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 "../CMT.h"
  13. #include "../eventsSDL/NotificationHandler.h"
  14. #include "../GameEngine.h"
  15. #include "../gui/CursorHandler.h"
  16. #include "../gui/WindowHandler.h"
  17. #include "../render/Canvas.h"
  18. #include "../../lib/CConfigHandler.h"
  19. #include "../../lib/constants/StringConstants.h"
  20. #ifdef VCMI_ANDROID
  21. #include "../lib/CAndroidVMHelper.h"
  22. #endif
  23. #ifdef VCMI_IOS
  24. # include "ios/utils.h"
  25. #endif
  26. #include <SDL.h>
  27. // TODO: should be made into a private members of ScreenHandler
  28. SDL_Renderer * mainRenderer = nullptr;
  29. static const std::string NAME = GameConstants::VCMI_VERSION; //application name
  30. static constexpr Point heroes3Resolution = Point(800, 600);
  31. std::tuple<int, int> ScreenHandler::getSupportedScalingRange() const
  32. {
  33. // H3 resolution, any resolution smaller than that is not correctly supported
  34. static constexpr Point minResolution = heroes3Resolution;
  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 constexpr double minimalScaling = 50;
  37. Point renderResolution = getRenderResolution();
  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. int ScreenHandler::getInterfaceScalingPercentage() const
  66. {
  67. auto [minimalScaling, maximalScaling] = getSupportedScalingRange();
  68. int userScaling = settings["video"]["resolution"]["scaling"].Integer();
  69. if (userScaling == 0) // autodetection
  70. {
  71. #ifdef VCMI_MOBILE
  72. // for mobiles - stay at maximum scaling unless we have large screen
  73. // 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
  74. int preferredMinimalScaling = 200;
  75. #else
  76. // for PC - avoid downscaling if possible
  77. int preferredMinimalScaling = 100;
  78. #endif
  79. // prefer a little below maximum - to give space for extended UI
  80. int preferredMaximalScaling = maximalScaling * 10 / 12;
  81. userScaling = std::max(std::min(maximalScaling, preferredMinimalScaling), preferredMaximalScaling);
  82. }
  83. int scaling = std::clamp(userScaling, minimalScaling, maximalScaling);
  84. return scaling;
  85. }
  86. Point ScreenHandler::getPreferredLogicalResolution() const
  87. {
  88. Point renderResolution = getRenderResolution();
  89. double reservedAreaWidth = settings["video"]["reservedWidth"].Float();
  90. int scaling = getInterfaceScalingPercentage();
  91. Point availableResolution = Point(renderResolution.x * (1 - reservedAreaWidth), renderResolution.y);
  92. Point logicalResolution = availableResolution * 100.0 / scaling;
  93. return logicalResolution;
  94. }
  95. int ScreenHandler::getScalingFactor() const
  96. {
  97. switch (upscalingFilter)
  98. {
  99. case EUpscalingFilter::NONE: return 1;
  100. case EUpscalingFilter::XBRZ_2: return 2;
  101. case EUpscalingFilter::XBRZ_3: return 3;
  102. case EUpscalingFilter::XBRZ_4: return 4;
  103. }
  104. throw std::runtime_error("invalid upscaling filter");
  105. }
  106. Point ScreenHandler::getLogicalResolution() const
  107. {
  108. return Point(screen->w, screen->h) / getScalingFactor();
  109. }
  110. Point ScreenHandler::getRenderResolution() const
  111. {
  112. assert(mainRenderer != nullptr);
  113. Point result;
  114. SDL_GetRendererOutputSize(mainRenderer, &result.x, &result.y);
  115. return result;
  116. }
  117. Point ScreenHandler::getPreferredWindowResolution() const
  118. {
  119. if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED)
  120. {
  121. SDL_Rect bounds;
  122. if (SDL_GetDisplayBounds(getPreferredDisplayIndex(), &bounds) == 0)
  123. return Point(bounds.w, bounds.h);
  124. }
  125. const JsonNode & video = settings["video"];
  126. int width = video["resolution"]["width"].Integer();
  127. int height = video["resolution"]["height"].Integer();
  128. return Point(width, height);
  129. }
  130. int ScreenHandler::getPreferredDisplayIndex() const
  131. {
  132. #ifdef VCMI_MOBILE
  133. // Assuming no multiple screens on Android / ios?
  134. return 0;
  135. #else
  136. if (mainWindow != nullptr)
  137. {
  138. int result = SDL_GetWindowDisplayIndex(mainWindow);
  139. if (result >= 0)
  140. return result;
  141. }
  142. return settings["video"]["displayIndex"].Integer();
  143. #endif
  144. }
  145. EWindowMode ScreenHandler::getPreferredWindowMode() const
  146. {
  147. #ifdef VCMI_MOBILE
  148. // On Android / ios game will always render to screen size
  149. return EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED;
  150. #else
  151. const JsonNode & video = settings["video"];
  152. bool fullscreen = video["fullscreen"].Bool();
  153. bool realFullscreen = settings["video"]["realFullscreen"].Bool();
  154. if (!fullscreen)
  155. return EWindowMode::WINDOWED;
  156. if (realFullscreen)
  157. return EWindowMode::FULLSCREEN_EXCLUSIVE;
  158. else
  159. return EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED;
  160. #endif
  161. }
  162. ScreenHandler::ScreenHandler()
  163. {
  164. #ifdef VCMI_WINDOWS
  165. // set VCMI as "per-monitor DPI awareness". This completely disables any DPI-scaling by system.
  166. // Might not be the best solution since VCMI can't automatically adjust to DPI changes (including moving to monitors with different DPI scaling)
  167. // However this fixed unintuitive bug where player selects specific resolution for windowed mode, but ends up with completely different one due to scaling
  168. // NOTE: requires SDL 2.24.
  169. SDL_SetHint(SDL_HINT_WINDOWS_DPI_AWARENESS, "permonitor");
  170. #endif
  171. if(settings["video"]["allowPortrait"].Bool())
  172. SDL_SetHint(SDL_HINT_ORIENTATIONS, "Portrait PortraitUpsideDown LandscapeLeft LandscapeRight");
  173. else
  174. SDL_SetHint(SDL_HINT_ORIENTATIONS, "LandscapeLeft LandscapeRight");
  175. if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_GAMECONTROLLER))
  176. {
  177. logGlobal->error("Something was wrong: %s", SDL_GetError());
  178. exit(-1);
  179. }
  180. const auto & logCallback = [](void * userdata, int category, SDL_LogPriority priority, const char * message)
  181. {
  182. logGlobal->debug("SDL(category %d; priority %d) %s", category, priority, message);
  183. };
  184. SDL_LogSetOutputFunction(logCallback, nullptr);
  185. #ifdef VCMI_ANDROID
  186. // manually setting egl pixel format, as a possible solution for sdl2<->android problem
  187. // https://bugzilla.libsdl.org/show_bug.cgi?id=2291
  188. SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
  189. SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
  190. SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
  191. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
  192. #endif // VCMI_ANDROID
  193. validateSettings();
  194. recreateWindowAndScreenBuffers();
  195. }
  196. void ScreenHandler::recreateWindowAndScreenBuffers()
  197. {
  198. destroyScreenBuffers();
  199. if(mainWindow == nullptr)
  200. initializeWindow();
  201. else
  202. updateWindowState();
  203. initializeScreenBuffers();
  204. if(!settings["session"]["headless"].Bool() && settings["general"]["notifications"].Bool())
  205. {
  206. NotificationHandler::init(mainWindow);
  207. }
  208. }
  209. void ScreenHandler::updateWindowState()
  210. {
  211. #ifndef VCMI_MOBILE
  212. int displayIndex = getPreferredDisplayIndex();
  213. switch(getPreferredWindowMode())
  214. {
  215. case EWindowMode::FULLSCREEN_EXCLUSIVE:
  216. {
  217. // for some reason, VCMI fails to switch from FULLSCREEN_BORDERLESS_WINDOWED to FULLSCREEN_EXCLUSIVE directly
  218. // Switch to windowed mode first to avoid this bug
  219. SDL_SetWindowFullscreen(mainWindow, 0);
  220. SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN);
  221. SDL_DisplayMode mode;
  222. SDL_GetDesktopDisplayMode(displayIndex, &mode);
  223. Point resolution = getPreferredWindowResolution();
  224. mode.w = resolution.x;
  225. mode.h = resolution.y;
  226. SDL_SetWindowDisplayMode(mainWindow, &mode);
  227. SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));
  228. return;
  229. }
  230. case EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED:
  231. {
  232. SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN_DESKTOP);
  233. SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));
  234. return;
  235. }
  236. case EWindowMode::WINDOWED:
  237. {
  238. Point resolution = getPreferredWindowResolution();
  239. SDL_SetWindowFullscreen(mainWindow, 0);
  240. SDL_SetWindowSize(mainWindow, resolution.x, resolution.y);
  241. SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex), SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex));
  242. return;
  243. }
  244. }
  245. #endif
  246. }
  247. void ScreenHandler::initializeWindow()
  248. {
  249. mainWindow = createWindow();
  250. if(mainWindow == nullptr)
  251. {
  252. const char * error = SDL_GetError();
  253. Point dimensions = getPreferredWindowResolution();
  254. std::string messagePattern = "Failed to create SDL Window of size %d x %d. Reason: %s";
  255. std::string message = boost::str(boost::format(messagePattern) % dimensions.x % dimensions.y % error);
  256. handleFatalError(message, true);
  257. }
  258. // create first available renderer if no preferred one is set
  259. // use no SDL_RENDERER_SOFTWARE or SDL_RENDERER_ACCELERATED flag, so HW accelerated will be preferred but SW renderer will also be possible
  260. uint32_t rendererFlags = 0;
  261. if(settings["video"]["vsync"].Bool())
  262. {
  263. rendererFlags |= SDL_RENDERER_PRESENTVSYNC;
  264. }
  265. mainRenderer = SDL_CreateRenderer(mainWindow, getPreferredRenderingDriver(), rendererFlags);
  266. if(mainRenderer == nullptr)
  267. {
  268. const char * error = SDL_GetError();
  269. std::string messagePattern = "Failed to create SDL renderer. Reason: %s";
  270. std::string message = boost::str(boost::format(messagePattern) % error);
  271. handleFatalError(message, true);
  272. }
  273. selectUpscalingFilter();
  274. selectDownscalingFilter();
  275. SDL_RendererInfo info;
  276. SDL_GetRendererInfo(mainRenderer, &info);
  277. logGlobal->info("Created renderer %s", info.name);
  278. }
  279. EUpscalingFilter ScreenHandler::loadUpscalingFilter() const
  280. {
  281. static const std::map<std::string, EUpscalingFilter> upscalingFilterTypes =
  282. {
  283. {"auto", EUpscalingFilter::AUTO },
  284. {"none", EUpscalingFilter::NONE },
  285. {"xbrz2", EUpscalingFilter::XBRZ_2 },
  286. {"xbrz3", EUpscalingFilter::XBRZ_3 },
  287. {"xbrz4", EUpscalingFilter::XBRZ_4 }
  288. };
  289. auto filterName = settings["video"]["upscalingFilter"].String();
  290. auto filter = upscalingFilterTypes.count(filterName) ? upscalingFilterTypes.at(filterName) : EUpscalingFilter::AUTO;
  291. if (filter != EUpscalingFilter::AUTO)
  292. return filter;
  293. // else - autoselect
  294. Point outputResolution = getRenderResolution();
  295. Point logicalResolution = getPreferredLogicalResolution();
  296. float scaleX = static_cast<float>(outputResolution.x) / logicalResolution.x;
  297. float scaleY = static_cast<float>(outputResolution.x) / logicalResolution.x;
  298. float scaling = std::min(scaleX, scaleY);
  299. int systemMemoryMb = SDL_GetSystemRAM();
  300. if (scaling <= 1.001f)
  301. return EUpscalingFilter::NONE; // running at original resolution or even lower than that - no need for xbrz
  302. if (systemMemoryMb < 2048)
  303. return EUpscalingFilter::NONE; // xbrz2 may use ~1.0 - 1.5 Gb of RAM and has notable CPU cost - avoid on low-spec hardware
  304. // Only using xbrz2 for autoselection.
  305. // Higher options may have high system requirements and should be only selected explicitly by player
  306. return EUpscalingFilter::XBRZ_2;
  307. }
  308. void ScreenHandler::selectUpscalingFilter()
  309. {
  310. upscalingFilter = loadUpscalingFilter();
  311. logGlobal->debug("Selected upscaling filter %d", static_cast<int>(upscalingFilter));
  312. }
  313. void ScreenHandler::selectDownscalingFilter()
  314. {
  315. SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, settings["video"]["downscalingFilter"].String().c_str());
  316. logGlobal->debug("Selected downscaling filter %s", settings["video"]["downscalingFilter"].String());
  317. }
  318. void ScreenHandler::initializeScreenBuffers()
  319. {
  320. #ifdef VCMI_ENDIAN_BIG
  321. int bmask = 0xff000000;
  322. int gmask = 0x00ff0000;
  323. int rmask = 0x0000ff00;
  324. int amask = 0x000000ff;
  325. #else
  326. int bmask = 0x000000ff;
  327. int gmask = 0x0000ff00;
  328. int rmask = 0x00ff0000;
  329. int amask = 0xFF000000;
  330. #endif
  331. auto logicalSize = getPreferredLogicalResolution() * getScalingFactor();
  332. SDL_RenderSetLogicalSize(mainRenderer, logicalSize.x, logicalSize.y);
  333. screen = SDL_CreateRGBSurface(0, logicalSize.x, logicalSize.y, 32, rmask, gmask, bmask, amask);
  334. if(nullptr == screen)
  335. {
  336. logGlobal->error("Unable to create surface %dx%d with %d bpp: %s", logicalSize.x, logicalSize.y, 32, SDL_GetError());
  337. throw std::runtime_error("Unable to create surface");
  338. }
  339. //No blending for screen itself. Required for proper cursor rendering.
  340. SDL_SetSurfaceBlendMode(screen, SDL_BLENDMODE_NONE);
  341. screenTexture = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, logicalSize.x, logicalSize.y);
  342. if(nullptr == screenTexture)
  343. {
  344. logGlobal->error("Unable to create screen texture");
  345. logGlobal->error(SDL_GetError());
  346. throw std::runtime_error("Unable to create screen texture");
  347. }
  348. clearScreen();
  349. }
  350. SDL_Window * ScreenHandler::createWindowImpl(Point dimensions, int flags, bool center)
  351. {
  352. int displayIndex = getPreferredDisplayIndex();
  353. int positionFlags = center ? SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex) : SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex);
  354. return SDL_CreateWindow(NAME.c_str(), positionFlags, positionFlags, dimensions.x, dimensions.y, flags);
  355. }
  356. SDL_Window * ScreenHandler::createWindow()
  357. {
  358. #ifndef VCMI_MOBILE
  359. Point dimensions = getPreferredWindowResolution();
  360. switch(getPreferredWindowMode())
  361. {
  362. case EWindowMode::FULLSCREEN_EXCLUSIVE:
  363. return createWindowImpl(dimensions, SDL_WINDOW_FULLSCREEN, false);
  364. case EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED:
  365. return createWindowImpl(Point(), SDL_WINDOW_FULLSCREEN_DESKTOP, false);
  366. case EWindowMode::WINDOWED:
  367. return createWindowImpl(dimensions, SDL_WINDOW_RESIZABLE, true);
  368. default:
  369. return nullptr;
  370. };
  371. #endif
  372. #ifdef VCMI_IOS
  373. SDL_SetHint(SDL_HINT_IOS_HIDE_HOME_INDICATOR, "1");
  374. SDL_SetHint(SDL_HINT_RETURN_KEY_HIDES_IME, "1");
  375. uint32_t windowFlags = SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI;
  376. SDL_Window * result = createWindowImpl(Point(), windowFlags | SDL_WINDOW_METAL, false);
  377. if(result != nullptr)
  378. return result;
  379. logGlobal->warn("Metal unavailable, using OpenGLES");
  380. return createWindowImpl(Point(), windowFlags, false);
  381. #endif
  382. #ifdef VCMI_ANDROID
  383. return createWindowImpl(Point(), SDL_WINDOW_RESIZABLE, false);
  384. #endif
  385. }
  386. void ScreenHandler::onScreenResize()
  387. {
  388. recreateWindowAndScreenBuffers();
  389. }
  390. void ScreenHandler::validateSettings()
  391. {
  392. #ifndef VCMI_MOBILE
  393. {
  394. int displayIndex = settings["video"]["displayIndex"].Integer();
  395. int displaysCount = SDL_GetNumVideoDisplays();
  396. if (displayIndex >= displaysCount)
  397. {
  398. Settings writer = settings.write["video"]["displayIndex"];
  399. writer->Float() = 0;
  400. }
  401. }
  402. if (getPreferredWindowMode() == EWindowMode::WINDOWED)
  403. {
  404. //we only check that our desired window size fits on screen
  405. int displayIndex = getPreferredDisplayIndex();
  406. Point resolution = getPreferredWindowResolution();
  407. SDL_DisplayMode mode;
  408. if (SDL_GetDesktopDisplayMode(displayIndex, &mode) == 0)
  409. {
  410. if(resolution.x > mode.w || resolution.y > mode.h)
  411. {
  412. Settings writer = settings.write["video"]["resolution"];
  413. writer["width"].Float() = mode.w;
  414. writer["height"].Float() = mode.h;
  415. }
  416. }
  417. }
  418. if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_EXCLUSIVE)
  419. {
  420. auto legalOptions = getSupportedResolutions();
  421. Point selectedResolution = getPreferredWindowResolution();
  422. if(!vstd::contains(legalOptions, selectedResolution))
  423. {
  424. // resolution selected for fullscreen mode is not supported by display
  425. // try to find current display resolution and use it instead as "reasonable default"
  426. SDL_DisplayMode mode;
  427. if (SDL_GetDesktopDisplayMode(getPreferredDisplayIndex(), &mode) == 0)
  428. {
  429. Settings writer = settings.write["video"]["resolution"];
  430. writer["width"].Float() = mode.w;
  431. writer["height"].Float() = mode.h;
  432. }
  433. }
  434. }
  435. #endif
  436. }
  437. int ScreenHandler::getPreferredRenderingDriver() const
  438. {
  439. int result = -1;
  440. const JsonNode & video = settings["video"];
  441. int driversCount = SDL_GetNumRenderDrivers();
  442. std::string preferredDriverName = video["driver"].String();
  443. logGlobal->info("Found %d render drivers", driversCount);
  444. for(int it = 0; it < driversCount; it++)
  445. {
  446. SDL_RendererInfo info;
  447. if (SDL_GetRenderDriverInfo(it, &info) == 0)
  448. {
  449. std::string driverName(info.name);
  450. if(!preferredDriverName.empty() && driverName == preferredDriverName)
  451. {
  452. result = it;
  453. logGlobal->info("\t%s (active)", driverName);
  454. }
  455. else
  456. logGlobal->info("\t%s", driverName);
  457. }
  458. else
  459. logGlobal->info("\t(error)");
  460. }
  461. return result;
  462. }
  463. void ScreenHandler::destroyScreenBuffers()
  464. {
  465. if(nullptr != screen)
  466. {
  467. SDL_FreeSurface(screen);
  468. screen = nullptr;
  469. }
  470. if(nullptr != screenTexture)
  471. {
  472. SDL_DestroyTexture(screenTexture);
  473. screenTexture = nullptr;
  474. }
  475. }
  476. void ScreenHandler::destroyWindow()
  477. {
  478. if(nullptr != mainRenderer)
  479. {
  480. SDL_DestroyRenderer(mainRenderer);
  481. mainRenderer = nullptr;
  482. }
  483. if(nullptr != mainWindow)
  484. {
  485. SDL_DestroyWindow(mainWindow);
  486. mainWindow = nullptr;
  487. }
  488. }
  489. ScreenHandler::~ScreenHandler()
  490. {
  491. if(settings["general"]["notifications"].Bool())
  492. NotificationHandler::destroy();
  493. destroyScreenBuffers();
  494. destroyWindow();
  495. SDL_Quit();
  496. }
  497. void ScreenHandler::clearScreen()
  498. {
  499. SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 255);
  500. SDL_RenderClear(mainRenderer);
  501. SDL_RenderPresent(mainRenderer);
  502. }
  503. Canvas ScreenHandler::getScreenCanvas() const
  504. {
  505. return Canvas::createFromSurface(screen, CanvasScalingPolicy::AUTO);
  506. }
  507. void ScreenHandler::updateScreenTexture()
  508. {
  509. SDL_UpdateTexture(screenTexture, nullptr, screen->pixels, screen->pitch);
  510. }
  511. void ScreenHandler::presentScreenTexture()
  512. {
  513. SDL_RenderClear(mainRenderer);
  514. SDL_RenderCopy(mainRenderer, screenTexture, nullptr, nullptr);
  515. ENGINE->cursor().render();
  516. SDL_RenderPresent(mainRenderer);
  517. }
  518. std::vector<Point> ScreenHandler::getSupportedResolutions() const
  519. {
  520. int displayID = getPreferredDisplayIndex();
  521. return getSupportedResolutions(displayID);
  522. }
  523. std::vector<Point> ScreenHandler::getSupportedResolutions( int displayIndex) const
  524. {
  525. //NOTE: this method is never called on Android/iOS, only on desktop systems
  526. std::vector<Point> result;
  527. int modesCount = SDL_GetNumDisplayModes(displayIndex);
  528. for (int i =0; i < modesCount; ++i)
  529. {
  530. SDL_DisplayMode mode;
  531. if (SDL_GetDisplayMode(displayIndex, i, &mode) == 0)
  532. {
  533. Point resolution(mode.w, mode.h);
  534. result.push_back(resolution);
  535. }
  536. }
  537. boost::range::sort(result, [](const auto & left, const auto & right)
  538. {
  539. return left.x * left.y < right.x * right.y;
  540. });
  541. // erase potential duplicates, e.g. resolutions with different framerate / bits per pixel
  542. result.erase(boost::unique(result).end(), result.end());
  543. return result;
  544. }
  545. bool ScreenHandler::hasFocus()
  546. {
  547. ui32 flags = SDL_GetWindowFlags(mainWindow);
  548. return flags & SDL_WINDOW_INPUT_FOCUS;
  549. }