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 "../../lib/CConfigHandler.h"
  13. #include "../../lib/constants/StringConstants.h"
  14. #include "../gui/CGuiHandler.h"
  15. #include "../eventsSDL/NotificationHandler.h"
  16. #include "../gui/WindowHandler.h"
  17. #include "CMT.h"
  18. #include "SDL_Extensions.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. SDL_Surface * screen2 = nullptr; //and hlp surface (used to store not-active interfaces layer)
  32. 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
  33. static const std::string NAME = GameConstants::VCMI_VERSION; //application name
  34. static constexpr Point heroes3Resolution = Point(800, 600);
  35. std::tuple<int, int> ScreenHandler::getSupportedScalingRange() const
  36. {
  37. // H3 resolution, any resolution smaller than that is not correctly supported
  38. static constexpr Point minResolution = heroes3Resolution;
  39. // arbitrary limit on *downscaling*. Allow some downscaling, if requested by user. Should be generally limited to 100+ for all but few devices
  40. static constexpr double minimalScaling = 50;
  41. Point renderResolution = getRenderResolution();
  42. double reservedAreaWidth = settings["video"]["reservedWidth"].Float();
  43. Point availableResolution = Point(renderResolution.x * (1 - reservedAreaWidth), renderResolution.y);
  44. double maximalScalingWidth = 100.0 * availableResolution.x / minResolution.x;
  45. double maximalScalingHeight = 100.0 * availableResolution.y / minResolution.y;
  46. double maximalScaling = std::min(maximalScalingWidth, maximalScalingHeight);
  47. return { minimalScaling, maximalScaling };
  48. }
  49. Rect ScreenHandler::convertLogicalPointsToWindow(const Rect & input) const
  50. {
  51. Rect result;
  52. // FIXME: use SDL_RenderLogicalToWindow instead? Needs to be tested on ios
  53. float scaleX, scaleY;
  54. SDL_Rect viewport;
  55. SDL_RenderGetScale(mainRenderer, &scaleX, &scaleY);
  56. SDL_RenderGetViewport(mainRenderer, &viewport);
  57. #ifdef VCMI_IOS
  58. // TODO ios: looks like SDL bug actually, try fixing there
  59. const auto nativeScale = iOS_utils::screenScale();
  60. scaleX /= nativeScale;
  61. scaleY /= nativeScale;
  62. #endif
  63. result.x = (viewport.x + input.x) * scaleX;
  64. result.y = (viewport.y + input.y) * scaleY;
  65. result.w = input.w * scaleX;
  66. result.h = input.h * scaleY;
  67. return result;
  68. }
  69. Point ScreenHandler::getPreferredLogicalResolution() const
  70. {
  71. Point renderResolution = getRenderResolution();
  72. double reservedAreaWidth = settings["video"]["reservedWidth"].Float();
  73. Point availableResolution = Point(renderResolution.x * (1 - reservedAreaWidth), renderResolution.y);
  74. auto [minimalScaling, maximalScaling] = getSupportedScalingRange();
  75. int userScaling = settings["video"]["resolution"]["scaling"].Integer();
  76. if (userScaling == 0) // autodetection
  77. {
  78. #ifdef VCMI_MOBILE
  79. // for mobiles - stay at maximum scaling unless we have large screen
  80. // 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
  81. int preferredMinimalScaling = 200;
  82. #else
  83. // for PC - avoid downscaling if possible
  84. int preferredMinimalScaling = 100;
  85. #endif
  86. // prefer a little below maximum - to give space for extended UI
  87. int preferredMaximalScaling = maximalScaling * 10 / 12;
  88. userScaling = std::max(std::min(maximalScaling, preferredMinimalScaling), preferredMaximalScaling);
  89. }
  90. int scaling = std::clamp(userScaling, minimalScaling, maximalScaling);
  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(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_GAMECONTROLLER))
  171. {
  172. logGlobal->error("Something was wrong: %s", SDL_GetError());
  173. exit(-1);
  174. }
  175. const auto & logCallback = [](void * userdata, int category, SDL_LogPriority priority, const char * message)
  176. {
  177. logGlobal->debug("SDL(category %d; priority %d) %s", category, priority, message);
  178. };
  179. SDL_LogSetOutputFunction(logCallback, nullptr);
  180. #ifdef VCMI_ANDROID
  181. // manually setting egl pixel format, as a possible solution for sdl2<->android problem
  182. // https://bugzilla.libsdl.org/show_bug.cgi?id=2291
  183. SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
  184. SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
  185. SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
  186. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
  187. #endif // VCMI_ANDROID
  188. validateSettings();
  189. recreateWindowAndScreenBuffers();
  190. }
  191. void ScreenHandler::recreateWindowAndScreenBuffers()
  192. {
  193. destroyScreenBuffers();
  194. if(mainWindow == nullptr)
  195. initializeWindow();
  196. else
  197. updateWindowState();
  198. initializeScreenBuffers();
  199. if(!settings["session"]["headless"].Bool() && settings["general"]["notifications"].Bool())
  200. {
  201. NotificationHandler::init(mainWindow);
  202. }
  203. }
  204. void ScreenHandler::updateWindowState()
  205. {
  206. #ifndef VCMI_MOBILE
  207. int displayIndex = getPreferredDisplayIndex();
  208. switch(getPreferredWindowMode())
  209. {
  210. case EWindowMode::FULLSCREEN_EXCLUSIVE:
  211. {
  212. // for some reason, VCMI fails to switch from FULLSCREEN_BORDERLESS_WINDOWED to FULLSCREEN_EXCLUSIVE directly
  213. // Switch to windowed mode first to avoid this bug
  214. SDL_SetWindowFullscreen(mainWindow, 0);
  215. SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN);
  216. SDL_DisplayMode mode;
  217. SDL_GetDesktopDisplayMode(displayIndex, &mode);
  218. Point resolution = getPreferredWindowResolution();
  219. mode.w = resolution.x;
  220. mode.h = resolution.y;
  221. SDL_SetWindowDisplayMode(mainWindow, &mode);
  222. SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));
  223. return;
  224. }
  225. case EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED:
  226. {
  227. SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN_DESKTOP);
  228. SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));
  229. return;
  230. }
  231. case EWindowMode::WINDOWED:
  232. {
  233. Point resolution = getPreferredWindowResolution();
  234. SDL_SetWindowFullscreen(mainWindow, 0);
  235. SDL_SetWindowSize(mainWindow, resolution.x, resolution.y);
  236. SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex), SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex));
  237. return;
  238. }
  239. }
  240. #endif
  241. }
  242. void ScreenHandler::initializeWindow()
  243. {
  244. mainWindow = createWindow();
  245. if(mainWindow == nullptr)
  246. {
  247. const char * error = SDL_GetError();
  248. Point dimensions = getPreferredWindowResolution();
  249. std::string messagePattern = "Failed to create SDL Window of size %d x %d. Reason: %s";
  250. std::string message = boost::str(boost::format(messagePattern) % dimensions.x % dimensions.y % error);
  251. handleFatalError(message, true);
  252. }
  253. // create first available renderer if no preferred one is set
  254. // use no SDL_RENDERER_SOFTWARE or SDL_RENDERER_ACCELERATED flag, so HW accelerated will be preferred but SW renderer will also be possible
  255. uint32_t rendererFlags = 0;
  256. if(settings["video"]["vsync"].Bool())
  257. {
  258. rendererFlags |= SDL_RENDERER_PRESENTVSYNC;
  259. }
  260. mainRenderer = SDL_CreateRenderer(mainWindow, getPreferredRenderingDriver(), rendererFlags);
  261. if(mainRenderer == nullptr)
  262. {
  263. const char * error = SDL_GetError();
  264. std::string messagePattern = "Failed to create SDL renderer. Reason: %s";
  265. std::string message = boost::str(boost::format(messagePattern) % error);
  266. handleFatalError(message, true);
  267. }
  268. selectUpscalingFilter();
  269. selectDownscalingFilter();
  270. SDL_RendererInfo info;
  271. SDL_GetRendererInfo(mainRenderer, &info);
  272. logGlobal->info("Created renderer %s", info.name);
  273. }
  274. EUpscalingFilter ScreenHandler::loadUpscalingFilter() const
  275. {
  276. static const std::map<std::string, EUpscalingFilter> upscalingFilterTypes =
  277. {
  278. {"auto", EUpscalingFilter::AUTO },
  279. {"none", EUpscalingFilter::NONE },
  280. {"xbrz2", EUpscalingFilter::XBRZ_2 },
  281. {"xbrz3", EUpscalingFilter::XBRZ_3 },
  282. {"xbrz4", EUpscalingFilter::XBRZ_4 }
  283. };
  284. auto filterName = settings["video"]["upscalingFilter"].String();
  285. auto filter = upscalingFilterTypes.at(filterName);
  286. if (filter != EUpscalingFilter::AUTO)
  287. return filter;
  288. // else - autoselect
  289. Point outputResolution = getRenderResolution();
  290. Point logicalResolution = getPreferredLogicalResolution();
  291. float scaleX = static_cast<float>(outputResolution.x) / logicalResolution.x;
  292. float scaleY = static_cast<float>(outputResolution.x) / logicalResolution.x;
  293. float scaling = std::min(scaleX, scaleY);
  294. if (scaling <= 1.001f)
  295. return EUpscalingFilter::NONE; // running at original resolution or even lower than that - no need for xbrz
  296. if (scaling <= 2.001f)
  297. return EUpscalingFilter::XBRZ_2; // resolutions below 1200p (including 1080p / FullHD)
  298. if (scaling <= 3.001f)
  299. return EUpscalingFilter::XBRZ_3; // resolutions below 2400p (including 1440p and 2160p / 4K)
  300. return EUpscalingFilter::XBRZ_4; // Only for massive displays, e.g. 8K
  301. }
  302. void ScreenHandler::selectUpscalingFilter()
  303. {
  304. upscalingFilter = loadUpscalingFilter();
  305. logGlobal->debug("Selected upscaling filter %d", static_cast<int>(upscalingFilter));
  306. }
  307. void ScreenHandler::selectDownscalingFilter()
  308. {
  309. SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, settings["video"]["downscalingFilter"].String().c_str());
  310. logGlobal->debug("Selected downscaling filter %s", settings["video"]["downscalingFilter"].String());
  311. }
  312. void ScreenHandler::initializeScreenBuffers()
  313. {
  314. #ifdef VCMI_ENDIAN_BIG
  315. int bmask = 0xff000000;
  316. int gmask = 0x00ff0000;
  317. int rmask = 0x0000ff00;
  318. int amask = 0x000000ff;
  319. #else
  320. int bmask = 0x000000ff;
  321. int gmask = 0x0000ff00;
  322. int rmask = 0x00ff0000;
  323. int amask = 0xFF000000;
  324. #endif
  325. auto logicalSize = getPreferredLogicalResolution() * getScalingFactor();
  326. SDL_RenderSetLogicalSize(mainRenderer, logicalSize.x, logicalSize.y);
  327. screen = SDL_CreateRGBSurface(0, logicalSize.x, logicalSize.y, 32, rmask, gmask, bmask, amask);
  328. if(nullptr == screen)
  329. {
  330. logGlobal->error("Unable to create surface %dx%d with %d bpp: %s", logicalSize.x, logicalSize.y, 32, SDL_GetError());
  331. throw std::runtime_error("Unable to create surface");
  332. }
  333. //No blending for screen itself. Required for proper cursor rendering.
  334. SDL_SetSurfaceBlendMode(screen, SDL_BLENDMODE_NONE);
  335. screenTexture = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, logicalSize.x, logicalSize.y);
  336. if(nullptr == screenTexture)
  337. {
  338. logGlobal->error("Unable to create screen texture");
  339. logGlobal->error(SDL_GetError());
  340. throw std::runtime_error("Unable to create screen texture");
  341. }
  342. screen2 = CSDL_Ext::copySurface(screen);
  343. if(nullptr == screen2)
  344. {
  345. throw std::runtime_error("Unable to copy surface\n");
  346. }
  347. if (GH.windows().count() > 1)
  348. screenBuf = screen2;
  349. else
  350. screenBuf = screen;
  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(NAME.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_FULLSCREEN, 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. // screenBuf is not a separate surface, but points to either screen or screen2 - just set to null
  469. screenBuf = nullptr;
  470. if(nullptr != screen2)
  471. {
  472. SDL_FreeSurface(screen2);
  473. screen2 = nullptr;
  474. }
  475. if(nullptr != screen)
  476. {
  477. SDL_FreeSurface(screen);
  478. screen = nullptr;
  479. }
  480. if(nullptr != screenTexture)
  481. {
  482. SDL_DestroyTexture(screenTexture);
  483. screenTexture = nullptr;
  484. }
  485. }
  486. void ScreenHandler::destroyWindow()
  487. {
  488. if(nullptr != mainRenderer)
  489. {
  490. SDL_DestroyRenderer(mainRenderer);
  491. mainRenderer = nullptr;
  492. }
  493. if(nullptr != mainWindow)
  494. {
  495. SDL_DestroyWindow(mainWindow);
  496. mainWindow = nullptr;
  497. }
  498. }
  499. void ScreenHandler::close()
  500. {
  501. if(settings["general"]["notifications"].Bool())
  502. NotificationHandler::destroy();
  503. destroyScreenBuffers();
  504. destroyWindow();
  505. SDL_Quit();
  506. }
  507. void ScreenHandler::clearScreen()
  508. {
  509. SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 255);
  510. SDL_RenderClear(mainRenderer);
  511. SDL_RenderPresent(mainRenderer);
  512. }
  513. std::vector<Point> ScreenHandler::getSupportedResolutions() const
  514. {
  515. int displayID = getPreferredDisplayIndex();
  516. return getSupportedResolutions(displayID);
  517. }
  518. std::vector<Point> ScreenHandler::getSupportedResolutions( int displayIndex) const
  519. {
  520. //NOTE: this method is never called on Android/iOS, only on desktop systems
  521. std::vector<Point> result;
  522. int modesCount = SDL_GetNumDisplayModes(displayIndex);
  523. for (int i =0; i < modesCount; ++i)
  524. {
  525. SDL_DisplayMode mode;
  526. if (SDL_GetDisplayMode(displayIndex, i, &mode) == 0)
  527. {
  528. Point resolution(mode.w, mode.h);
  529. result.push_back(resolution);
  530. }
  531. }
  532. boost::range::sort(result, [](const auto & left, const auto & right)
  533. {
  534. return left.x * left.y < right.x * right.y;
  535. });
  536. // erase potential duplicates, e.g. resolutions with different framerate / bits per pixel
  537. result.erase(boost::unique(result).end(), result.end());
  538. return result;
  539. }
  540. bool ScreenHandler::hasFocus()
  541. {
  542. ui32 flags = SDL_GetWindowFlags(mainWindow);
  543. return flags & SDL_WINDOW_INPUT_FOCUS;
  544. }