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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 "../CMT.h"
  13. #include "../eventsSDL/NotificationHandler.h"
  14. #include "../GameEngine.h"
  15. #include "../gui/CursorHandler.h"
  16. #include "../gui/WindowHandler.h"
  17. #include "../render/Canvas.h"
  18. #include "../../lib/CConfigHandler.h"
  19. #include "../../lib/constants/StringConstants.h"
  20. #ifdef VCMI_ANDROID
  21. #include "../lib/CAndroidVMHelper.h"
  22. #endif
  23. #ifdef VCMI_IOS
  24. # include "ios/utils.h"
  25. #endif
  26. #include <SDL.h>
  27. // TODO: should be made into a private members of ScreenHandler
  28. SDL_Renderer * mainRenderer = nullptr;
  29. static constexpr Point heroes3Resolution = Point(800, 600);
  30. std::tuple<int, int> ScreenHandler::getSupportedScalingRange() const
  31. {
  32. // H3 resolution, any resolution smaller than that is not correctly supported
  33. static constexpr Point minResolution = heroes3Resolution;
  34. // arbitrary limit on *downscaling*. Allow some downscaling, if requested by user. Should be generally limited to 100+ for all but few devices
  35. static constexpr double minimalScaling = 50;
  36. Point renderResolution = getRenderResolution();
  37. double reservedAreaWidth = settings["video"]["reservedWidth"].Float();
  38. Point availableResolution = Point(renderResolution.x * (1 - reservedAreaWidth), renderResolution.y);
  39. double maximalScalingWidth = 100.0 * availableResolution.x / minResolution.x;
  40. double maximalScalingHeight = 100.0 * availableResolution.y / minResolution.y;
  41. double maximalScaling = std::min(maximalScalingWidth, maximalScalingHeight);
  42. return { minimalScaling, maximalScaling };
  43. }
  44. Rect ScreenHandler::convertLogicalPointsToWindow(const Rect & input) const
  45. {
  46. Rect result;
  47. // FIXME: use SDL_RenderLogicalToWindow instead? Needs to be tested on ios
  48. float scaleX, scaleY;
  49. SDL_Rect viewport;
  50. SDL_RenderGetScale(mainRenderer, &scaleX, &scaleY);
  51. SDL_RenderGetViewport(mainRenderer, &viewport);
  52. #ifdef VCMI_IOS
  53. // TODO ios: looks like SDL bug actually, try fixing there
  54. const auto nativeScale = iOS_utils::screenScale();
  55. scaleX /= nativeScale;
  56. scaleY /= nativeScale;
  57. #endif
  58. result.x = (viewport.x + input.x) * scaleX;
  59. result.y = (viewport.y + input.y) * scaleY;
  60. result.w = input.w * scaleX;
  61. result.h = input.h * scaleY;
  62. return result;
  63. }
  64. int ScreenHandler::getInterfaceScalingPercentage() const
  65. {
  66. auto [minimalScaling, maximalScaling] = getSupportedScalingRange();
  67. int userScaling = settings["video"]["resolution"]["scaling"].Integer();
  68. if (userScaling == 0) // autodetection
  69. {
  70. #ifdef VCMI_MOBILE
  71. // for mobiles - stay at maximum scaling unless we have large screen
  72. // 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
  73. int preferredMinimalScaling = 200;
  74. #else
  75. // for PC - avoid downscaling if possible
  76. int preferredMinimalScaling = 100;
  77. #endif
  78. // prefer a little below maximum - to give space for extended UI
  79. int preferredMaximalScaling = maximalScaling * 10 / 12;
  80. userScaling = std::max(std::min(maximalScaling, preferredMinimalScaling), preferredMaximalScaling);
  81. }
  82. int scaling = std::clamp(userScaling, minimalScaling, maximalScaling);
  83. return scaling;
  84. }
  85. Point ScreenHandler::getPreferredLogicalResolution() const
  86. {
  87. Point renderResolution = getRenderResolution();
  88. double reservedAreaWidth = settings["video"]["reservedWidth"].Float();
  89. int scaling = getInterfaceScalingPercentage();
  90. Point availableResolution = Point(renderResolution.x * (1 - reservedAreaWidth), renderResolution.y);
  91. Point logicalResolution = availableResolution * 100.0 / scaling;
  92. return logicalResolution;
  93. }
  94. int ScreenHandler::getScalingFactor() const
  95. {
  96. switch (upscalingFilter)
  97. {
  98. case EUpscalingFilter::NONE: return 1;
  99. case EUpscalingFilter::XBRZ_2: return 2;
  100. case EUpscalingFilter::XBRZ_3: return 3;
  101. case EUpscalingFilter::XBRZ_4: return 4;
  102. }
  103. throw std::runtime_error("invalid upscaling filter");
  104. }
  105. Point ScreenHandler::getLogicalResolution() const
  106. {
  107. return Point(screen->w, screen->h) / getScalingFactor();
  108. }
  109. Point ScreenHandler::getRenderResolution() const
  110. {
  111. assert(mainRenderer != nullptr);
  112. Point result;
  113. SDL_GetRendererOutputSize(mainRenderer, &result.x, &result.y);
  114. return result;
  115. }
  116. Point ScreenHandler::getPreferredWindowResolution() const
  117. {
  118. if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED)
  119. {
  120. SDL_Rect bounds;
  121. if (SDL_GetDisplayBounds(getPreferredDisplayIndex(), &bounds) == 0)
  122. return Point(bounds.w, bounds.h);
  123. }
  124. const JsonNode & video = settings["video"];
  125. int width = video["resolution"]["width"].Integer();
  126. int height = video["resolution"]["height"].Integer();
  127. return Point(width, height);
  128. }
  129. int ScreenHandler::getPreferredDisplayIndex() const
  130. {
  131. #ifdef VCMI_MOBILE
  132. // Assuming no multiple screens on Android / ios?
  133. return 0;
  134. #else
  135. if (mainWindow != nullptr)
  136. {
  137. int result = SDL_GetWindowDisplayIndex(mainWindow);
  138. if (result >= 0)
  139. return result;
  140. }
  141. return settings["video"]["displayIndex"].Integer();
  142. #endif
  143. }
  144. EWindowMode ScreenHandler::getPreferredWindowMode() const
  145. {
  146. #ifdef VCMI_MOBILE
  147. // On Android / ios game will always render to screen size
  148. return EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED;
  149. #else
  150. const JsonNode & video = settings["video"];
  151. bool fullscreen = video["fullscreen"].Bool();
  152. bool realFullscreen = settings["video"]["realFullscreen"].Bool();
  153. if (!fullscreen)
  154. return EWindowMode::WINDOWED;
  155. if (realFullscreen)
  156. return EWindowMode::FULLSCREEN_EXCLUSIVE;
  157. else
  158. return EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED;
  159. #endif
  160. }
  161. ScreenHandler::ScreenHandler()
  162. {
  163. #ifdef VCMI_WINDOWS
  164. // set VCMI as "per-monitor DPI awareness". This completely disables any DPI-scaling by system.
  165. // Might not be the best solution since VCMI can't automatically adjust to DPI changes (including moving to monitors with different DPI scaling)
  166. // However this fixed unintuitive bug where player selects specific resolution for windowed mode, but ends up with completely different one due to scaling
  167. // NOTE: requires SDL 2.24.
  168. SDL_SetHint(SDL_HINT_WINDOWS_DPI_AWARENESS, "permonitor");
  169. #endif
  170. if(settings["video"]["allowPortrait"].Bool())
  171. SDL_SetHint(SDL_HINT_ORIENTATIONS, "Portrait PortraitUpsideDown LandscapeLeft LandscapeRight");
  172. else
  173. SDL_SetHint(SDL_HINT_ORIENTATIONS, "LandscapeLeft LandscapeRight");
  174. #ifdef VCMI_IOS
  175. if(!settings["general"]["ignoreMuteSwitch"].Bool())
  176. SDL_SetHint(SDL_HINT_AUDIO_CATEGORY, "AVAudioSessionCategoryAmbient");
  177. #endif
  178. if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_GAMECONTROLLER))
  179. {
  180. logGlobal->error("Something was wrong: %s", SDL_GetError());
  181. exit(-1);
  182. }
  183. const auto & logCallback = [](void * userdata, int category, SDL_LogPriority priority, const char * message)
  184. {
  185. logGlobal->debug("SDL(category %d; priority %d) %s", category, priority, message);
  186. };
  187. SDL_LogSetOutputFunction(logCallback, nullptr);
  188. #ifdef VCMI_ANDROID
  189. // manually setting egl pixel format, as a possible solution for sdl2<->android problem
  190. // https://bugzilla.libsdl.org/show_bug.cgi?id=2291
  191. SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
  192. SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
  193. SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
  194. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
  195. #endif // VCMI_ANDROID
  196. validateSettings();
  197. recreateWindowAndScreenBuffers();
  198. }
  199. void ScreenHandler::recreateWindowAndScreenBuffers()
  200. {
  201. destroyScreenBuffers();
  202. if(mainWindow == nullptr)
  203. initializeWindow();
  204. else
  205. updateWindowState();
  206. initializeScreenBuffers();
  207. if(!settings["session"]["headless"].Bool() && settings["general"]["notifications"].Bool())
  208. {
  209. NotificationHandler::init(mainWindow);
  210. }
  211. }
  212. void ScreenHandler::updateWindowState()
  213. {
  214. #ifndef VCMI_MOBILE
  215. int displayIndex = getPreferredDisplayIndex();
  216. switch(getPreferredWindowMode())
  217. {
  218. case EWindowMode::FULLSCREEN_EXCLUSIVE:
  219. {
  220. // for some reason, VCMI fails to switch from FULLSCREEN_BORDERLESS_WINDOWED to FULLSCREEN_EXCLUSIVE directly
  221. // Switch to windowed mode first to avoid this bug
  222. SDL_SetWindowFullscreen(mainWindow, 0);
  223. SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN);
  224. SDL_DisplayMode mode;
  225. SDL_GetDesktopDisplayMode(displayIndex, &mode);
  226. Point resolution = getPreferredWindowResolution();
  227. mode.w = resolution.x;
  228. mode.h = resolution.y;
  229. SDL_SetWindowDisplayMode(mainWindow, &mode);
  230. SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));
  231. return;
  232. }
  233. case EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED:
  234. {
  235. SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN_DESKTOP);
  236. SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));
  237. return;
  238. }
  239. case EWindowMode::WINDOWED:
  240. {
  241. Point resolution = getPreferredWindowResolution();
  242. SDL_SetWindowFullscreen(mainWindow, 0);
  243. SDL_SetWindowSize(mainWindow, resolution.x, resolution.y);
  244. SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex), SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex));
  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. void ScreenHandler::onScreenResize()
  390. {
  391. recreateWindowAndScreenBuffers();
  392. }
  393. void ScreenHandler::validateSettings()
  394. {
  395. #ifndef VCMI_MOBILE
  396. {
  397. int displayIndex = settings["video"]["displayIndex"].Integer();
  398. int displaysCount = SDL_GetNumVideoDisplays();
  399. if (displayIndex >= displaysCount)
  400. {
  401. Settings writer = settings.write["video"]["displayIndex"];
  402. writer->Float() = 0;
  403. }
  404. }
  405. if (getPreferredWindowMode() == EWindowMode::WINDOWED)
  406. {
  407. //we only check that our desired window size fits on screen
  408. int displayIndex = getPreferredDisplayIndex();
  409. Point resolution = getPreferredWindowResolution();
  410. SDL_DisplayMode mode;
  411. if (SDL_GetDesktopDisplayMode(displayIndex, &mode) == 0)
  412. {
  413. if(resolution.x > mode.w || resolution.y > mode.h)
  414. {
  415. Settings writer = settings.write["video"]["resolution"];
  416. writer["width"].Float() = mode.w;
  417. writer["height"].Float() = mode.h;
  418. }
  419. }
  420. }
  421. if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_EXCLUSIVE)
  422. {
  423. auto legalOptions = getSupportedResolutions();
  424. Point selectedResolution = getPreferredWindowResolution();
  425. if(!vstd::contains(legalOptions, selectedResolution))
  426. {
  427. // resolution selected for fullscreen mode is not supported by display
  428. // try to find current display resolution and use it instead as "reasonable default"
  429. SDL_DisplayMode mode;
  430. if (SDL_GetDesktopDisplayMode(getPreferredDisplayIndex(), &mode) == 0)
  431. {
  432. Settings writer = settings.write["video"]["resolution"];
  433. writer["width"].Float() = mode.w;
  434. writer["height"].Float() = mode.h;
  435. }
  436. }
  437. }
  438. #endif
  439. }
  440. int ScreenHandler::getPreferredRenderingDriver() const
  441. {
  442. int result = -1;
  443. const JsonNode & video = settings["video"];
  444. int driversCount = SDL_GetNumRenderDrivers();
  445. std::string preferredDriverName = video["driver"].String();
  446. logGlobal->info("Found %d render drivers", driversCount);
  447. for(int it = 0; it < driversCount; it++)
  448. {
  449. SDL_RendererInfo info;
  450. if (SDL_GetRenderDriverInfo(it, &info) == 0)
  451. {
  452. std::string driverName(info.name);
  453. if(!preferredDriverName.empty() && driverName == preferredDriverName)
  454. {
  455. result = it;
  456. logGlobal->info("\t%s (active)", driverName);
  457. }
  458. else
  459. logGlobal->info("\t%s", driverName);
  460. }
  461. else
  462. logGlobal->info("\t(error)");
  463. }
  464. return result;
  465. }
  466. void ScreenHandler::destroyScreenBuffers()
  467. {
  468. if(nullptr != screen)
  469. {
  470. SDL_FreeSurface(screen);
  471. screen = nullptr;
  472. }
  473. if(nullptr != screenTexture)
  474. {
  475. SDL_DestroyTexture(screenTexture);
  476. screenTexture = nullptr;
  477. }
  478. }
  479. void ScreenHandler::destroyWindow()
  480. {
  481. if(nullptr != mainRenderer)
  482. {
  483. SDL_DestroyRenderer(mainRenderer);
  484. mainRenderer = nullptr;
  485. }
  486. if(nullptr != mainWindow)
  487. {
  488. SDL_DestroyWindow(mainWindow);
  489. mainWindow = nullptr;
  490. }
  491. }
  492. ScreenHandler::~ScreenHandler()
  493. {
  494. if(settings["general"]["notifications"].Bool())
  495. NotificationHandler::destroy();
  496. destroyScreenBuffers();
  497. destroyWindow();
  498. SDL_Quit();
  499. }
  500. void ScreenHandler::clearScreen()
  501. {
  502. SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 255);
  503. SDL_RenderClear(mainRenderer);
  504. SDL_RenderPresent(mainRenderer);
  505. }
  506. Canvas ScreenHandler::getScreenCanvas() const
  507. {
  508. return Canvas::createFromSurface(screen, CanvasScalingPolicy::AUTO);
  509. }
  510. void ScreenHandler::updateScreenTexture()
  511. {
  512. SDL_UpdateTexture(screenTexture, nullptr, screen->pixels, screen->pitch);
  513. }
  514. void ScreenHandler::presentScreenTexture()
  515. {
  516. SDL_RenderClear(mainRenderer);
  517. SDL_RenderCopy(mainRenderer, screenTexture, nullptr, nullptr);
  518. ENGINE->cursor().render();
  519. SDL_RenderPresent(mainRenderer);
  520. }
  521. std::vector<Point> ScreenHandler::getSupportedResolutions() const
  522. {
  523. int displayID = getPreferredDisplayIndex();
  524. return getSupportedResolutions(displayID);
  525. }
  526. std::vector<Point> ScreenHandler::getSupportedResolutions( int displayIndex) const
  527. {
  528. //NOTE: this method is never called on Android/iOS, only on desktop systems
  529. std::vector<Point> result;
  530. int modesCount = SDL_GetNumDisplayModes(displayIndex);
  531. for (int i =0; i < modesCount; ++i)
  532. {
  533. SDL_DisplayMode mode;
  534. if (SDL_GetDisplayMode(displayIndex, i, &mode) == 0)
  535. {
  536. Point resolution(mode.w, mode.h);
  537. result.push_back(resolution);
  538. }
  539. }
  540. boost::range::sort(result, [](const auto & left, const auto & right)
  541. {
  542. return left.x * left.y < right.x * right.y;
  543. });
  544. // erase potential duplicates, e.g. resolutions with different framerate / bits per pixel
  545. result.erase(boost::unique(result).end(), result.end());
  546. return result;
  547. }
  548. bool ScreenHandler::hasFocus()
  549. {
  550. ui32 flags = SDL_GetWindowFlags(mainWindow);
  551. return flags & SDL_WINDOW_INPUT_FOCUS;
  552. }