ScreenHandler.cpp 15 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 "../gui/CGuiHandler.h"
  14. #include "../eventsSDL/NotificationHandler.h"
  15. #include "../gui/WindowHandler.h"
  16. #include "CMT.h"
  17. #include "SDL_Extensions.h"
  18. #ifdef VCMI_ANDROID
  19. #include "../lib/CAndroidVMHelper.h"
  20. #endif
  21. #include <SDL.h>
  22. // TODO: should be made into a private members of ScreenHandler
  23. static SDL_Window * mainWindow = nullptr;
  24. SDL_Renderer * mainRenderer = nullptr;
  25. SDL_Texture * screenTexture = nullptr;
  26. SDL_Surface * screen = nullptr; //main screen surface
  27. SDL_Surface * screen2 = nullptr; //and hlp surface (used to store not-active interfaces layer)
  28. 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
  29. static const std::string NAME_AFFIX = "client";
  30. static const std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')'; //application name
  31. std::tuple<int, int> ScreenHandler::getSupportedScalingRange() const
  32. {
  33. // H3 resolution, any resolution smaller than that is not correctly supported
  34. static const Point minResolution = {800, 600};
  35. // arbitrary limit on *downscaling*. Allow some downscaling, if requested by user. Should be generally limited to 100+ for all but few devices
  36. static const double minimalScaling = 50;
  37. Point renderResolution = getActualRenderResolution();
  38. double reservedAreaWidth = settings["video"]["reservedWidth"].Float();
  39. Point availableResolution = Point(renderResolution.x * (1 - reservedAreaWidth), renderResolution.y);
  40. double maximalScalingWidth = 100.0 * availableResolution.x / minResolution.x;
  41. double maximalScalingHeight = 100.0 * availableResolution.y / minResolution.y;
  42. double maximalScaling = std::min(maximalScalingWidth, maximalScalingHeight);
  43. return { minimalScaling, maximalScaling };
  44. }
  45. Rect ScreenHandler::convertLogicalPointsToWindow(const Rect & input) const
  46. {
  47. Rect result;
  48. // FIXME: use SDL_RenderLogicalToWindow instead? Needs to be tested on ios
  49. float scaleX, scaleY;
  50. SDL_Rect viewport;
  51. SDL_RenderGetScale(mainRenderer, &scaleX, &scaleY);
  52. SDL_RenderGetViewport(mainRenderer, &viewport);
  53. #ifdef VCMI_IOS
  54. // TODO ios: looks like SDL bug actually, try fixing there
  55. const auto nativeScale = iOS_utils::screenScale();
  56. scaleX /= nativeScale;
  57. scaleY /= nativeScale;
  58. #endif
  59. result.x = (viewport.x + input.x) * scaleX;
  60. result.y = (viewport.y + input.y) * scaleY;
  61. result.w = input.w * scaleX;
  62. result.h = input.h * scaleY;
  63. return result;
  64. }
  65. Point ScreenHandler::getPreferredLogicalResolution() const
  66. {
  67. Point renderResolution = getActualRenderResolution();
  68. double reservedAreaWidth = settings["video"]["reservedWidth"].Float();
  69. Point availableResolution = Point(renderResolution.x * (1 - reservedAreaWidth), renderResolution.y);
  70. auto [minimalScaling, maximalScaling] = getSupportedScalingRange();
  71. int userScaling = settings["video"]["resolution"]["scaling"].Integer();
  72. int scaling = std::clamp(userScaling, minimalScaling, maximalScaling);
  73. Point logicalResolution = availableResolution * 100.0 / scaling;
  74. return logicalResolution;
  75. }
  76. Point ScreenHandler::getActualRenderResolution() const
  77. {
  78. assert(mainRenderer != nullptr);
  79. Point result;
  80. SDL_GetRendererOutputSize(mainRenderer, &result.x, &result.y);
  81. return result;
  82. }
  83. Point ScreenHandler::getPreferredWindowResolution() const
  84. {
  85. if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED)
  86. {
  87. SDL_Rect bounds;
  88. if (SDL_GetDisplayBounds(getPreferredDisplayIndex(), &bounds) == 0)
  89. return Point(bounds.w, bounds.h);
  90. }
  91. const JsonNode & video = settings["video"];
  92. int width = video["resolution"]["width"].Integer();
  93. int height = video["resolution"]["height"].Integer();
  94. return Point(width, height);
  95. }
  96. int ScreenHandler::getPreferredDisplayIndex() const
  97. {
  98. #ifdef VCMI_MOBILE
  99. // Assuming no multiple screens on Android / ios?
  100. return 0;
  101. #else
  102. if (mainWindow != nullptr)
  103. {
  104. int result = SDL_GetWindowDisplayIndex(mainWindow);
  105. if (result >= 0)
  106. return result;
  107. }
  108. return settings["video"]["displayIndex"].Integer();
  109. #endif
  110. }
  111. EWindowMode ScreenHandler::getPreferredWindowMode() const
  112. {
  113. #ifdef VCMI_MOBILE
  114. // On Android / ios game will always render to screen size
  115. return EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED;
  116. #else
  117. const JsonNode & video = settings["video"];
  118. bool fullscreen = video["fullscreen"].Bool();
  119. bool realFullscreen = settings["video"]["realFullscreen"].Bool();
  120. if (!fullscreen)
  121. return EWindowMode::WINDOWED;
  122. if (realFullscreen)
  123. return EWindowMode::FULLSCREEN_EXCLUSIVE;
  124. else
  125. return EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED;
  126. #endif
  127. }
  128. ScreenHandler::ScreenHandler()
  129. {
  130. #ifdef VCMI_WINDOWS
  131. // set VCMI as "per-monitor DPI awareness". This completely disables any DPI-scaling by system.
  132. // Might not be the best solution since VCMI can't automatically adjust to DPI changes (including moving to monitors with different DPI scaling)
  133. // However this fixed unintuitive bug where player selects specific resolution for windowed mode, but ends up with completely different one due to scaling
  134. // NOTE: requires SDL 2.24.
  135. SDL_SetHint(SDL_HINT_WINDOWS_DPI_AWARENESS, "permonitor");
  136. #endif
  137. if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_AUDIO))
  138. {
  139. logGlobal->error("Something was wrong: %s", SDL_GetError());
  140. exit(-1);
  141. }
  142. const auto & logCallback = [](void * userdata, int category, SDL_LogPriority priority, const char * message)
  143. {
  144. logGlobal->debug("SDL(category %d; priority %d) %s", category, priority, message);
  145. };
  146. SDL_LogSetOutputFunction(logCallback, nullptr);
  147. #ifdef VCMI_ANDROID
  148. // manually setting egl pixel format, as a possible solution for sdl2<->android problem
  149. // https://bugzilla.libsdl.org/show_bug.cgi?id=2291
  150. SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
  151. SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
  152. SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
  153. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
  154. #endif // VCMI_ANDROID
  155. validateSettings();
  156. recreateWindowAndScreenBuffers();
  157. }
  158. void ScreenHandler::recreateWindowAndScreenBuffers()
  159. {
  160. destroyScreenBuffers();
  161. if(mainWindow == nullptr)
  162. initializeWindow();
  163. else
  164. updateWindowState();
  165. initializeScreenBuffers();
  166. if(!settings["session"]["headless"].Bool() && settings["general"]["notifications"].Bool())
  167. {
  168. NotificationHandler::init(mainWindow);
  169. }
  170. }
  171. void ScreenHandler::updateWindowState()
  172. {
  173. #ifndef VCMI_MOBILE
  174. int displayIndex = getPreferredDisplayIndex();
  175. switch(getPreferredWindowMode())
  176. {
  177. case EWindowMode::FULLSCREEN_EXCLUSIVE:
  178. {
  179. // for some reason, VCMI fails to switch from FULLSCREEN_BORDERLESS_WINDOWED to FULLSCREEN_EXCLUSIVE directly
  180. // Switch to windowed mode first to avoid this bug
  181. SDL_SetWindowFullscreen(mainWindow, 0);
  182. SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN);
  183. SDL_DisplayMode mode;
  184. SDL_GetDesktopDisplayMode(displayIndex, &mode);
  185. Point resolution = getPreferredWindowResolution();
  186. mode.w = resolution.x;
  187. mode.h = resolution.y;
  188. SDL_SetWindowDisplayMode(mainWindow, &mode);
  189. SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));
  190. return;
  191. }
  192. case EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED:
  193. {
  194. SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN_DESKTOP);
  195. SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));
  196. return;
  197. }
  198. case EWindowMode::WINDOWED:
  199. {
  200. Point resolution = getPreferredWindowResolution();
  201. SDL_SetWindowFullscreen(mainWindow, 0);
  202. SDL_SetWindowSize(mainWindow, resolution.x, resolution.y);
  203. SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex), SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex));
  204. return;
  205. }
  206. }
  207. #endif
  208. }
  209. void ScreenHandler::initializeWindow()
  210. {
  211. mainWindow = createWindow();
  212. if(mainWindow == nullptr)
  213. throw std::runtime_error("Unable to create window\n");
  214. //create first available renderer if preferred not set. Use no flags, so HW accelerated will be preferred but SW renderer also will possible
  215. mainRenderer = SDL_CreateRenderer(mainWindow, getPreferredRenderingDriver(), 0);
  216. if(mainRenderer == nullptr)
  217. throw std::runtime_error("Unable to create renderer\n");
  218. SDL_RendererInfo info;
  219. SDL_GetRendererInfo(mainRenderer, &info);
  220. SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best");
  221. logGlobal->info("Created renderer %s", info.name);
  222. }
  223. void ScreenHandler::initializeScreenBuffers()
  224. {
  225. #ifdef VCMI_ENDIAN_BIG
  226. int bmask = 0xff000000;
  227. int gmask = 0x00ff0000;
  228. int rmask = 0x0000ff00;
  229. int amask = 0x000000ff;
  230. #else
  231. int bmask = 0x000000ff;
  232. int gmask = 0x0000ff00;
  233. int rmask = 0x00ff0000;
  234. int amask = 0xFF000000;
  235. #endif
  236. auto logicalSize = getPreferredLogicalResolution();
  237. SDL_RenderSetLogicalSize(mainRenderer, logicalSize.x, logicalSize.y);
  238. screen = SDL_CreateRGBSurface(0, logicalSize.x, logicalSize.y, 32, rmask, gmask, bmask, amask);
  239. if(nullptr == screen)
  240. {
  241. logGlobal->error("Unable to create surface %dx%d with %d bpp: %s", logicalSize.x, logicalSize.y, 32, SDL_GetError());
  242. throw std::runtime_error("Unable to create surface");
  243. }
  244. //No blending for screen itself. Required for proper cursor rendering.
  245. SDL_SetSurfaceBlendMode(screen, SDL_BLENDMODE_NONE);
  246. screenTexture = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, logicalSize.x, logicalSize.y);
  247. if(nullptr == screenTexture)
  248. {
  249. logGlobal->error("Unable to create screen texture");
  250. logGlobal->error(SDL_GetError());
  251. throw std::runtime_error("Unable to create screen texture");
  252. }
  253. screen2 = CSDL_Ext::copySurface(screen);
  254. if(nullptr == screen2)
  255. {
  256. throw std::runtime_error("Unable to copy surface\n");
  257. }
  258. if (GH.windows().count() > 1)
  259. screenBuf = screen2;
  260. else
  261. screenBuf = screen;
  262. clearScreen();
  263. }
  264. SDL_Window * ScreenHandler::createWindowImpl(Point dimensions, int flags, bool center)
  265. {
  266. int displayIndex = getPreferredDisplayIndex();
  267. int positionFlags = center ? SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex) : SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex);
  268. return SDL_CreateWindow(NAME.c_str(), positionFlags, positionFlags, dimensions.x, dimensions.y, flags);
  269. }
  270. SDL_Window * ScreenHandler::createWindow()
  271. {
  272. #ifndef VCMI_MOBILE
  273. Point dimensions = getPreferredWindowResolution();
  274. switch(getPreferredWindowMode())
  275. {
  276. case EWindowMode::FULLSCREEN_EXCLUSIVE:
  277. return createWindowImpl(dimensions, SDL_WINDOW_FULLSCREEN, false);
  278. case EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED:
  279. return createWindowImpl(Point(), SDL_WINDOW_FULLSCREEN_DESKTOP, false);
  280. case EWindowMode::WINDOWED:
  281. return createWindowImpl(dimensions, SDL_WINDOW_RESIZABLE, true);
  282. default:
  283. return nullptr;
  284. };
  285. #endif
  286. #ifdef VCMI_IOS
  287. SDL_SetHint(SDL_HINT_IOS_HIDE_HOME_INDICATOR, "1");
  288. SDL_SetHint(SDL_HINT_RETURN_KEY_HIDES_IME, "1");
  289. uint32_t windowFlags = SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI;
  290. SDL_Window * result = createWindowImpl(Point(), windowFlags | SDL_WINDOW_METAL, false);
  291. if(result != nullptr)
  292. return result;
  293. logGlobal->warn("Metal unavailable, using OpenGLES");
  294. return createWindowImpl(Point(), windowFlags, false);
  295. #endif
  296. #ifdef VCMI_ANDROID
  297. return createWindowImpl(Point(), SDL_WINDOW_FULLSCREEN, false);
  298. #endif
  299. }
  300. void ScreenHandler::onScreenResize()
  301. {
  302. recreateWindowAndScreenBuffers();
  303. }
  304. void ScreenHandler::validateSettings()
  305. {
  306. #ifndef VCMI_MOBILE
  307. {
  308. int displayIndex = settings["video"]["displayIndex"].Integer();
  309. int displaysCount = SDL_GetNumVideoDisplays();
  310. if (displayIndex >= displaysCount)
  311. {
  312. Settings writer = settings.write["video"]["displayIndex"];
  313. writer->Float() = 0;
  314. }
  315. }
  316. if (getPreferredWindowMode() == EWindowMode::WINDOWED)
  317. {
  318. //we only check that our desired window size fits on screen
  319. int displayIndex = getPreferredDisplayIndex();
  320. Point resolution = getPreferredWindowResolution();
  321. SDL_DisplayMode mode;
  322. if (SDL_GetDesktopDisplayMode(displayIndex, &mode) == 0)
  323. {
  324. if(resolution.x > mode.w || resolution.y > mode.h)
  325. {
  326. Settings writer = settings.write["video"]["resolution"];
  327. writer["width"].Float() = mode.w;
  328. writer["height"].Float() = mode.h;
  329. }
  330. }
  331. }
  332. if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_EXCLUSIVE)
  333. {
  334. auto legalOptions = getSupportedResolutions();
  335. Point selectedResolution = getPreferredWindowResolution();
  336. if(!vstd::contains(legalOptions, selectedResolution))
  337. {
  338. // resolution selected for fullscreen mode is not supported by display
  339. // try to find current display resolution and use it instead as "reasonable default"
  340. SDL_DisplayMode mode;
  341. if (SDL_GetDesktopDisplayMode(getPreferredDisplayIndex(), &mode) == 0)
  342. {
  343. Settings writer = settings.write["video"]["resolution"];
  344. writer["width"].Float() = mode.w;
  345. writer["height"].Float() = mode.h;
  346. }
  347. }
  348. }
  349. #endif
  350. }
  351. int ScreenHandler::getPreferredRenderingDriver() const
  352. {
  353. int result = -1;
  354. const JsonNode & video = settings["video"];
  355. int driversCount = SDL_GetNumRenderDrivers();
  356. std::string preferredDriverName = video["driver"].String();
  357. logGlobal->info("Found %d render drivers", driversCount);
  358. for(int it = 0; it < driversCount; it++)
  359. {
  360. SDL_RendererInfo info;
  361. if (SDL_GetRenderDriverInfo(it, &info) == 0)
  362. {
  363. std::string driverName(info.name);
  364. if(!preferredDriverName.empty() && driverName == preferredDriverName)
  365. {
  366. result = it;
  367. logGlobal->info("\t%s (active)", driverName);
  368. }
  369. else
  370. logGlobal->info("\t%s", driverName);
  371. }
  372. else
  373. logGlobal->info("\t(error)");
  374. }
  375. return result;
  376. }
  377. void ScreenHandler::destroyScreenBuffers()
  378. {
  379. // screenBuf is not a separate surface, but points to either screen or screen2 - just set to null
  380. screenBuf = nullptr;
  381. if(nullptr != screen2)
  382. {
  383. SDL_FreeSurface(screen2);
  384. screen2 = nullptr;
  385. }
  386. if(nullptr != screen)
  387. {
  388. SDL_FreeSurface(screen);
  389. screen = nullptr;
  390. }
  391. if(nullptr != screenTexture)
  392. {
  393. SDL_DestroyTexture(screenTexture);
  394. screenTexture = nullptr;
  395. }
  396. }
  397. void ScreenHandler::destroyWindow()
  398. {
  399. if(nullptr != mainRenderer)
  400. {
  401. SDL_DestroyRenderer(mainRenderer);
  402. mainRenderer = nullptr;
  403. }
  404. if(nullptr != mainWindow)
  405. {
  406. SDL_DestroyWindow(mainWindow);
  407. mainWindow = nullptr;
  408. }
  409. }
  410. void ScreenHandler::close()
  411. {
  412. if(settings["general"]["notifications"].Bool())
  413. NotificationHandler::destroy();
  414. destroyScreenBuffers();
  415. destroyWindow();
  416. SDL_Quit();
  417. }
  418. void ScreenHandler::clearScreen()
  419. {
  420. SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 255);
  421. SDL_RenderClear(mainRenderer);
  422. SDL_RenderPresent(mainRenderer);
  423. }
  424. std::vector<Point> ScreenHandler::getSupportedResolutions() const
  425. {
  426. int displayID = SDL_GetWindowDisplayIndex(mainWindow);
  427. return getSupportedResolutions(displayID);
  428. }
  429. std::vector<Point> ScreenHandler::getSupportedResolutions( int displayIndex) const
  430. {
  431. //NOTE: this method is never called on Android/iOS, only on desktop systems
  432. std::vector<Point> result;
  433. int modesCount = SDL_GetNumDisplayModes(displayIndex);
  434. for (int i =0; i < modesCount; ++i)
  435. {
  436. SDL_DisplayMode mode;
  437. if (SDL_GetDisplayMode(displayIndex, i, &mode) == 0)
  438. {
  439. Point resolution(mode.w, mode.h);
  440. result.push_back(resolution);
  441. }
  442. }
  443. boost::range::sort(result, [](const auto & left, const auto & right)
  444. {
  445. return left.x * left.y < right.x * right.y;
  446. });
  447. // erase potential duplicates, e.g. resolutions with different framerate / bits per pixel
  448. result.erase(boost::unique(result).end(), result.end());
  449. return result;
  450. }