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 "../eventsSDL/NotificationHandler.h"
  13. #include "../gui/CGuiHandler.h"
  14. #include "../gui/WindowHandler.h"
  15. #include "../renderSDL/SDL_Extensions.h"
  16. #include "CMT.h"
  17. #include "../../lib/CConfigHandler.h"
  18. #include "../../lib/constants/StringConstants.h"
  19. #ifdef VCMI_ANDROID
  20. #include "../lib/CAndroidVMHelper.h"
  21. #endif
  22. #ifdef VCMI_IOS
  23. # include "ios/utils.h"
  24. #endif
  25. #include <SDL.h>
  26. // TODO: should be made into a private members of ScreenHandler
  27. static SDL_Window * mainWindow = nullptr;
  28. SDL_Renderer * mainRenderer = nullptr;
  29. SDL_Texture * screenTexture = nullptr;
  30. SDL_Surface * screen = nullptr; //main screen surface
  31. static const std::string NAME = GameConstants::VCMI_VERSION; //application name
  32. static constexpr Point heroes3Resolution = Point(800, 600);
  33. std::tuple<int, int> ScreenHandler::getSupportedScalingRange() const
  34. {
  35. // H3 resolution, any resolution smaller than that is not correctly supported
  36. static constexpr Point minResolution = heroes3Resolution;
  37. // arbitrary limit on *downscaling*. Allow some downscaling, if requested by user. Should be generally limited to 100+ for all but few devices
  38. static constexpr double minimalScaling = 50;
  39. Point renderResolution = getRenderResolution();
  40. double reservedAreaWidth = settings["video"]["reservedWidth"].Float();
  41. Point availableResolution = Point(renderResolution.x * (1 - reservedAreaWidth), renderResolution.y);
  42. double maximalScalingWidth = 100.0 * availableResolution.x / minResolution.x;
  43. double maximalScalingHeight = 100.0 * availableResolution.y / minResolution.y;
  44. double maximalScaling = std::min(maximalScalingWidth, maximalScalingHeight);
  45. return { minimalScaling, maximalScaling };
  46. }
  47. Rect ScreenHandler::convertLogicalPointsToWindow(const Rect & input) const
  48. {
  49. Rect result;
  50. // FIXME: use SDL_RenderLogicalToWindow instead? Needs to be tested on ios
  51. float scaleX, scaleY;
  52. SDL_Rect viewport;
  53. SDL_RenderGetScale(mainRenderer, &scaleX, &scaleY);
  54. SDL_RenderGetViewport(mainRenderer, &viewport);
  55. #ifdef VCMI_IOS
  56. // TODO ios: looks like SDL bug actually, try fixing there
  57. const auto nativeScale = iOS_utils::screenScale();
  58. scaleX /= nativeScale;
  59. scaleY /= nativeScale;
  60. #endif
  61. result.x = (viewport.x + input.x) * scaleX;
  62. result.y = (viewport.y + input.y) * scaleY;
  63. result.w = input.w * scaleX;
  64. result.h = input.h * scaleY;
  65. return result;
  66. }
  67. int ScreenHandler::getInterfaceScalingPercentage() const
  68. {
  69. auto [minimalScaling, maximalScaling] = getSupportedScalingRange();
  70. int userScaling = settings["video"]["resolution"]["scaling"].Integer();
  71. if (userScaling == 0) // autodetection
  72. {
  73. #ifdef VCMI_MOBILE
  74. // for mobiles - stay at maximum scaling unless we have large screen
  75. // 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
  76. int preferredMinimalScaling = 200;
  77. #else
  78. // for PC - avoid downscaling if possible
  79. int preferredMinimalScaling = 100;
  80. #endif
  81. // prefer a little below maximum - to give space for extended UI
  82. int preferredMaximalScaling = maximalScaling * 10 / 12;
  83. userScaling = std::max(std::min(maximalScaling, preferredMinimalScaling), preferredMaximalScaling);
  84. }
  85. int scaling = std::clamp(userScaling, minimalScaling, maximalScaling);
  86. return scaling;
  87. }
  88. Point ScreenHandler::getPreferredLogicalResolution() const
  89. {
  90. Point renderResolution = getRenderResolution();
  91. double reservedAreaWidth = settings["video"]["reservedWidth"].Float();
  92. int scaling = getInterfaceScalingPercentage();
  93. Point availableResolution = Point(renderResolution.x * (1 - reservedAreaWidth), renderResolution.y);
  94. Point logicalResolution = availableResolution * 100.0 / scaling;
  95. return logicalResolution;
  96. }
  97. int ScreenHandler::getScalingFactor() const
  98. {
  99. switch (upscalingFilter)
  100. {
  101. case EUpscalingFilter::NONE: return 1;
  102. case EUpscalingFilter::XBRZ_2: return 2;
  103. case EUpscalingFilter::XBRZ_3: return 3;
  104. case EUpscalingFilter::XBRZ_4: return 4;
  105. }
  106. throw std::runtime_error("invalid upscaling filter");
  107. }
  108. Point ScreenHandler::getLogicalResolution() const
  109. {
  110. return Point(screen->w, screen->h) / getScalingFactor();
  111. }
  112. Point ScreenHandler::getRenderResolution() const
  113. {
  114. assert(mainRenderer != nullptr);
  115. Point result;
  116. SDL_GetRendererOutputSize(mainRenderer, &result.x, &result.y);
  117. return result;
  118. }
  119. Point ScreenHandler::getPreferredWindowResolution() const
  120. {
  121. if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED)
  122. {
  123. SDL_Rect bounds;
  124. if (SDL_GetDisplayBounds(getPreferredDisplayIndex(), &bounds) == 0)
  125. return Point(bounds.w, bounds.h);
  126. }
  127. const JsonNode & video = settings["video"];
  128. int width = video["resolution"]["width"].Integer();
  129. int height = video["resolution"]["height"].Integer();
  130. return Point(width, height);
  131. }
  132. int ScreenHandler::getPreferredDisplayIndex() const
  133. {
  134. #ifdef VCMI_MOBILE
  135. // Assuming no multiple screens on Android / ios?
  136. return 0;
  137. #else
  138. if (mainWindow != nullptr)
  139. {
  140. int result = SDL_GetWindowDisplayIndex(mainWindow);
  141. if (result >= 0)
  142. return result;
  143. }
  144. return settings["video"]["displayIndex"].Integer();
  145. #endif
  146. }
  147. EWindowMode ScreenHandler::getPreferredWindowMode() const
  148. {
  149. #ifdef VCMI_MOBILE
  150. // On Android / ios game will always render to screen size
  151. return EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED;
  152. #else
  153. const JsonNode & video = settings["video"];
  154. bool fullscreen = video["fullscreen"].Bool();
  155. bool realFullscreen = settings["video"]["realFullscreen"].Bool();
  156. if (!fullscreen)
  157. return EWindowMode::WINDOWED;
  158. if (realFullscreen)
  159. return EWindowMode::FULLSCREEN_EXCLUSIVE;
  160. else
  161. return EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED;
  162. #endif
  163. }
  164. ScreenHandler::ScreenHandler()
  165. {
  166. #ifdef VCMI_WINDOWS
  167. // set VCMI as "per-monitor DPI awareness". This completely disables any DPI-scaling by system.
  168. // Might not be the best solution since VCMI can't automatically adjust to DPI changes (including moving to monitors with different DPI scaling)
  169. // However this fixed unintuitive bug where player selects specific resolution for windowed mode, but ends up with completely different one due to scaling
  170. // NOTE: requires SDL 2.24.
  171. SDL_SetHint(SDL_HINT_WINDOWS_DPI_AWARENESS, "permonitor");
  172. #endif
  173. if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_GAMECONTROLLER))
  174. {
  175. logGlobal->error("Something was wrong: %s", SDL_GetError());
  176. exit(-1);
  177. }
  178. const auto & logCallback = [](void * userdata, int category, SDL_LogPriority priority, const char * message)
  179. {
  180. logGlobal->debug("SDL(category %d; priority %d) %s", category, priority, message);
  181. };
  182. SDL_LogSetOutputFunction(logCallback, nullptr);
  183. #ifdef VCMI_ANDROID
  184. // manually setting egl pixel format, as a possible solution for sdl2<->android problem
  185. // https://bugzilla.libsdl.org/show_bug.cgi?id=2291
  186. SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
  187. SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
  188. SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
  189. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
  190. #endif // VCMI_ANDROID
  191. validateSettings();
  192. recreateWindowAndScreenBuffers();
  193. }
  194. void ScreenHandler::recreateWindowAndScreenBuffers()
  195. {
  196. destroyScreenBuffers();
  197. if(mainWindow == nullptr)
  198. initializeWindow();
  199. else
  200. updateWindowState();
  201. initializeScreenBuffers();
  202. if(!settings["session"]["headless"].Bool() && settings["general"]["notifications"].Bool())
  203. {
  204. NotificationHandler::init(mainWindow);
  205. }
  206. }
  207. void ScreenHandler::updateWindowState()
  208. {
  209. #ifndef VCMI_MOBILE
  210. int displayIndex = getPreferredDisplayIndex();
  211. switch(getPreferredWindowMode())
  212. {
  213. case EWindowMode::FULLSCREEN_EXCLUSIVE:
  214. {
  215. // for some reason, VCMI fails to switch from FULLSCREEN_BORDERLESS_WINDOWED to FULLSCREEN_EXCLUSIVE directly
  216. // Switch to windowed mode first to avoid this bug
  217. SDL_SetWindowFullscreen(mainWindow, 0);
  218. SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN);
  219. SDL_DisplayMode mode;
  220. SDL_GetDesktopDisplayMode(displayIndex, &mode);
  221. Point resolution = getPreferredWindowResolution();
  222. mode.w = resolution.x;
  223. mode.h = resolution.y;
  224. SDL_SetWindowDisplayMode(mainWindow, &mode);
  225. SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));
  226. return;
  227. }
  228. case EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED:
  229. {
  230. SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN_DESKTOP);
  231. SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));
  232. return;
  233. }
  234. case EWindowMode::WINDOWED:
  235. {
  236. Point resolution = getPreferredWindowResolution();
  237. SDL_SetWindowFullscreen(mainWindow, 0);
  238. SDL_SetWindowSize(mainWindow, resolution.x, resolution.y);
  239. SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex), SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex));
  240. return;
  241. }
  242. }
  243. #endif
  244. }
  245. void ScreenHandler::initializeWindow()
  246. {
  247. mainWindow = createWindow();
  248. if(mainWindow == nullptr)
  249. {
  250. const char * error = SDL_GetError();
  251. Point dimensions = getPreferredWindowResolution();
  252. std::string messagePattern = "Failed to create SDL Window of size %d x %d. Reason: %s";
  253. std::string message = boost::str(boost::format(messagePattern) % dimensions.x % dimensions.y % error);
  254. handleFatalError(message, true);
  255. }
  256. // create first available renderer if no preferred one is set
  257. // use no SDL_RENDERER_SOFTWARE or SDL_RENDERER_ACCELERATED flag, so HW accelerated will be preferred but SW renderer will also be possible
  258. uint32_t rendererFlags = 0;
  259. if(settings["video"]["vsync"].Bool())
  260. {
  261. rendererFlags |= SDL_RENDERER_PRESENTVSYNC;
  262. }
  263. mainRenderer = SDL_CreateRenderer(mainWindow, getPreferredRenderingDriver(), rendererFlags);
  264. if(mainRenderer == nullptr)
  265. {
  266. const char * error = SDL_GetError();
  267. std::string messagePattern = "Failed to create SDL renderer. Reason: %s";
  268. std::string message = boost::str(boost::format(messagePattern) % error);
  269. handleFatalError(message, true);
  270. }
  271. selectUpscalingFilter();
  272. selectDownscalingFilter();
  273. SDL_RendererInfo info;
  274. SDL_GetRendererInfo(mainRenderer, &info);
  275. logGlobal->info("Created renderer %s", info.name);
  276. }
  277. EUpscalingFilter ScreenHandler::loadUpscalingFilter() const
  278. {
  279. static const std::map<std::string, EUpscalingFilter> upscalingFilterTypes =
  280. {
  281. {"auto", EUpscalingFilter::AUTO },
  282. {"none", EUpscalingFilter::NONE },
  283. {"xbrz2", EUpscalingFilter::XBRZ_2 },
  284. {"xbrz3", EUpscalingFilter::XBRZ_3 },
  285. {"xbrz4", EUpscalingFilter::XBRZ_4 }
  286. };
  287. auto filterName = settings["video"]["upscalingFilter"].String();
  288. auto filter = upscalingFilterTypes.count(filterName) ? upscalingFilterTypes.at(filterName) : EUpscalingFilter::AUTO;
  289. if (filter != EUpscalingFilter::AUTO)
  290. return filter;
  291. // else - autoselect
  292. #ifdef VCMI_MOBILE
  293. // to help with performance - only if player explicitly enabled xbrz
  294. return EUpscalingFilter::NONE;
  295. #else
  296. Point outputResolution = getRenderResolution();
  297. Point logicalResolution = getPreferredLogicalResolution();
  298. float scaleX = static_cast<float>(outputResolution.x) / logicalResolution.x;
  299. float scaleY = static_cast<float>(outputResolution.x) / logicalResolution.x;
  300. float scaling = std::min(scaleX, scaleY);
  301. if (scaling <= 1.001f)
  302. return EUpscalingFilter::NONE; // running at original resolution or even lower than that - no need for xbrz
  303. else
  304. return EUpscalingFilter::XBRZ_2;
  305. #endif
  306. #if 0
  307. // Old version, most optimal, but rather performance-heavy
  308. if (scaling <= 1.001f)
  309. return EUpscalingFilter::NONE; // running at original resolution or even lower than that - no need for xbrz
  310. if (scaling <= 2.001f)
  311. return EUpscalingFilter::XBRZ_2; // resolutions below 1200p (including 1080p / FullHD)
  312. if (scaling <= 3.001f)
  313. return EUpscalingFilter::XBRZ_3; // resolutions below 2400p (including 1440p and 2160p / 4K)
  314. return EUpscalingFilter::XBRZ_4; // Only for massive displays, e.g. 8K
  315. #endif
  316. }
  317. void ScreenHandler::selectUpscalingFilter()
  318. {
  319. upscalingFilter = loadUpscalingFilter();
  320. logGlobal->debug("Selected upscaling filter %d", static_cast<int>(upscalingFilter));
  321. }
  322. void ScreenHandler::selectDownscalingFilter()
  323. {
  324. SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, settings["video"]["downscalingFilter"].String().c_str());
  325. logGlobal->debug("Selected downscaling filter %s", settings["video"]["downscalingFilter"].String());
  326. }
  327. void ScreenHandler::initializeScreenBuffers()
  328. {
  329. #ifdef VCMI_ENDIAN_BIG
  330. int bmask = 0xff000000;
  331. int gmask = 0x00ff0000;
  332. int rmask = 0x0000ff00;
  333. int amask = 0x000000ff;
  334. #else
  335. int bmask = 0x000000ff;
  336. int gmask = 0x0000ff00;
  337. int rmask = 0x00ff0000;
  338. int amask = 0xFF000000;
  339. #endif
  340. auto logicalSize = getPreferredLogicalResolution() * getScalingFactor();
  341. SDL_RenderSetLogicalSize(mainRenderer, logicalSize.x, logicalSize.y);
  342. screen = SDL_CreateRGBSurface(0, logicalSize.x, logicalSize.y, 32, rmask, gmask, bmask, amask);
  343. if(nullptr == screen)
  344. {
  345. logGlobal->error("Unable to create surface %dx%d with %d bpp: %s", logicalSize.x, logicalSize.y, 32, SDL_GetError());
  346. throw std::runtime_error("Unable to create surface");
  347. }
  348. //No blending for screen itself. Required for proper cursor rendering.
  349. SDL_SetSurfaceBlendMode(screen, SDL_BLENDMODE_NONE);
  350. screenTexture = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, logicalSize.x, logicalSize.y);
  351. if(nullptr == screenTexture)
  352. {
  353. logGlobal->error("Unable to create screen texture");
  354. logGlobal->error(SDL_GetError());
  355. throw std::runtime_error("Unable to create screen texture");
  356. }
  357. clearScreen();
  358. }
  359. SDL_Window * ScreenHandler::createWindowImpl(Point dimensions, int flags, bool center)
  360. {
  361. int displayIndex = getPreferredDisplayIndex();
  362. int positionFlags = center ? SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex) : SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex);
  363. return SDL_CreateWindow(NAME.c_str(), positionFlags, positionFlags, dimensions.x, dimensions.y, flags);
  364. }
  365. SDL_Window * ScreenHandler::createWindow()
  366. {
  367. #ifndef VCMI_MOBILE
  368. Point dimensions = getPreferredWindowResolution();
  369. switch(getPreferredWindowMode())
  370. {
  371. case EWindowMode::FULLSCREEN_EXCLUSIVE:
  372. return createWindowImpl(dimensions, SDL_WINDOW_FULLSCREEN, false);
  373. case EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED:
  374. return createWindowImpl(Point(), SDL_WINDOW_FULLSCREEN_DESKTOP, false);
  375. case EWindowMode::WINDOWED:
  376. return createWindowImpl(dimensions, SDL_WINDOW_RESIZABLE, true);
  377. default:
  378. return nullptr;
  379. };
  380. #endif
  381. #ifdef VCMI_IOS
  382. SDL_SetHint(SDL_HINT_IOS_HIDE_HOME_INDICATOR, "1");
  383. SDL_SetHint(SDL_HINT_RETURN_KEY_HIDES_IME, "1");
  384. uint32_t windowFlags = SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI;
  385. SDL_Window * result = createWindowImpl(Point(), windowFlags | SDL_WINDOW_METAL, false);
  386. if(result != nullptr)
  387. return result;
  388. logGlobal->warn("Metal unavailable, using OpenGLES");
  389. return createWindowImpl(Point(), windowFlags, false);
  390. #endif
  391. #ifdef VCMI_ANDROID
  392. return createWindowImpl(Point(), SDL_WINDOW_FULLSCREEN, false);
  393. #endif
  394. }
  395. void ScreenHandler::onScreenResize()
  396. {
  397. recreateWindowAndScreenBuffers();
  398. }
  399. void ScreenHandler::validateSettings()
  400. {
  401. #ifndef VCMI_MOBILE
  402. {
  403. int displayIndex = settings["video"]["displayIndex"].Integer();
  404. int displaysCount = SDL_GetNumVideoDisplays();
  405. if (displayIndex >= displaysCount)
  406. {
  407. Settings writer = settings.write["video"]["displayIndex"];
  408. writer->Float() = 0;
  409. }
  410. }
  411. if (getPreferredWindowMode() == EWindowMode::WINDOWED)
  412. {
  413. //we only check that our desired window size fits on screen
  414. int displayIndex = getPreferredDisplayIndex();
  415. Point resolution = getPreferredWindowResolution();
  416. SDL_DisplayMode mode;
  417. if (SDL_GetDesktopDisplayMode(displayIndex, &mode) == 0)
  418. {
  419. if(resolution.x > mode.w || resolution.y > mode.h)
  420. {
  421. Settings writer = settings.write["video"]["resolution"];
  422. writer["width"].Float() = mode.w;
  423. writer["height"].Float() = mode.h;
  424. }
  425. }
  426. }
  427. if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_EXCLUSIVE)
  428. {
  429. auto legalOptions = getSupportedResolutions();
  430. Point selectedResolution = getPreferredWindowResolution();
  431. if(!vstd::contains(legalOptions, selectedResolution))
  432. {
  433. // resolution selected for fullscreen mode is not supported by display
  434. // try to find current display resolution and use it instead as "reasonable default"
  435. SDL_DisplayMode mode;
  436. if (SDL_GetDesktopDisplayMode(getPreferredDisplayIndex(), &mode) == 0)
  437. {
  438. Settings writer = settings.write["video"]["resolution"];
  439. writer["width"].Float() = mode.w;
  440. writer["height"].Float() = mode.h;
  441. }
  442. }
  443. }
  444. #endif
  445. }
  446. int ScreenHandler::getPreferredRenderingDriver() const
  447. {
  448. int result = -1;
  449. const JsonNode & video = settings["video"];
  450. int driversCount = SDL_GetNumRenderDrivers();
  451. std::string preferredDriverName = video["driver"].String();
  452. logGlobal->info("Found %d render drivers", driversCount);
  453. for(int it = 0; it < driversCount; it++)
  454. {
  455. SDL_RendererInfo info;
  456. if (SDL_GetRenderDriverInfo(it, &info) == 0)
  457. {
  458. std::string driverName(info.name);
  459. if(!preferredDriverName.empty() && driverName == preferredDriverName)
  460. {
  461. result = it;
  462. logGlobal->info("\t%s (active)", driverName);
  463. }
  464. else
  465. logGlobal->info("\t%s", driverName);
  466. }
  467. else
  468. logGlobal->info("\t(error)");
  469. }
  470. return result;
  471. }
  472. void ScreenHandler::destroyScreenBuffers()
  473. {
  474. if(nullptr != screen)
  475. {
  476. SDL_FreeSurface(screen);
  477. screen = nullptr;
  478. }
  479. if(nullptr != screenTexture)
  480. {
  481. SDL_DestroyTexture(screenTexture);
  482. screenTexture = nullptr;
  483. }
  484. }
  485. void ScreenHandler::destroyWindow()
  486. {
  487. if(nullptr != mainRenderer)
  488. {
  489. SDL_DestroyRenderer(mainRenderer);
  490. mainRenderer = nullptr;
  491. }
  492. if(nullptr != mainWindow)
  493. {
  494. SDL_DestroyWindow(mainWindow);
  495. mainWindow = nullptr;
  496. }
  497. }
  498. void ScreenHandler::close()
  499. {
  500. if(settings["general"]["notifications"].Bool())
  501. NotificationHandler::destroy();
  502. destroyScreenBuffers();
  503. destroyWindow();
  504. SDL_Quit();
  505. }
  506. void ScreenHandler::clearScreen()
  507. {
  508. SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 255);
  509. SDL_RenderClear(mainRenderer);
  510. SDL_RenderPresent(mainRenderer);
  511. }
  512. std::vector<Point> ScreenHandler::getSupportedResolutions() const
  513. {
  514. int displayID = getPreferredDisplayIndex();
  515. return getSupportedResolutions(displayID);
  516. }
  517. std::vector<Point> ScreenHandler::getSupportedResolutions( int displayIndex) const
  518. {
  519. //NOTE: this method is never called on Android/iOS, only on desktop systems
  520. std::vector<Point> result;
  521. int modesCount = SDL_GetNumDisplayModes(displayIndex);
  522. for (int i =0; i < modesCount; ++i)
  523. {
  524. SDL_DisplayMode mode;
  525. if (SDL_GetDisplayMode(displayIndex, i, &mode) == 0)
  526. {
  527. Point resolution(mode.w, mode.h);
  528. result.push_back(resolution);
  529. }
  530. }
  531. boost::range::sort(result, [](const auto & left, const auto & right)
  532. {
  533. return left.x * left.y < right.x * right.y;
  534. });
  535. // erase potential duplicates, e.g. resolutions with different framerate / bits per pixel
  536. result.erase(boost::unique(result).end(), result.end());
  537. return result;
  538. }
  539. bool ScreenHandler::hasFocus()
  540. {
  541. ui32 flags = SDL_GetWindowFlags(mainWindow);
  542. return flags & SDL_WINDOW_INPUT_FOCUS;
  543. }