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							- /*
 
-  * 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 "../../lib/CConfigHandler.h"
 
- #include "../../lib/constants/StringConstants.h"
 
- #include "../gui/CGuiHandler.h"
 
- #include "../eventsSDL/NotificationHandler.h"
 
- #include "../gui/WindowHandler.h"
 
- #include "CMT.h"
 
- #include "SDL_Extensions.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 ScreenHandler
 
- static SDL_Window * mainWindow = nullptr;
 
- SDL_Renderer * mainRenderer = nullptr;
 
- SDL_Texture * screenTexture = nullptr;
 
- SDL_Surface * screen = nullptr; //main screen surface
 
- SDL_Surface * screen2 = nullptr; //and hlp surface (used to store not-active interfaces layer)
 
- 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
 
- static const std::string NAME = GameConstants::VCMI_VERSION; //application name
 
- static 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;
 
- }
 
- Point ScreenHandler::getPreferredLogicalResolution() const
 
- {
 
- 	Point renderResolution = getRenderResolution();
 
- 	double reservedAreaWidth = settings["video"]["reservedWidth"].Float();
 
- 	Point availableResolution = Point(renderResolution.x * (1 - reservedAreaWidth), renderResolution.y);
 
- 	auto [minimalScaling, maximalScaling] = getSupportedScalingRange();
 
- 	int userScaling = settings["video"]["resolution"]["scaling"].Integer();
 
- 	int scaling = std::clamp(userScaling, minimalScaling, maximalScaling);
 
- 	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(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.at(filterName);
 
- 	if (filter != EUpscalingFilter::AUTO)
 
- 		return filter;
 
- 	// for now - always fallback to no filter
 
- 	return EUpscalingFilter::NONE;
 
- 	// 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);
 
- //
 
- //	if (scaling <= 1.0f)
 
- //		return EUpscalingFilter::NONE;
 
- //	if (scaling <= 2.0f)
 
- //		return EUpscalingFilter::XBRZ_2;
 
- //	if (scaling <= 3.0f)
 
- //		return EUpscalingFilter::XBRZ_3;
 
- //
 
- //	return EUpscalingFilter::XBRZ_4;
 
- }
 
- 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");
 
- 	}
 
- 	screen2 = CSDL_Ext::copySurface(screen);
 
- 	if(nullptr == screen2)
 
- 	{
 
- 		throw std::runtime_error("Unable to copy surface\n");
 
- 	}
 
- 	if (GH.windows().count() > 1)
 
- 		screenBuf = screen2;
 
- 	else
 
- 		screenBuf = screen;
 
- 	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_FULLSCREEN, 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()
 
- {
 
- 	// screenBuf is not a separate surface, but points to either screen or screen2 - just set to null
 
- 	screenBuf = nullptr;
 
- 	if(nullptr != screen2)
 
- 	{
 
- 		SDL_FreeSurface(screen2);
 
- 		screen2 = nullptr;
 
- 	}
 
- 	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;
 
- 	}
 
- }
 
- void ScreenHandler::close()
 
- {
 
- 	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);
 
- }
 
- 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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