWindow != nullptr)
  103. {
  104. int result = SDL_GetWindowDisplayIndex(mainWindow);
  105. if (result >= 0)
  106. return result;
  107. }
  108. return settings["video"]["displayIndex"].Integer();
  109. #endif
  110. }
  111. EWindowMode ScreenHandler::getPreferredWindowMode() const
  112. {
  113. #ifdef VCMI_MOBILE
  114. // On Android / ios game will always render to screen size
  115. return EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED;
  116. #else
  117. const JsonNode & video = settings["video"];
  118. bool fullscreen = video["fullscreen"].Bool();
  119. bool realFullscreen = settings["video"]["realFullscreen"].Bool();
  120. if (!fullscreen)
  121. return EWindowMode::WINDOWED;
  122. if (realFullscreen)
  123. return EWindowMode::FULLSCREEN_EXCLUSIVE;
  124. else
  125. return EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED;
  126. #endif
  127. }
  128. ScreenHandler::ScreenHandler()
  129. {
  130. #ifdef VCMI_WINDOWS
  131. // set VCMI as "per-monitor DPI awareness". This completely disables any DPI-scaling by system.
  132. // Might not be the best solution since VCMI can't automatically adjust to DPI changes (including moving to monitors with different DPI scaling)
  133. // However this fixed unintuitive bug where player selects specific resolution for windowed mode, but ends up with completely different one due to scaling
  134. // NOTE: requires SDL 2.24.
  135. SDL_SetHint(SDL_HINT_WINDOWS_DPI_AWARENESS, "permonitor");
  136. #endif
  137. if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_AUDIO))
  138. {
  139. logGlobal->error("Something was wrong: %s", SDL_GetError());
  140. exit(-1);
  141. }
  142. const auto & logCallback = [](void * userdata, int category, SDL_LogPriority priority, const char * message)
  143. {
  144. logGlobal->debug("SDL(category %d; priority %d) %s", category, priority, message);
  145. };
  146. SDL_LogSetOutputFunction(logCallback, nullptr);
  147. #ifdef VCMI_ANDROID
  148. // manually setting egl pixel format, as a possible solution for sdl2<->android problem
  149. // https://bugzilla.libsdl.org/show_bug.cgi?id=2291
  150. SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
  151. SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
  152. SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
  153. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
  154. #endif // VCMI_ANDROID
  155. validateSettings();
  156. recreateWindowAndScreenBuffers();
  157. }
  158. void ScreenHandler::recreateWindowAndScreenBuffers()
  159. {
  160. destroyScreenBuffers();
  161. if(mainWindow == nullptr)
  162. initializeWindow();
  163. else
  164. updateWindowState();
  165. initializeScreenBuffers();
  166. if(!settings["session"]["headless"].Bool() && settings["general"]["notifications"].Bool())
  167. {
  168. NotificationHandler::init(mainWindow);
  169. }
  170. }
  171. void ScreenHandler::updateWindowState()
  172. {
  173. #ifndef VCMI_MOBILE
  174. int displayIndex = getPreferredDisplayIndex();
  175. switch(getPreferredWindowMode())
  176. {
  177. case EWindowMode::FULLSCREEN_EXCLUSIVE:
  178. {
  179. SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN);
  180. SDL_DisplayMode mode;
  181. SDL_GetDesktopDisplayMode(displayIndex, &mode);
  182. Point resolution = getPreferredWindowResolution();
  183. mode.w = resolution.x;
  184. mode.h = resolution.y;
  185. SDL_SetWindowDisplayMode(mainWindow, &mode);
  186. SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));
  187. return;
  188. }
  189. case EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED:
  190. {
  191. SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN_DESKTOP);
  192. SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));
  193. return;
  194. }
  195. case EWindowMode::WINDOWED:
  196. {
  197. Point resolution = getPreferredWindowResolution();
  198. SDL_SetWindowFullscreen(mainWindow, 0);
  199. SDL_SetWindowSize(mainWindow, resolution.x, resolution.y);
  200. SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex), SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex));
  201. return;
  202. }
  203. }
  204. #endif
  205. }
  206. void ScreenHandler::initializeWindow()
  207. {
  208. mainWindow = createWindow();
  209. if(mainWindow == nullptr)
  210. throw std::runtime_error("Unable to create window\n");
  211. //create first available renderer if preferred not set. Use no flags, so HW accelerated will be preferred but SW renderer also will possible
  212. mainRenderer = SDL_CreateRenderer(mainWindow, getPreferredRenderingDriver(), 0);
  213. if(mainRenderer == nullptr)
  214. throw std::runtime_error("Unable to create renderer\n");
  215. SDL_RendererInfo info;
  216. SDL_GetRendererInfo(mainRenderer, &info);
  217. SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best");
  218. logGlobal->info("Created renderer %s", info.name);
  219. }
  220. void ScreenHandler::initializeScreenBuffers()
  221. {
  222. #ifdef VCMI_ENDIAN_BIG
  223. int bmask = 0xff000000;
  224. int gmask = 0x00ff0000;
  225. int rmask = 0x0000ff00;
  226. int amask = 0x000000ff;
  227. #else
  228. int bmask = 0x000000ff;
  229. int gmask = 0x0000ff00;
  230. int rmask = 0x00ff0000;
  231. int amask = 0xFF000000;
  232. #endif
  233. auto logicalSize = getPreferredLogicalResolution();
  234. SDL_RenderSetLogicalSize(mainRenderer, logicalSize.x, logicalSize.y);
  235. screen = SDL_CreateRGBSurface(0, logicalSize.x, logicalSize.y, 32, rmask, gmask, bmask, amask);
  236. if(nullptr == screen)
  237. {
  238. logGlobal->error("Unable to create surface %dx%d with %d bpp: %s", logicalSize.x, logicalSize.y, 32, SDL_GetError());
  239. throw std::runtime_error("Unable to create surface");
  240. }
  241. //No blending for screen itself. Required for proper cursor rendering.
  242. SDL_SetSurfaceBlendMode(screen, SDL_BLENDMODE_NONE);
  243. screenTexture = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, logicalSize.x, logicalSize.y);
  244. if(nullptr == screenTexture)
  245. {
  246. logGlobal->error("Unable to create screen texture");
  247. logGlobal->error(SDL_GetError());
  248. throw std::runtime_error("Unable to create screen texture");
  249. }
  250. screen2 = CSDL_Ext::copySurface(screen);
  251. if(nullptr == screen2)
  252. {
  253. throw std::runtime_error("Unable to copy surface\n");
  254. }
  255. if (GH.windows().count() > 1)
  256. screenBuf = screen2;
  257. else
  258. screenBuf = screen;
  259. clearScreen();
  260. }
  261. SDL_Window * ScreenHandler::createWindowImpl(Point dimensions, int flags, bool center)
  262. {
  263. int displayIndex = getPreferredDisplayIndex();
  264. int positionFlags = center ? SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex) : SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex);
  265. return SDL_CreateWindow(NAME.c_str(), positionFlags, positionFlags, dimensions.x, dimensions.y, flags);
  266. }
  267. SDL_Window * ScreenHandler::createWindow()
  268. {
  269. #ifndef VCMI_MOBILE
  270. Point dimensions = getPreferredWindowResolution();
  271. switch(getPreferredWindowMode())
  272. {
  273. case EWindowMode::FULLSCREEN_EXCLUSIVE:
  274. return createWindowImpl(dimensions, SDL_WINDOW_FULLSCREEN, false);
  275. case EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED:
  276. return createWindowImpl(Point(), SDL_WINDOW_FULLSCREEN_DESKTOP, false);
  277. case EWindowMode::WINDOWED:
  278. return createWindowImpl(dimensions, SDL_WINDOW_RESIZABLE, true);
  279. default:
  280. return nullptr;
  281. };
  282. #endif
  283. #ifdef VCMI_IOS
  284. SDL_SetHint(SDL_HINT_IOS_HIDE_HOME_INDICATOR, "1");
  285. SDL_SetHint(SDL_HINT_RETURN_KEY_HIDES_IME, "1");
  286. uint32_t windowFlags = SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI;
  287. SDL_Window * result = createWindowImpl(Point(), windowFlags | SDL_WINDOW_METAL, false);
  288. if(result != nullptr)
  289. return result;
  290. logGlobal->warn("Metal unavailable, using OpenGLES");
  291. return createWindowImpl(Point(), windowFlags, false);
  292. #endif
  293. #ifdef VCMI_ANDROID
  294. return createWindowImpl(Point(), SDL_WINDOW_FULLSCREEN, false);
  295. #endif
  296. }
  297. void ScreenHandler::onScreenResize()
  298. {
  299. recreateWindowAndScreenBuffers();
  300. }
  301. void ScreenHandler::validateSettings()
  302. {
  303. #ifndef VCMI_MOBILE
  304. {
  305. int displayIndex = settings["video"]["displayIndex"].Integer();
  306. int displaysCount = SDL_GetNumVideoDisplays();
  307. if (displayIndex >= displaysCount)
  308. {
  309. Settings writer = settings.write["video"]["displayIndex"];
  310. writer->Float() = 0;
  311. }
  312. }
  313. if (getPreferredWindowMode() == EWindowMode::WINDOWED)
  314. {
  315. //we only check that our desired window size fits on screen
  316. int displayIndex = getPreferredDisplayIndex();
  317. Point resolution = getPreferredWindowResolution();
  318. SDL_DisplayMode mode;
  319. if (SDL_GetDesktopDisplayMode(displayIndex, &mode) == 0)
  320. {
  321. if(resolution.x > mode.w || resolution.y > mode.h)
  322. {
  323. Settings writer = settings.write["video"]["resolution"];
  324. writer["width"].Float() = mode.w;
  325. writer["height"].Float() = mode.h;
  326. }
  327. }
  328. }
  329. if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_EXCLUSIVE)
  330. {
  331. auto legalOptions = getSupportedResolutions();
  332. Point selectedResolution = getPreferredWindowResolution();
  333. if(!vstd::contains(legalOptions, selectedResolution))
  334. {
  335. // resolution selected for fullscreen mode is not supported by display
  336. // try to find current display resolution and use it instead as "reasonable default"
  337. SDL_DisplayMode mode;
  338. if (SDL_GetDesktopDisplayMode(getPreferredDisplayIndex(), &mode) == 0)
  339. {
  340. Settings writer = settings.write["video"]["resolution"];
  341. writer["width"].Float() = mode.w;
  342. writer["height"].Float() = mode.h;
  343. }
  344. }
  345. }
  346. #endif
  347. }
  348. int ScreenHandler::getPreferredRenderingDriver() const
  349. {
  350. int result = -1;
  351. const JsonNode & video = settings["video"];
  352. int driversCount = SDL_GetNumRenderDrivers();
  353. std::string preferredDriverName = video["driver"].String();
  354. logGlobal->info("Found %d render drivers", driversCount);
  355. for(int it = 0; it < driversCount; it++)
  356. {
  357. SDL_RendererInfo info;
  358. if (SDL_GetRenderDriverInfo(it, &info) == 0)
  359. {
  360. std::string driverName(info.name);
  361. if(!preferredDriverName.empty() && driverName == preferredDriverName)
  362. {
  363. result = it;
  364. logGlobal->info("\t%s (active)", driverName);
  365. }
  366. else
  367. logGlobal->info("\t%s", driverName);
  368. }
  369. else
  370. logGlobal->info("\t(error)");
  371. }
  372. return result;
  373. }
  374. void ScreenHandler::destroyScreenBuffers()
  375. {
  376. // screenBuf is not a separate surface, but points to either screen or screen2 - just set to null
  377. screenBuf = nullptr;
  378. if(nullptr != screen2)
  379. {
  380. SDL_FreeSurface(screen2);
  381. screen2 = nullptr;
  382. }
  383. if(nullptr != screen)
  384. {
  385. SDL_FreeSurface(screen);
  386. screen = nullptr;
  387. }
  388. if(nullptr != screenTexture)
  389. {
  390. SDL_DestroyTexture(screenTexture);
  391. screenTexture = nullptr;
  392. }
  393. }
  394. void ScreenHandler::destroyWindow()
  395. {
  396. if(nullptr != mainRenderer)
  397. {
  398. SDL_DestroyRenderer(mainRenderer);
  399. mainRenderer = nullptr;
  400. }
  401. if(nullptr != mainWindow)
  402. {
  403. SDL_DestroyWindow(mainWindow);
  404. mainWindow = nullptr;
  405. }
  406. }
  407. void ScreenHandler::close()
  408. {
  409. if(settings["general"]["notifications"].Bool())
  410. NotificationHandler::destroy();
  411. destroyScreenBuffers();
  412. destroyWindow();
  413. SDL_Quit();
  414. }
  415. void ScreenHandler::clearScreen()
  416. {
  417. SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 255);
  418. SDL_RenderClear(mainRenderer);
  419. SDL_RenderPresent(mainRenderer);
  420. }
  421. std::vector<Point> ScreenHandler::getSupportedResolutions() const
  422. {
  423. int displayID = SDL_GetWindowDisplayIndex(mainWindow);
  424. return getSupportedResolutions(displayID);
  425. }
  426. std::vector<Point> ScreenHandler::getSupportedResolutions( int displayIndex) const
  427. {
  428. //NOTE: this method is never called on Android/iOS, only on desktop systems
  429. std::vector<Point> result;
  430. int modesCount = SDL_GetNumDisplayModes(displayIndex);
  431. for (int i =0; i < modesCount; ++i)
  432. {
  433. SDL_DisplayMode mode;
  434. if (SDL_GetDisplayMode(displayIndex, i, &mode) == 0)
  435. {
  436. Point resolution(mode.w, mode.h);
  437. result.push_back(resolution);
  438. }
  439. }
  440. boost::range::sort(result, [](const auto & left, const auto & right)
  441. {
  442. return left.x * left.y < right.x * right.y;
  443. });
  444. // erase potential duplicates, e.g. resolutions with different framerate / bits per pixel
  445. result.erase(boost::unique(result).end(), result.end());
  446. return result;
  447. }