ScreenHandler.cpp 20 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 "SDL_Extensions.h"
  13. #include "../CMT.h"
  14. #include "../eventsSDL/NotificationHandler.h"
  15. #include "../GameEngine.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 constexpr Point heroes3Resolution = Point(800, 600);
  31. std::tuple<int, int> ScreenHandler::getSupportedScalingRange() const
  32. {
  33. // H3 resolution, any resolution smaller than that is not correctly supported
  34. static constexpr Point minResolution = heroes3Resolution;
  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 constexpr double minimalScaling = 50;
  37. Point renderResolution = getRenderResolution();
  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. int ScreenHandler::getInterfaceScalingPercentage() const
  66. {
  67. auto [minimalScaling, maximalScaling] = getSupportedScalingRange();
  68. int userScaling = settings["video"]["resolution"]["scaling"].Integer();
  69. if (userScaling == 0) // autodetection
  70. {
  71. #ifdef VCMI_MOBILE
  72. // for mobiles - stay at maximum scaling unless we have large screen
  73. // 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
  74. int preferredMinimalScaling = 200;
  75. #else
  76. // for PC - avoid downscaling if possible
  77. int preferredMinimalScaling = 100;
  78. #endif
  79. // prefer a little below maximum - to give space for extended UI
  80. int preferredMaximalScaling = maximalScaling * 10 / 12;
  81. userScaling = std::max(std::min(maximalScaling, preferredMinimalScaling), preferredMaximalScaling);
  82. }
  83. int scaling = std::clamp(userScaling, minimalScaling, maximalScaling);
  84. return scaling;
  85. }
  86. Point ScreenHandler::getPreferredLogicalResolution() const
  87. {
  88. Point renderResolution = getRenderResolution();
  89. double reservedAreaWidth = settings["video"]["reservedWidth"].Float();
  90. int scaling = getInterfaceScalingPercentage();
  91. Point availableResolution = Point(renderResolution.x * (1 - reservedAreaWidth), renderResolution.y);
  92. Point logicalResolution = availableResolution * 100.0 / scaling;
  93. return logicalResolution;
  94. }
  95. int ScreenHandler::getScalingFactor() const
  96. {
  97. switch (upscalingFilter)
  98. {
  99. case EUpscalingFilter::NONE: return 1;
  100. case EUpscalingFilter::XBRZ_2: return 2;
  101. case EUpscalingFilter::XBRZ_3: return 3;
  102. case EUpscalingFilter::XBRZ_4: return 4;
  103. }
  104. throw std::runtime_error("invalid upscaling filter");
  105. }
  106. Point ScreenHandler::getLogicalResolution() const
  107. {
  108. return Point(screen->w, screen->h) / getScalingFactor();
  109. }
  110. Point ScreenHandler::getRenderResolution() const
  111. {
  112. assert(mainRenderer != nullptr);
  113. Point result;
  114. SDL_GetRendererOutputSize(mainRenderer, &result.x, &result.y);
  115. return result;
  116. }
  117. Point ScreenHandler::getPreferredWindowResolution() const
  118. {
  119. if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED)
  120. {
  121. SDL_Rect bounds;
  122. if (SDL_GetDisplayBounds(getPreferredDisplayIndex(), &bounds) == 0)
  123. return Point(bounds.w, bounds.h);
  124. }
  125. const JsonNode & video = settings["video"];
  126. int width = video["resolution"]["width"].Integer();
  127. int height = video["resolution"]["height"].Integer();
  128. return Point(width, height);
  129. }
  130. int ScreenHandler::getPreferredDisplayIndex() const
  131. {
  132. #ifdef VCMI_MOBILE
  133. // Assuming no multiple screens on Android / ios?
  134. return 0;
  135. #else
  136. if (mainWindow != nullptr)
  137. {
  138. int result = SDL_GetWindowDisplayIndex(mainWindow);
  139. if (result >= 0)
  140. return result;
  141. }
  142. return settings["video"]["displayIndex"].Integer();
  143. #endif
  144. }
  145. EWindowMode ScreenHandler::getPreferredWindowMode() const
  146. {
  147. #ifdef VCMI_MOBILE
  148. // On Android / ios game will always render to screen size
  149. return EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED;
  150. #else
  151. const JsonNode & video = settings["video"];
  152. bool fullscreen = video["fullscreen"].Bool();
  153. bool realFullscreen = settings["video"]["realFullscreen"].Bool();
  154. if (!fullscreen)
  155. return EWindowMode::WINDOWED;
  156. if (realFullscreen)
  157. return EWindowMode::FULLSCREEN_EXCLUSIVE;
  158. else
  159. return EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED;
  160. #endif
  161. }
  162. ScreenHandler::ScreenHandler()
  163. {
  164. #ifdef VCMI_WINDOWS
  165. // set VCMI as "per-monitor DPI awareness". This completely disables any DPI-scaling by system.
  166. // Might not be the best solution since VCMI can't automatically adjust to DPI changes (including moving to monitors with different DPI scaling)
  167. // However this fixed unintuitive bug where player selects specific resolution for windowed mode, but ends up with completely different one due to scaling
  168. // NOTE: requires SDL 2.24.
  169. SDL_SetHint(SDL_HINT_WINDOWS_DPI_AWARENESS, "permonitor");
  170. #endif
  171. if(settings["video"]["allowPortrait"].Bool())
  172. SDL_SetHint(SDL_HINT_ORIENTATIONS, "Portrait PortraitUpsideDown LandscapeLeft LandscapeRight");
  173. else
  174. SDL_SetHint(SDL_HINT_ORIENTATIONS, "LandscapeLeft LandscapeRight");
  175. #ifdef VCMI_IOS
  176. if(!settings["general"]["ignoreMuteSwitch"].Bool())
  177. SDL_SetHint(SDL_HINT_AUDIO_CATEGORY, "AVAudioSessionCategoryAmbient");
  178. #endif
  179. if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_GAMECONTROLLER))
  180. {
  181. logGlobal->error("Something was wrong: %s", SDL_GetError());
  182. exit(-1);
  183. }
  184. const auto & logCallback = [](void * userdata, int category, SDL_LogPriority priority, const char * message)
  185. {
  186. logGlobal->debug("SDL(category %d; priority %d) %s", category, priority, message);
  187. };
  188. SDL_LogSetOutputFunction(logCallback, nullptr);
  189. #ifdef VCMI_ANDROID
  190. // manually setting egl pixel format, as a possible solution for sdl2<->android problem
  191. // https://bugzilla.libsdl.org/show_bug.cgi?id=2291
  192. SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
  193. SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
  194. SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
  195. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
  196. #endif // VCMI_ANDROID
  197. validateSettings();
  198. recreateWindowAndScreenBuffers();
  199. }
  200. void ScreenHandler::recreateWindowAndScreenBuffers()
  201. {
  202. destroyScreenBuffers();
  203. if(mainWindow == nullptr)
  204. initializeWindow();
  205. else
  206. updateWindowState();
  207. initializeScreenBuffers();
  208. if(!settings["session"]["headless"].Bool() && settings["general"]["notifications"].Bool())
  209. {
  210. NotificationHandler::init(mainWindow);
  211. }
  212. }
  213. void ScreenHandler::updateWindowState()
  214. {
  215. #ifndef VCMI_MOBILE
  216. int displayIndex = getPreferredDisplayIndex();
  217. switch(getPreferredWindowMode())
  218. {
  219. case EWindowMode::FULLSCREEN_EXCLUSIVE:
  220. {
  221. // for some reason, VCMI fails to switch from FULLSCREEN_BORDERLESS_WINDOWED to FULLSCREEN_EXCLUSIVE directly
  222. // Switch to windowed mode first to avoid this bug
  223. SDL_SetWindowFullscreen(mainWindow, 0);
  224. SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN);
  225. SDL_DisplayMode mode;
  226. SDL_GetDesktopDisplayMode(displayIndex, &mode);
  227. Point resolution = getPreferredWindowResolution();
  228. mode.w = resolution.x;
  229. mode.h = resolution.y;
  230. SDL_SetWindowDisplayMode(mainWindow, &mode);
  231. SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));
  232. return;
  233. }
  234. case EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED:
  235. {
  236. SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN_DESKTOP);
  237. SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));
  238. return;
  239. }
  240. case EWindowMode::WINDOWED:
  241. {
  242. Point resolution = getPreferredWindowResolution();
  243. SDL_SetWindowFullscreen(mainWindow, 0);
  244. SDL_SetWindowSize(mainWindow, resolution.x, resolution.y);
  245. return;
  246. }
  247. }
  248. #endif
  249. }
  250. void ScreenHandler::initializeWindow()
  251. {
  252. mainWindow = createWindow();
  253. if(mainWindow == nullptr)
  254. {
  255. const char * error = SDL_GetError();
  256. Point dimensions = getPreferredWindowResolution();
  257. std::string messagePattern = "Failed to create SDL Window of size %d x %d. Reason: %s";
  258. std::string message = boost::str(boost::format(messagePattern) % dimensions.x % dimensions.y % error);
  259. handleFatalError(message, true);
  260. }
  261. // create first available renderer if no preferred one is set
  262. // use no SDL_RENDERER_SOFTWARE or SDL_RENDERER_ACCELERATED flag, so HW accelerated will be preferred but SW renderer will also be possible
  263. uint32_t rendererFlags = 0;
  264. if(settings["video"]["vsync"].Bool())
  265. {
  266. rendererFlags |= SDL_RENDERER_PRESENTVSYNC;
  267. }
  268. mainRenderer = SDL_CreateRenderer(mainWindow, getPreferredRenderingDriver(), rendererFlags);
  269. if(mainRenderer == nullptr)
  270. {
  271. const char * error = SDL_GetError();
  272. std::string messagePattern = "Failed to create SDL renderer. Reason: %s";
  273. std::string message = boost::str(boost::format(messagePattern) % error);
  274. handleFatalError(message, true);
  275. }
  276. selectUpscalingFilter();
  277. selectDownscalingFilter();
  278. SDL_RendererInfo info;
  279. SDL_GetRendererInfo(mainRenderer, &info);
  280. logGlobal->info("Created renderer %s", info.name);
  281. }
  282. EUpscalingFilter ScreenHandler::loadUpscalingFilter() const
  283. {
  284. static const std::map<std::string, EUpscalingFilter> upscalingFilterTypes =
  285. {
  286. {"auto", EUpscalingFilter::AUTO },
  287. {"none", EUpscalingFilter::NONE },
  288. {"xbrz2", EUpscalingFilter::XBRZ_2 },
  289. {"xbrz3", EUpscalingFilter::XBRZ_3 },
  290. {"xbrz4", EUpscalingFilter::XBRZ_4 }
  291. };
  292. auto filterName = settings["video"]["upscalingFilter"].String();
  293. auto filter = upscalingFilterTypes.count(filterName) ? upscalingFilterTypes.at(filterName) : EUpscalingFilter::AUTO;
  294. if (filter != EUpscalingFilter::AUTO)
  295. return filter;
  296. // else - autoselect
  297. Point outputResolution = getRenderResolution();
  298. Point logicalResolution = getPreferredLogicalResolution();
  299. float scaleX = static_cast<float>(outputResolution.x) / logicalResolution.x;
  300. float scaleY = static_cast<float>(outputResolution.x) / logicalResolution.x;
  301. float scaling = std::min(scaleX, scaleY);
  302. int systemMemoryMb = SDL_GetSystemRAM();
  303. if (scaling <= 1.001f)
  304. return EUpscalingFilter::NONE; // running at original resolution or even lower than that - no need for xbrz
  305. if (systemMemoryMb <= 4096)
  306. return EUpscalingFilter::NONE; // xbrz2 may use ~1.0 - 1.5 Gb of RAM and has notable CPU cost - avoid on low-spec hardware
  307. // Only using xbrz2 for autoselection.
  308. // Higher options may have high system requirements and should be only selected explicitly by player
  309. return EUpscalingFilter::XBRZ_2;
  310. }
  311. void ScreenHandler::selectUpscalingFilter()
  312. {
  313. upscalingFilter = loadUpscalingFilter();
  314. logGlobal->debug("Selected upscaling filter %d", static_cast<int>(upscalingFilter));
  315. }
  316. void ScreenHandler::selectDownscalingFilter()
  317. {
  318. SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, settings["video"]["downscalingFilter"].String().c_str());
  319. logGlobal->debug("Selected downscaling filter %s", settings["video"]["downscalingFilter"].String());
  320. }
  321. void ScreenHandler::initializeScreenBuffers()
  322. {
  323. #ifdef VCMI_ENDIAN_BIG
  324. int bmask = 0xff000000;
  325. int gmask = 0x00ff0000;
  326. int rmask = 0x0000ff00;
  327. int amask = 0x000000ff;
  328. #else
  329. int bmask = 0x000000ff;
  330. int gmask = 0x0000ff00;
  331. int rmask = 0x00ff0000;
  332. int amask = 0xFF000000;
  333. #endif
  334. auto logicalSize = getPreferredLogicalResolution() * getScalingFactor();
  335. SDL_RenderSetLogicalSize(mainRenderer, logicalSize.x, logicalSize.y);
  336. screen = SDL_CreateRGBSurface(0, logicalSize.x, logicalSize.y, 32, rmask, gmask, bmask, amask);
  337. if(nullptr == screen)
  338. {
  339. logGlobal->error("Unable to create surface %dx%d with %d bpp: %s", logicalSize.x, logicalSize.y, 32, SDL_GetError());
  340. throw std::runtime_error("Unable to create surface");
  341. }
  342. //No blending for screen itself. Required for proper cursor rendering.
  343. SDL_SetSurfaceBlendMode(screen, SDL_BLENDMODE_NONE);
  344. screenTexture = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, logicalSize.x, logicalSize.y);
  345. if(nullptr == screenTexture)
  346. {
  347. logGlobal->error("Unable to create screen texture");
  348. logGlobal->error(SDL_GetError());
  349. throw std::runtime_error("Unable to create screen texture");
  350. }
  351. clearScreen();
  352. }
  353. SDL_Window * ScreenHandler::createWindowImpl(Point dimensions, int flags, bool center)
  354. {
  355. int displayIndex = getPreferredDisplayIndex();
  356. int positionFlags = center ? SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex) : SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex);
  357. return SDL_CreateWindow(GameConstants::VCMI_VERSION.c_str(), positionFlags, positionFlags, dimensions.x, dimensions.y, flags);
  358. }
  359. SDL_Window * ScreenHandler::createWindow()
  360. {
  361. #ifndef VCMI_MOBILE
  362. Point dimensions = getPreferredWindowResolution();
  363. switch(getPreferredWindowMode())
  364. {
  365. case EWindowMode::FULLSCREEN_EXCLUSIVE:
  366. return createWindowImpl(dimensions, SDL_WINDOW_FULLSCREEN, false);
  367. case EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED:
  368. return createWindowImpl(Point(), SDL_WINDOW_FULLSCREEN_DESKTOP, false);
  369. case EWindowMode::WINDOWED:
  370. return createWindowImpl(dimensions, SDL_WINDOW_RESIZABLE, true);
  371. default:
  372. return nullptr;
  373. };
  374. #endif
  375. #ifdef VCMI_IOS
  376. SDL_SetHint(SDL_HINT_IOS_HIDE_HOME_INDICATOR, "1");
  377. SDL_SetHint(SDL_HINT_RETURN_KEY_HIDES_IME, "1");
  378. uint32_t windowFlags = SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI;
  379. SDL_Window * result = createWindowImpl(Point(), windowFlags | SDL_WINDOW_METAL, false);
  380. if(result != nullptr)
  381. return result;
  382. logGlobal->warn("Metal unavailable, using OpenGLES");
  383. return createWindowImpl(Point(), windowFlags, false);
  384. #endif
  385. #ifdef VCMI_ANDROID
  386. return createWindowImpl(Point(), SDL_WINDOW_RESIZABLE, false);
  387. #endif
  388. }
  389. bool ScreenHandler::onScreenResize(bool keepWindowResolution)
  390. {
  391. if(getPreferredWindowMode() == EWindowMode::WINDOWED && keepWindowResolution)
  392. {
  393. auto res = getRenderResolution();
  394. if(res.x < heroes3Resolution.x || res.y < heroes3Resolution.y)
  395. return false;
  396. Settings video = settings.write["video"];
  397. video["resolution"]["width"].Integer() = res.x;
  398. video["resolution"]["height"].Integer() = res.y;
  399. }
  400. else if(keepWindowResolution)
  401. return false;
  402. recreateWindowAndScreenBuffers();
  403. return true;
  404. }
  405. void ScreenHandler::validateSettings()
  406. {
  407. #ifndef VCMI_MOBILE
  408. {
  409. int displayIndex = settings["video"]["displayIndex"].Integer();
  410. int displaysCount = SDL_GetNumVideoDisplays();
  411. if (displayIndex >= displaysCount)
  412. {
  413. Settings writer = settings.write["video"]["displayIndex"];
  414. writer->Float() = 0;
  415. }
  416. }
  417. if (getPreferredWindowMode() == EWindowMode::WINDOWED)
  418. {
  419. //we only check that our desired window size fits on screen
  420. int displayIndex = getPreferredDisplayIndex();
  421. Point resolution = getPreferredWindowResolution();
  422. SDL_DisplayMode mode;
  423. if (SDL_GetDesktopDisplayMode(displayIndex, &mode) == 0)
  424. {
  425. if(resolution.x > mode.w || resolution.y > mode.h)
  426. {
  427. Settings writer = settings.write["video"]["resolution"];
  428. writer["width"].Float() = mode.w;
  429. writer["height"].Float() = mode.h;
  430. }
  431. }
  432. }
  433. if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_EXCLUSIVE)
  434. {
  435. auto legalOptions = getSupportedResolutions();
  436. Point selectedResolution = getPreferredWindowResolution();
  437. if(!vstd::contains(legalOptions, selectedResolution))
  438. {
  439. // resolution selected for fullscreen mode is not supported by display
  440. // try to find current display resolution and use it instead as "reasonable default"
  441. SDL_DisplayMode mode;
  442. if (SDL_GetDesktopDisplayMode(getPreferredDisplayIndex(), &mode) == 0)
  443. {
  444. Settings writer = settings.write["video"]["resolution"];
  445. writer["width"].Float() = mode.w;
  446. writer["height"].Float() = mode.h;
  447. }
  448. }
  449. }
  450. #endif
  451. }
  452. int ScreenHandler::getPreferredRenderingDriver() const
  453. {
  454. int result = -1;
  455. const JsonNode & video = settings["video"];
  456. int driversCount = SDL_GetNumRenderDrivers();
  457. std::string preferredDriverName = video["driver"].String();
  458. logGlobal->info("Found %d render drivers", driversCount);
  459. for(int it = 0; it < driversCount; it++)
  460. {
  461. SDL_RendererInfo info;
  462. if (SDL_GetRenderDriverInfo(it, &info) == 0)
  463. {
  464. std::string driverName(info.name);
  465. if(!preferredDriverName.empty() && driverName == preferredDriverName)
  466. {
  467. result = it;
  468. logGlobal->info("\t%s (active)", driverName);
  469. }
  470. else
  471. logGlobal->info("\t%s", driverName);
  472. }
  473. else
  474. logGlobal->info("\t(error)");
  475. }
  476. return result;
  477. }
  478. void ScreenHandler::destroyScreenBuffers()
  479. {
  480. if(nullptr != screen)
  481. {
  482. SDL_FreeSurface(screen);
  483. screen = nullptr;
  484. }
  485. if(nullptr != screenTexture)
  486. {
  487. SDL_DestroyTexture(screenTexture);
  488. screenTexture = nullptr;
  489. }
  490. }
  491. void ScreenHandler::destroyWindow()
  492. {
  493. if(nullptr != mainRenderer)
  494. {
  495. SDL_DestroyRenderer(mainRenderer);
  496. mainRenderer = nullptr;
  497. }
  498. if(nullptr != mainWindow)
  499. {
  500. SDL_DestroyWindow(mainWindow);
  501. mainWindow = nullptr;
  502. }
  503. }
  504. ScreenHandler::~ScreenHandler()
  505. {
  506. if(settings["general"]["notifications"].Bool())
  507. NotificationHandler::destroy();
  508. destroyScreenBuffers();
  509. destroyWindow();
  510. SDL_Quit();
  511. }
  512. void ScreenHandler::clearScreen()
  513. {
  514. SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 255);
  515. SDL_RenderClear(mainRenderer);
  516. SDL_RenderPresent(mainRenderer);
  517. }
  518. Canvas ScreenHandler::getScreenCanvas() const
  519. {
  520. return Canvas::createFromSurface(screen, CanvasScalingPolicy::AUTO);
  521. }
  522. void ScreenHandler::updateScreenTexture()
  523. {
  524. if(colorScheme == ColorScheme::NONE)
  525. {
  526. SDL_UpdateTexture(screenTexture, nullptr, screen->pixels, screen->pitch);
  527. return;
  528. }
  529. SDL_Surface * screenScheme = SDL_ConvertSurface(screen, screen->format, screen->flags);
  530. if(colorScheme == ColorScheme::GRAYSCALE)
  531. CSDL_Ext::convertToGrayscale(screenScheme, Rect(0, 0, screen->w, screen->h));
  532. else if(colorScheme == ColorScheme::H2_SCHEME)
  533. CSDL_Ext::convertToH2Scheme(screenScheme, Rect(0, 0, screen->w, screen->h));
  534. SDL_UpdateTexture(screenTexture, nullptr, screenScheme->pixels, screenScheme->pitch);
  535. SDL_FreeSurface(screenScheme);
  536. }
  537. void ScreenHandler::presentScreenTexture()
  538. {
  539. SDL_RenderClear(mainRenderer);
  540. SDL_RenderCopy(mainRenderer, screenTexture, nullptr, nullptr);
  541. ENGINE->cursor().render();
  542. SDL_RenderPresent(mainRenderer);
  543. }
  544. std::vector<Point> ScreenHandler::getSupportedResolutions() const
  545. {
  546. int displayID = getPreferredDisplayIndex();
  547. return getSupportedResolutions(displayID);
  548. }
  549. std::vector<Point> ScreenHandler::getSupportedResolutions( int displayIndex) const
  550. {
  551. //NOTE: this method is never called on Android/iOS, only on desktop systems
  552. std::vector<Point> result;
  553. int modesCount = SDL_GetNumDisplayModes(displayIndex);
  554. for (int i =0; i < modesCount; ++i)
  555. {
  556. SDL_DisplayMode mode;
  557. if (SDL_GetDisplayMode(displayIndex, i, &mode) == 0)
  558. {
  559. Point resolution(mode.w, mode.h);
  560. result.push_back(resolution);
  561. }
  562. }
  563. boost::range::sort(result, [](const auto & left, const auto & right)
  564. {
  565. return left.x * left.y < right.x * right.y;
  566. });
  567. // erase potential duplicates, e.g. resolutions with different framerate / bits per pixel
  568. result.erase(boost::unique(result).end(), result.end());
  569. return result;
  570. }
  571. bool ScreenHandler::hasFocus()
  572. {
  573. ui32 flags = SDL_GetWindowFlags(mainWindow);
  574. return flags & SDL_WINDOW_INPUT_FOCUS;
  575. }
  576. void ScreenHandler::setColorScheme(ColorScheme scheme)
  577. {
  578. colorScheme = scheme;
  579. }