| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677 | /* * ScreenHandler.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */#include "StdInc.h"#include "ScreenHandler.h"#include "../CMT.h"#include "../eventsSDL/NotificationHandler.h"#include "../GameEngine.h"#include "../gui/CursorHandler.h"#include "../gui/WindowHandler.h"#include "../render/Canvas.h"#include "../../lib/CConfigHandler.h"#include "../../lib/constants/StringConstants.h"#ifdef VCMI_ANDROID#include "../lib/CAndroidVMHelper.h"#endif#ifdef VCMI_IOS#	include "ios/utils.h"#endif#include <SDL.h>// TODO: should be made into a private members of ScreenHandlerSDL_Renderer * mainRenderer = nullptr;static const std::string NAME = GameConstants::VCMI_VERSION; //application namestatic constexpr Point heroes3Resolution = Point(800, 600);std::tuple<int, int> ScreenHandler::getSupportedScalingRange() const{	// H3 resolution, any resolution smaller than that is not correctly supported	static constexpr Point minResolution = heroes3Resolution;	// arbitrary limit on *downscaling*. Allow some downscaling, if requested by user. Should be generally limited to 100+ for all but few devices	static constexpr double minimalScaling = 50;	Point renderResolution = getRenderResolution();	double reservedAreaWidth = settings["video"]["reservedWidth"].Float();	Point availableResolution = Point(renderResolution.x * (1 - reservedAreaWidth), renderResolution.y);	double maximalScalingWidth = 100.0 * availableResolution.x / minResolution.x;	double maximalScalingHeight = 100.0 * availableResolution.y / minResolution.y;	double maximalScaling = std::min(maximalScalingWidth, maximalScalingHeight);	return { minimalScaling, maximalScaling };}Rect ScreenHandler::convertLogicalPointsToWindow(const Rect & input) const{	Rect result;	// FIXME: use SDL_RenderLogicalToWindow instead? Needs to be tested on ios	float scaleX, scaleY;	SDL_Rect viewport;	SDL_RenderGetScale(mainRenderer, &scaleX, &scaleY);	SDL_RenderGetViewport(mainRenderer, &viewport);#ifdef VCMI_IOS	// TODO ios: looks like SDL bug actually, try fixing there	const auto nativeScale = iOS_utils::screenScale();	scaleX /= nativeScale;	scaleY /= nativeScale;#endif	result.x = (viewport.x + input.x) * scaleX;	result.y = (viewport.y + input.y) * scaleY;	result.w = input.w * scaleX;	result.h = input.h * scaleY;	return result;}int ScreenHandler::getInterfaceScalingPercentage() const{	auto [minimalScaling, maximalScaling] = getSupportedScalingRange();	int userScaling = settings["video"]["resolution"]["scaling"].Integer();	if (userScaling == 0) // autodetection	{#ifdef VCMI_MOBILE		// for mobiles - stay at maximum scaling unless we have large screen		// 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		int preferredMinimalScaling = 200;#else		// for PC - avoid downscaling if possible		int preferredMinimalScaling = 100;#endif		// prefer a little below maximum - to give space for extended UI		int preferredMaximalScaling = maximalScaling * 10 / 12;		userScaling = std::max(std::min(maximalScaling, preferredMinimalScaling), preferredMaximalScaling);	}	int scaling = std::clamp(userScaling, minimalScaling, maximalScaling);	return scaling;}Point ScreenHandler::getPreferredLogicalResolution() const{	Point renderResolution = getRenderResolution();	double reservedAreaWidth = settings["video"]["reservedWidth"].Float();	int scaling = getInterfaceScalingPercentage();	Point availableResolution = Point(renderResolution.x * (1 - reservedAreaWidth), renderResolution.y);	Point logicalResolution = availableResolution * 100.0 / scaling;	return logicalResolution;}int ScreenHandler::getScalingFactor() const{	switch (upscalingFilter)	{		case EUpscalingFilter::NONE: return 1;		case EUpscalingFilter::XBRZ_2: return 2;		case EUpscalingFilter::XBRZ_3: return 3;		case EUpscalingFilter::XBRZ_4: return 4;	}	throw std::runtime_error("invalid upscaling filter");}Point ScreenHandler::getLogicalResolution() const{	return Point(screen->w, screen->h) / getScalingFactor();}Point ScreenHandler::getRenderResolution() const{	assert(mainRenderer != nullptr);	Point result;	SDL_GetRendererOutputSize(mainRenderer, &result.x, &result.y);	return result;}Point ScreenHandler::getPreferredWindowResolution() const{	if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED)	{		SDL_Rect bounds;		if (SDL_GetDisplayBounds(getPreferredDisplayIndex(), &bounds) == 0)			return Point(bounds.w, bounds.h);	}	const JsonNode & video = settings["video"];	int width = video["resolution"]["width"].Integer();	int height = video["resolution"]["height"].Integer();	return Point(width, height);}int ScreenHandler::getPreferredDisplayIndex() const{#ifdef VCMI_MOBILE	// Assuming no multiple screens on Android / ios?	return 0;#else	if (mainWindow != nullptr)	{		int result = SDL_GetWindowDisplayIndex(mainWindow);		if (result >= 0)			return result;	}	return settings["video"]["displayIndex"].Integer();#endif}EWindowMode ScreenHandler::getPreferredWindowMode() const{#ifdef VCMI_MOBILE	// On Android / ios game will always render to screen size	return EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED;#else	const JsonNode & video = settings["video"];	bool fullscreen = video["fullscreen"].Bool();	bool realFullscreen = settings["video"]["realFullscreen"].Bool();	if (!fullscreen)		return EWindowMode::WINDOWED;	if (realFullscreen)		return EWindowMode::FULLSCREEN_EXCLUSIVE;	else		return EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED;#endif}ScreenHandler::ScreenHandler(){#ifdef VCMI_WINDOWS	// set VCMI as "per-monitor DPI awareness". This completely disables any DPI-scaling by system.	// Might not be the best solution since VCMI can't automatically adjust to DPI changes (including moving to monitors with different DPI scaling)	// However this fixed unintuitive bug where player selects specific resolution for windowed mode, but ends up with completely different one due to scaling	// NOTE: requires SDL 2.24.	SDL_SetHint(SDL_HINT_WINDOWS_DPI_AWARENESS, "permonitor");#endif	if(settings["video"]["allowPortrait"].Bool())		SDL_SetHint(SDL_HINT_ORIENTATIONS, "Portrait PortraitUpsideDown LandscapeLeft LandscapeRight");	else		SDL_SetHint(SDL_HINT_ORIENTATIONS, "LandscapeLeft LandscapeRight");#ifdef VCMI_IOS	if(!settings["general"]["ignoreMuteSwitch"].Bool())		SDL_SetHint(SDL_HINT_AUDIO_CATEGORY, "AVAudioSessionCategoryAmbient");#endif	if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_GAMECONTROLLER))	{		logGlobal->error("Something was wrong: %s", SDL_GetError());		exit(-1);	}	const auto & logCallback = [](void * userdata, int category, SDL_LogPriority priority, const char * message)	{		logGlobal->debug("SDL(category %d; priority %d) %s", category, priority, message);	};	SDL_LogSetOutputFunction(logCallback, nullptr);#ifdef VCMI_ANDROID	// manually setting egl pixel format, as a possible solution for sdl2<->android problem	// https://bugzilla.libsdl.org/show_bug.cgi?id=2291	SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);	SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);	SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);	SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);#endif // VCMI_ANDROID	validateSettings();	recreateWindowAndScreenBuffers();}void ScreenHandler::recreateWindowAndScreenBuffers(){	destroyScreenBuffers();	if(mainWindow == nullptr)		initializeWindow();	else		updateWindowState();	initializeScreenBuffers();	if(!settings["session"]["headless"].Bool() && settings["general"]["notifications"].Bool())	{		NotificationHandler::init(mainWindow);	}}void ScreenHandler::updateWindowState(){#ifndef VCMI_MOBILE	int displayIndex = getPreferredDisplayIndex();	switch(getPreferredWindowMode())	{		case EWindowMode::FULLSCREEN_EXCLUSIVE:		{			// for some reason, VCMI fails to switch from FULLSCREEN_BORDERLESS_WINDOWED to FULLSCREEN_EXCLUSIVE directly			// Switch to windowed mode first to avoid this bug			SDL_SetWindowFullscreen(mainWindow, 0);			SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN);			SDL_DisplayMode mode;			SDL_GetDesktopDisplayMode(displayIndex, &mode);			Point resolution = getPreferredWindowResolution();			mode.w = resolution.x;			mode.h = resolution.y;			SDL_SetWindowDisplayMode(mainWindow, &mode);			SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));			return;		}		case EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED:		{			SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN_DESKTOP);			SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));			return;		}		case EWindowMode::WINDOWED:		{			Point resolution = getPreferredWindowResolution();			SDL_SetWindowFullscreen(mainWindow, 0);			SDL_SetWindowSize(mainWindow, resolution.x, resolution.y);			SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex), SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex));			return;		}	}#endif}void ScreenHandler::initializeWindow(){	mainWindow = createWindow();	if(mainWindow == nullptr)	{		const char * error = SDL_GetError();		Point dimensions = getPreferredWindowResolution();		std::string messagePattern = "Failed to create SDL Window of size %d x %d. Reason: %s";		std::string message = boost::str(boost::format(messagePattern) % dimensions.x % dimensions.y % error);		handleFatalError(message, true);	}	// create first available renderer if no preferred one is set	// use no SDL_RENDERER_SOFTWARE or SDL_RENDERER_ACCELERATED flag, so HW accelerated will be preferred but SW renderer will also be possible	uint32_t rendererFlags = 0;	if(settings["video"]["vsync"].Bool())	{		rendererFlags |= SDL_RENDERER_PRESENTVSYNC;	}	mainRenderer = SDL_CreateRenderer(mainWindow, getPreferredRenderingDriver(), rendererFlags);	if(mainRenderer == nullptr)	{		const char * error = SDL_GetError();		std::string messagePattern = "Failed to create SDL renderer. Reason: %s";		std::string message = boost::str(boost::format(messagePattern) % error);		handleFatalError(message, true);	}	selectUpscalingFilter();	selectDownscalingFilter();	SDL_RendererInfo info;	SDL_GetRendererInfo(mainRenderer, &info);	logGlobal->info("Created renderer %s", info.name);}EUpscalingFilter ScreenHandler::loadUpscalingFilter() const{	static const std::map<std::string, EUpscalingFilter> upscalingFilterTypes =	{		{"auto", EUpscalingFilter::AUTO },		{"none", EUpscalingFilter::NONE },		{"xbrz2", EUpscalingFilter::XBRZ_2 },		{"xbrz3", EUpscalingFilter::XBRZ_3 },		{"xbrz4", EUpscalingFilter::XBRZ_4 }	};	auto filterName = settings["video"]["upscalingFilter"].String();	auto filter = upscalingFilterTypes.count(filterName) ? upscalingFilterTypes.at(filterName) : EUpscalingFilter::AUTO;	if (filter != EUpscalingFilter::AUTO)		return filter;	// else - autoselect	Point outputResolution = getRenderResolution();	Point logicalResolution = getPreferredLogicalResolution();	float scaleX = static_cast<float>(outputResolution.x) / logicalResolution.x;	float scaleY = static_cast<float>(outputResolution.x) / logicalResolution.x;	float scaling = std::min(scaleX, scaleY);	int systemMemoryMb = SDL_GetSystemRAM();	if (scaling <= 1.001f)		return EUpscalingFilter::NONE; // running at original resolution or even lower than that - no need for xbrz	if (systemMemoryMb < 2048)		return EUpscalingFilter::NONE; // xbrz2 may use ~1.0 - 1.5 Gb of RAM and has notable CPU cost - avoid on low-spec hardware	// Only using xbrz2 for autoselection.	// Higher options may have high system requirements and should be only selected explicitly by player	return EUpscalingFilter::XBRZ_2;}void ScreenHandler::selectUpscalingFilter(){	upscalingFilter	= loadUpscalingFilter();	logGlobal->debug("Selected upscaling filter %d", static_cast<int>(upscalingFilter));}void ScreenHandler::selectDownscalingFilter(){	SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, settings["video"]["downscalingFilter"].String().c_str());	logGlobal->debug("Selected downscaling filter %s", settings["video"]["downscalingFilter"].String());}void ScreenHandler::initializeScreenBuffers(){#ifdef VCMI_ENDIAN_BIG	int bmask = 0xff000000;	int gmask = 0x00ff0000;	int rmask = 0x0000ff00;	int amask = 0x000000ff;#else	int bmask = 0x000000ff;	int gmask = 0x0000ff00;	int rmask = 0x00ff0000;	int amask = 0xFF000000;#endif	auto logicalSize = getPreferredLogicalResolution() * getScalingFactor();	SDL_RenderSetLogicalSize(mainRenderer, logicalSize.x, logicalSize.y);	screen = SDL_CreateRGBSurface(0, logicalSize.x, logicalSize.y, 32, rmask, gmask, bmask, amask);	if(nullptr == screen)	{		logGlobal->error("Unable to create surface %dx%d with %d bpp: %s", logicalSize.x, logicalSize.y, 32, SDL_GetError());		throw std::runtime_error("Unable to create surface");	}	//No blending for screen itself. Required for proper cursor rendering.	SDL_SetSurfaceBlendMode(screen, SDL_BLENDMODE_NONE);	screenTexture = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, logicalSize.x, logicalSize.y);	if(nullptr == screenTexture)	{		logGlobal->error("Unable to create screen texture");		logGlobal->error(SDL_GetError());		throw std::runtime_error("Unable to create screen texture");	}	clearScreen();}SDL_Window * ScreenHandler::createWindowImpl(Point dimensions, int flags, bool center){	int displayIndex = getPreferredDisplayIndex();	int positionFlags = center ? SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex) : SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex);	return SDL_CreateWindow(NAME.c_str(), positionFlags, positionFlags, dimensions.x, dimensions.y, flags);}SDL_Window * ScreenHandler::createWindow(){#ifndef VCMI_MOBILE	Point dimensions = getPreferredWindowResolution();	switch(getPreferredWindowMode())	{		case EWindowMode::FULLSCREEN_EXCLUSIVE:			return createWindowImpl(dimensions, SDL_WINDOW_FULLSCREEN, false);		case EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED:			return createWindowImpl(Point(), SDL_WINDOW_FULLSCREEN_DESKTOP, false);		case EWindowMode::WINDOWED:			return createWindowImpl(dimensions, SDL_WINDOW_RESIZABLE, true);		default:			return nullptr;	};#endif#ifdef VCMI_IOS	SDL_SetHint(SDL_HINT_IOS_HIDE_HOME_INDICATOR, "1");	SDL_SetHint(SDL_HINT_RETURN_KEY_HIDES_IME, "1");	uint32_t windowFlags = SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI;	SDL_Window * result = createWindowImpl(Point(), windowFlags | SDL_WINDOW_METAL, false);	if(result != nullptr)		return result;	logGlobal->warn("Metal unavailable, using OpenGLES");	return createWindowImpl(Point(), windowFlags, false);#endif#ifdef VCMI_ANDROID	return createWindowImpl(Point(), SDL_WINDOW_RESIZABLE, false);#endif}void ScreenHandler::onScreenResize(){	recreateWindowAndScreenBuffers();}void ScreenHandler::validateSettings(){#ifndef VCMI_MOBILE	{		int displayIndex = settings["video"]["displayIndex"].Integer();		int displaysCount = SDL_GetNumVideoDisplays();		if (displayIndex >= displaysCount)		{			Settings writer = settings.write["video"]["displayIndex"];			writer->Float() = 0;		}	}	if (getPreferredWindowMode() == EWindowMode::WINDOWED)	{		//we only check that our desired window size fits on screen		int displayIndex = getPreferredDisplayIndex();		Point resolution = getPreferredWindowResolution();		SDL_DisplayMode mode;		if (SDL_GetDesktopDisplayMode(displayIndex, &mode) == 0)		{			if(resolution.x > mode.w || resolution.y > mode.h)			{				Settings writer = settings.write["video"]["resolution"];				writer["width"].Float() = mode.w;				writer["height"].Float() = mode.h;			}		}	}	if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_EXCLUSIVE)	{		auto legalOptions = getSupportedResolutions();		Point selectedResolution = getPreferredWindowResolution();		if(!vstd::contains(legalOptions, selectedResolution))		{			// resolution selected for fullscreen mode is not supported by display			// try to find current display resolution and use it instead as "reasonable default"			SDL_DisplayMode mode;			if (SDL_GetDesktopDisplayMode(getPreferredDisplayIndex(), &mode) == 0)			{				Settings writer = settings.write["video"]["resolution"];				writer["width"].Float() = mode.w;				writer["height"].Float() = mode.h;			}		}	}#endif}int ScreenHandler::getPreferredRenderingDriver() const{	int result = -1;	const JsonNode & video = settings["video"];	int driversCount = SDL_GetNumRenderDrivers();	std::string preferredDriverName = video["driver"].String();	logGlobal->info("Found %d render drivers", driversCount);	for(int it = 0; it < driversCount; it++)	{		SDL_RendererInfo info;		if (SDL_GetRenderDriverInfo(it, &info) == 0)		{			std::string driverName(info.name);			if(!preferredDriverName.empty() && driverName == preferredDriverName)			{				result = it;				logGlobal->info("\t%s (active)", driverName);			}			else				logGlobal->info("\t%s", driverName);		}		else			logGlobal->info("\t(error)");	}	return result;}void ScreenHandler::destroyScreenBuffers(){	if(nullptr != screen)	{		SDL_FreeSurface(screen);		screen = nullptr;	}	if(nullptr != screenTexture)	{		SDL_DestroyTexture(screenTexture);		screenTexture = nullptr;	}}void ScreenHandler::destroyWindow(){	if(nullptr != mainRenderer)	{		SDL_DestroyRenderer(mainRenderer);		mainRenderer = nullptr;	}	if(nullptr != mainWindow)	{		SDL_DestroyWindow(mainWindow);		mainWindow = nullptr;	}}ScreenHandler::~ScreenHandler(){	if(settings["general"]["notifications"].Bool())		NotificationHandler::destroy();	destroyScreenBuffers();	destroyWindow();	SDL_Quit();}void ScreenHandler::clearScreen(){	SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 255);	SDL_RenderClear(mainRenderer);	SDL_RenderPresent(mainRenderer);}Canvas ScreenHandler::getScreenCanvas() const{	return Canvas::createFromSurface(screen, CanvasScalingPolicy::AUTO);}void ScreenHandler::updateScreenTexture(){	SDL_UpdateTexture(screenTexture, nullptr, screen->pixels, screen->pitch);}void ScreenHandler::presentScreenTexture(){	SDL_RenderClear(mainRenderer);	SDL_RenderCopy(mainRenderer, screenTexture, nullptr, nullptr);	ENGINE->cursor().render();	SDL_RenderPresent(mainRenderer);}std::vector<Point> ScreenHandler::getSupportedResolutions() const{	int displayID = getPreferredDisplayIndex();	return getSupportedResolutions(displayID);}std::vector<Point> ScreenHandler::getSupportedResolutions( int displayIndex) const{	//NOTE: this method is never called on Android/iOS, only on desktop systems	std::vector<Point> result;	int modesCount = SDL_GetNumDisplayModes(displayIndex);	for (int i =0; i < modesCount; ++i)	{		SDL_DisplayMode mode;		if (SDL_GetDisplayMode(displayIndex, i, &mode) == 0)		{			Point resolution(mode.w, mode.h);			result.push_back(resolution);		}	}	boost::range::sort(result, [](const auto & left, const auto & right)	{		return left.x * left.y < right.x * right.y;	});	// erase potential duplicates, e.g. resolutions with different framerate / bits per pixel	result.erase(boost::unique(result).end(), result.end());	return result;}bool ScreenHandler::hasFocus(){	ui32 flags = SDL_GetWindowFlags(mainWindow);	return flags & SDL_WINDOW_INPUT_FOCUS;}
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