ScreenHandler.cpp 20 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 "SDL_Extensions.h"
  13. #include "../CMT.h"
  14. #include "../eventsSDL/NotificationHandler.h"
  15. #include "../GameEngine.h"
  16. #include "../gui/CursorHandler.h"
  17. #include "../gui/WindowHandler.h"
  18. #include "../render/Canvas.h"
  19. #include "../../lib/CConfigHandler.h"
  20. #include "../../lib/constants/StringConstants.h"
  21. #ifdef VCMI_ANDROID
  22. #include "../lib/CAndroidVMHelper.h"
  23. #endif
  24. #ifdef VCMI_IOS
  25. # include "ios/utils.h"
  26. #endif
  27. #include <SDL.h>
  28. // TODO: should be made into a private members of ScreenHandler
  29. SDL_Renderer * mainRenderer = nullptr;
  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. if(renderResolution.x < renderResolution.y) // reserved in portrait mode
  41. availableResolution = Point(renderResolution.x, renderResolution.y * (1 - reservedAreaWidth));
  42. double maximalScalingWidth = 100.0 * availableResolution.x / minResolution.x;
  43. double maximalScalingHeight = 100.0 * availableResolution.y / minResolution.y;
  44. double maximalScaling = std::min(maximalScalingWidth, maximalScalingHeight);
  45. return { minimalScaling, maximalScaling };
  46. }
  47. Rect ScreenHandler::convertLogicalPointsToWindow(const Rect & input) const
  48. {
  49. Rect result;
  50. // FIXME: use SDL_RenderLogicalToWindow instead? Needs to be tested on ios
  51. float scaleX, scaleY;
  52. SDL_Rect viewport;
  53. SDL_RenderGetScale(mainRenderer, &scaleX, &scaleY);
  54. SDL_RenderGetViewport(mainRenderer, &viewport);
  55. #ifdef VCMI_IOS
  56. // TODO ios: looks like SDL bug actually, try fixing there
  57. const auto nativeScale = iOS_utils::screenScale();
  58. scaleX /= nativeScale;
  59. scaleY /= nativeScale;
  60. #endif
  61. result.x = (viewport.x + input.x) * scaleX;
  62. result.y = (viewport.y + input.y) * scaleY;
  63. result.w = input.w * scaleX;
  64. result.h = input.h * scaleY;
  65. return result;
  66. }
  67. int ScreenHandler::getInterfaceScalingPercentage() const
  68. {
  69. auto [minimalScaling, maximalScaling] = getSupportedScalingRange();
  70. int userScaling = settings["video"]["resolution"]["scaling"].Integer();
  71. if (userScaling == 0) // autodetection
  72. {
  73. #ifdef VCMI_MOBILE
  74. // for mobiles - stay at maximum scaling unless we have large screen
  75. // 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
  76. int preferredMinimalScaling = 200;
  77. #else
  78. // for PC - avoid downscaling if possible
  79. int preferredMinimalScaling = 100;
  80. #endif
  81. // prefer a little below maximum - to give space for extended UI
  82. int preferredMaximalScaling = maximalScaling * 10 / 12;
  83. userScaling = std::max(std::min(maximalScaling, preferredMinimalScaling), preferredMaximalScaling);
  84. }
  85. int scaling = std::clamp(userScaling, minimalScaling, maximalScaling);
  86. return scaling;
  87. }
  88. Point ScreenHandler::getPreferredLogicalResolution() const
  89. {
  90. Point renderResolution = getRenderResolution();
  91. double reservedAreaWidth = settings["video"]["reservedWidth"].Float();
  92. int scaling = getInterfaceScalingPercentage();
  93. Point availableResolution = Point(renderResolution.x * (1 - reservedAreaWidth), renderResolution.y);
  94. Point logicalResolution = availableResolution * 100.0 / scaling;
  95. return logicalResolution;
  96. }
  97. int ScreenHandler::getScalingFactor() const
  98. {
  99. switch (upscalingFilter)
  100. {
  101. case EUpscalingFilter::NONE: return 1;
  102. case EUpscalingFilter::XBRZ_2: return 2;
  103. case EUpscalingFilter::XBRZ_3: return 3;
  104. case EUpscalingFilter::XBRZ_4: return 4;
  105. }
  106. throw std::runtime_error("invalid upscaling filter");
  107. }
  108. Point ScreenHandler::getLogicalResolution() const
  109. {
  110. return Point(screen->w, screen->h) / getScalingFactor();
  111. }
  112. Point ScreenHandler::getRenderResolution() const
  113. {
  114. assert(mainRenderer != nullptr);
  115. Point result;
  116. SDL_GetRendererOutputSize(mainRenderer, &result.x, &result.y);
  117. return result;
  118. }
  119. Point ScreenHandler::getPreferredWindowResolution() const
  120. {
  121. if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED)
  122. {
  123. SDL_Rect bounds;
  124. if (SDL_GetDisplayBounds(getPreferredDisplayIndex(), &bounds) == 0)
  125. return Point(bounds.w, bounds.h);
  126. }
  127. const JsonNode & video = settings["video"];
  128. int width = video["resolution"]["width"].Integer();
  129. int height = video["resolution"]["height"].Integer();
  130. return Point(width, height);
  131. }
  132. int ScreenHandler::getPreferredDisplayIndex() const
  133. {
  134. #ifdef VCMI_MOBILE
  135. // Assuming no multiple screens on Android / ios?
  136. return 0;
  137. #else
  138. if (mainWindow != nullptr)
  139. {
  140. int result = SDL_GetWindowDisplayIndex(mainWindow);
  141. if (result >= 0)
  142. return result;
  143. }
  144. return settings["video"]["displayIndex"].Integer();
  145. #endif
  146. }
  147. EWindowMode ScreenHandler::getPreferredWindowMode() const
  148. {
  149. #ifdef VCMI_MOBILE
  150. // On Android / ios game will always render to screen size
  151. return EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED;
  152. #else
  153. const JsonNode & video = settings["video"];
  154. bool fullscreen = video["fullscreen"].Bool();
  155. bool realFullscreen = settings["video"]["realFullscreen"].Bool();
  156. if (!fullscreen)
  157. return EWindowMode::WINDOWED;
  158. if (realFullscreen)
  159. return EWindowMode::FULLSCREEN_EXCLUSIVE;
  160. else
  161. return EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED;
  162. #endif
  163. }
  164. ScreenHandler::ScreenHandler()
  165. {
  166. #ifdef VCMI_WINDOWS
  167. // set VCMI as "per-monitor DPI awareness". This completely disables any DPI-scaling by system.
  168. // Might not be the best solution since VCMI can't automatically adjust to DPI changes (including moving to monitors with different DPI scaling)
  169. // However this fixed unintuitive bug where player selects specific resolution for windowed mode, but ends up with completely different one due to scaling
  170. // NOTE: requires SDL 2.24.
  171. SDL_SetHint(SDL_HINT_WINDOWS_DPI_AWARENESS, "permonitor");
  172. #endif
  173. if(settings["video"]["allowPortrait"].Bool())
  174. SDL_SetHint(SDL_HINT_ORIENTATIONS, "Portrait PortraitUpsideDown LandscapeLeft LandscapeRight");
  175. else
  176. SDL_SetHint(SDL_HINT_ORIENTATIONS, "LandscapeLeft LandscapeRight");
  177. #ifdef VCMI_IOS
  178. if(!settings["general"]["ignoreMuteSwitch"].Bool())
  179. SDL_SetHint(SDL_HINT_AUDIO_CATEGORY, "AVAudioSessionCategoryAmbient");
  180. #endif
  181. if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_GAMECONTROLLER))
  182. {
  183. logGlobal->error("Something was wrong: %s", SDL_GetError());
  184. exit(-1);
  185. }
  186. const auto & logCallback = [](void * userdata, int category, SDL_LogPriority priority, const char * message)
  187. {
  188. logGlobal->debug("SDL(category %d; priority %d) %s", category, priority, message);
  189. };
  190. SDL_LogSetOutputFunction(logCallback, nullptr);
  191. #ifdef VCMI_ANDROID
  192. // manually setting egl pixel format, as a possible solution for sdl2<->android problem
  193. // https://bugzilla.libsdl.org/show_bug.cgi?id=2291
  194. SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
  195. SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
  196. SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
  197. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
  198. #endif // VCMI_ANDROID
  199. validateSettings();
  200. recreateWindowAndScreenBuffers();
  201. }
  202. void ScreenHandler::recreateWindowAndScreenBuffers()
  203. {
  204. destroyScreenBuffers();
  205. if(mainWindow == nullptr)
  206. initializeWindow();
  207. else
  208. updateWindowState();
  209. initializeScreenBuffers();
  210. if(!settings["session"]["headless"].Bool() && settings["general"]["notifications"].Bool())
  211. {
  212. NotificationHandler::init(mainWindow);
  213. }
  214. }
  215. void ScreenHandler::updateWindowState()
  216. {
  217. #ifndef VCMI_MOBILE
  218. int displayIndex = getPreferredDisplayIndex();
  219. switch(getPreferredWindowMode())
  220. {
  221. case EWindowMode::FULLSCREEN_EXCLUSIVE:
  222. {
  223. // for some reason, VCMI fails to switch from FULLSCREEN_BORDERLESS_WINDOWED to FULLSCREEN_EXCLUSIVE directly
  224. // Switch to windowed mode first to avoid this bug
  225. SDL_SetWindowFullscreen(mainWindow, 0);
  226. SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN);
  227. SDL_DisplayMode mode;
  228. SDL_GetDesktopDisplayMode(displayIndex, &mode);
  229. Point resolution = getPreferredWindowResolution();
  230. mode.w = resolution.x;
  231. mode.h = resolution.y;
  232. SDL_SetWindowDisplayMode(mainWindow, &mode);
  233. SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));
  234. return;
  235. }
  236. case EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED:
  237. {
  238. SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN_DESKTOP);
  239. SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));
  240. return;
  241. }
  242. case EWindowMode::WINDOWED:
  243. {
  244. Point resolution = getPreferredWindowResolution();
  245. SDL_SetWindowFullscreen(mainWindow, 0);
  246. SDL_SetWindowSize(mainWindow, resolution.x, resolution.y);
  247. return;
  248. }
  249. }
  250. #endif
  251. }
  252. void ScreenHandler::initializeWindow()
  253. {
  254. mainWindow = createWindow();
  255. if(mainWindow == nullptr)
  256. {
  257. const char * error = SDL_GetError();
  258. Point dimensions = getPreferredWindowResolution();
  259. std::string messagePattern = "Failed to create SDL Window of size %d x %d. Reason: %s";
  260. std::string message = boost::str(boost::format(messagePattern) % dimensions.x % dimensions.y % error);
  261. handleFatalError(message, true);
  262. }
  263. // create first available renderer if no preferred one is set
  264. // use no SDL_RENDERER_SOFTWARE or SDL_RENDERER_ACCELERATED flag, so HW accelerated will be preferred but SW renderer will also be possible
  265. uint32_t rendererFlags = 0;
  266. if(settings["video"]["vsync"].Bool())
  267. {
  268. rendererFlags |= SDL_RENDERER_PRESENTVSYNC;
  269. }
  270. mainRenderer = SDL_CreateRenderer(mainWindow, getPreferredRenderingDriver(), rendererFlags);
  271. if(mainRenderer == nullptr)
  272. {
  273. const char * error = SDL_GetError();
  274. std::string messagePattern = "Failed to create SDL renderer. Reason: %s";
  275. std::string message = boost::str(boost::format(messagePattern) % error);
  276. handleFatalError(message, true);
  277. }
  278. selectUpscalingFilter();
  279. selectDownscalingFilter();
  280. SDL_RendererInfo info;
  281. SDL_GetRendererInfo(mainRenderer, &info);
  282. logGlobal->info("Created renderer %s", info.name);
  283. }
  284. EUpscalingFilter ScreenHandler::loadUpscalingFilter() const
  285. {
  286. static const std::map<std::string, EUpscalingFilter> upscalingFilterTypes =
  287. {
  288. {"auto", EUpscalingFilter::AUTO },
  289. {"none", EUpscalingFilter::NONE },
  290. {"xbrz2", EUpscalingFilter::XBRZ_2 },
  291. {"xbrz3", EUpscalingFilter::XBRZ_3 },
  292. {"xbrz4", EUpscalingFilter::XBRZ_4 }
  293. };
  294. auto filterName = settings["video"]["upscalingFilter"].String();
  295. auto filter = upscalingFilterTypes.count(filterName) ? upscalingFilterTypes.at(filterName) : EUpscalingFilter::AUTO;
  296. if (filter != EUpscalingFilter::AUTO)
  297. return filter;
  298. // else - autoselect
  299. Point outputResolution = getRenderResolution();
  300. Point logicalResolution = getPreferredLogicalResolution();
  301. float scaleX = static_cast<float>(outputResolution.x) / logicalResolution.x;
  302. float scaleY = static_cast<float>(outputResolution.x) / logicalResolution.x;
  303. float scaling = std::min(scaleX, scaleY);
  304. int systemMemoryMb = SDL_GetSystemRAM();
  305. if (scaling <= 1.001f)
  306. return EUpscalingFilter::NONE; // running at original resolution or even lower than that - no need for xbrz
  307. if (systemMemoryMb <= 4096)
  308. return EUpscalingFilter::NONE; // xbrz2 may use ~1.0 - 1.5 Gb of RAM and has notable CPU cost - avoid on low-spec hardware
  309. // Only using xbrz2 for autoselection.
  310. // Higher options may have high system requirements and should be only selected explicitly by player
  311. return EUpscalingFilter::XBRZ_2;
  312. }
  313. void ScreenHandler::selectUpscalingFilter()
  314. {
  315. upscalingFilter = loadUpscalingFilter();
  316. logGlobal->debug("Selected upscaling filter %d", static_cast<int>(upscalingFilter));
  317. }
  318. void ScreenHandler::selectDownscalingFilter()
  319. {
  320. SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, settings["video"]["downscalingFilter"].String().c_str());
  321. logGlobal->debug("Selected downscaling filter %s", settings["video"]["downscalingFilter"].String());
  322. }
  323. void ScreenHandler::initializeScreenBuffers()
  324. {
  325. #ifdef VCMI_ENDIAN_BIG
  326. int bmask = 0xff000000;
  327. int gmask = 0x00ff0000;
  328. int rmask = 0x0000ff00;
  329. int amask = 0x000000ff;
  330. #else
  331. int bmask = 0x000000ff;
  332. int gmask = 0x0000ff00;
  333. int rmask = 0x00ff0000;
  334. int amask = 0xFF000000;
  335. #endif
  336. auto logicalSize = getPreferredLogicalResolution() * getScalingFactor();
  337. SDL_RenderSetLogicalSize(mainRenderer, logicalSize.x, logicalSize.y);
  338. screen = SDL_CreateRGBSurface(0, logicalSize.x, logicalSize.y, 32, rmask, gmask, bmask, amask);
  339. if(nullptr == screen)
  340. {
  341. logGlobal->error("Unable to create surface %dx%d with %d bpp: %s", logicalSize.x, logicalSize.y, 32, SDL_GetError());
  342. throw std::runtime_error("Unable to create surface");
  343. }
  344. //No blending for screen itself. Required for proper cursor rendering.
  345. SDL_SetSurfaceBlendMode(screen, SDL_BLENDMODE_NONE);
  346. screenTexture = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, logicalSize.x, logicalSize.y);
  347. if(nullptr == screenTexture)
  348. {
  349. logGlobal->error("Unable to create screen texture");
  350. logGlobal->error(SDL_GetError());
  351. throw std::runtime_error("Unable to create screen texture");
  352. }
  353. clearScreen();
  354. }
  355. SDL_Window * ScreenHandler::createWindowImpl(Point dimensions, int flags, bool center)
  356. {
  357. int displayIndex = getPreferredDisplayIndex();
  358. int positionFlags = center ? SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex) : SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex);
  359. return SDL_CreateWindow(GameConstants::VCMI_VERSION.c_str(), positionFlags, positionFlags, dimensions.x, dimensions.y, flags);
  360. }
  361. SDL_Window * ScreenHandler::createWindow()
  362. {
  363. #ifndef VCMI_MOBILE
  364. Point dimensions = getPreferredWindowResolution();
  365. switch(getPreferredWindowMode())
  366. {
  367. case EWindowMode::FULLSCREEN_EXCLUSIVE:
  368. return createWindowImpl(dimensions, SDL_WINDOW_FULLSCREEN, false);
  369. case EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED:
  370. return createWindowImpl(Point(), SDL_WINDOW_FULLSCREEN_DESKTOP, false);
  371. case EWindowMode::WINDOWED:
  372. return createWindowImpl(dimensions, SDL_WINDOW_RESIZABLE, true);
  373. default:
  374. return nullptr;
  375. };
  376. #endif
  377. #ifdef VCMI_IOS
  378. SDL_SetHint(SDL_HINT_IOS_HIDE_HOME_INDICATOR, "1");
  379. SDL_SetHint(SDL_HINT_RETURN_KEY_HIDES_IME, "1");
  380. uint32_t windowFlags = SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI;
  381. SDL_Window * result = createWindowImpl(Point(), windowFlags | SDL_WINDOW_METAL, false);
  382. if(result != nullptr)
  383. return result;
  384. logGlobal->warn("Metal unavailable, using OpenGLES");
  385. return createWindowImpl(Point(), windowFlags, false);
  386. #endif
  387. #ifdef VCMI_ANDROID
  388. return createWindowImpl(Point(), SDL_WINDOW_RESIZABLE, false);
  389. #endif
  390. }
  391. bool ScreenHandler::onScreenResize(bool keepWindowResolution)
  392. {
  393. if(getPreferredWindowMode() == EWindowMode::WINDOWED && keepWindowResolution)
  394. {
  395. auto res = getRenderResolution();
  396. if(res.x < heroes3Resolution.x || res.y < heroes3Resolution.y)
  397. return false;
  398. Settings video = settings.write["video"];
  399. video["resolution"]["width"].Integer() = res.x;
  400. video["resolution"]["height"].Integer() = res.y;
  401. }
  402. else if(keepWindowResolution)
  403. return false;
  404. recreateWindowAndScreenBuffers();
  405. return true;
  406. }
  407. void ScreenHandler::validateSettings()
  408. {
  409. #ifndef VCMI_MOBILE
  410. {
  411. int displayIndex = settings["video"]["displayIndex"].Integer();
  412. int displaysCount = SDL_GetNumVideoDisplays();
  413. if (displayIndex >= displaysCount)
  414. {
  415. Settings writer = settings.write["video"]["displayIndex"];
  416. writer->Float() = 0;
  417. }
  418. }
  419. if (getPreferredWindowMode() == EWindowMode::WINDOWED)
  420. {
  421. //we only check that our desired window size fits on screen
  422. int displayIndex = getPreferredDisplayIndex();
  423. Point resolution = getPreferredWindowResolution();
  424. SDL_DisplayMode mode;
  425. if (SDL_GetDesktopDisplayMode(displayIndex, &mode) == 0)
  426. {
  427. if(resolution.x > mode.w || resolution.y > mode.h)
  428. {
  429. Settings writer = settings.write["video"]["resolution"];
  430. writer["width"].Float() = mode.w;
  431. writer["height"].Float() = mode.h;
  432. }
  433. }
  434. }
  435. if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_EXCLUSIVE)
  436. {
  437. auto legalOptions = getSupportedResolutions();
  438. Point selectedResolution = getPreferredWindowResolution();
  439. if(!vstd::contains(legalOptions, selectedResolution))
  440. {
  441. // resolution selected for fullscreen mode is not supported by display
  442. // try to find current display resolution and use it instead as "reasonable default"
  443. SDL_DisplayMode mode;
  444. if (SDL_GetDesktopDisplayMode(getPreferredDisplayIndex(), &mode) == 0)
  445. {
  446. Settings writer = settings.write["video"]["resolution"];
  447. writer["width"].Float() = mode.w;
  448. writer["height"].Float() = mode.h;
  449. }
  450. }
  451. }
  452. #endif
  453. }
  454. int ScreenHandler::getPreferredRenderingDriver() const
  455. {
  456. int result = -1;
  457. const JsonNode & video = settings["video"];
  458. int driversCount = SDL_GetNumRenderDrivers();
  459. std::string preferredDriverName = video["driver"].String();
  460. logGlobal->info("Found %d render drivers", driversCount);
  461. for(int it = 0; it < driversCount; it++)
  462. {
  463. SDL_RendererInfo info;
  464. if (SDL_GetRenderDriverInfo(it, &info) == 0)
  465. {
  466. std::string driverName(info.name);
  467. if(!preferredDriverName.empty() && driverName == preferredDriverName)
  468. {
  469. result = it;
  470. logGlobal->info("\t%s (active)", driverName);
  471. }
  472. else
  473. logGlobal->info("\t%s", driverName);
  474. }
  475. else
  476. logGlobal->info("\t(error)");
  477. }
  478. return result;
  479. }
  480. void ScreenHandler::destroyScreenBuffers()
  481. {
  482. if(nullptr != screen)
  483. {
  484. SDL_FreeSurface(screen);
  485. screen = nullptr;
  486. }
  487. if(nullptr != screenTexture)
  488. {
  489. SDL_DestroyTexture(screenTexture);
  490. screenTexture = nullptr;
  491. }
  492. }
  493. void ScreenHandler::destroyWindow()
  494. {
  495. if(nullptr != mainRenderer)
  496. {
  497. SDL_DestroyRenderer(mainRenderer);
  498. mainRenderer = nullptr;
  499. }
  500. if(nullptr != mainWindow)
  501. {
  502. SDL_DestroyWindow(mainWindow);
  503. mainWindow = nullptr;
  504. }
  505. }
  506. ScreenHandler::~ScreenHandler()
  507. {
  508. if(settings["general"]["notifications"].Bool())
  509. NotificationHandler::destroy();
  510. destroyScreenBuffers();
  511. destroyWindow();
  512. SDL_Quit();
  513. }
  514. void ScreenHandler::clearScreen()
  515. {
  516. SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 255);
  517. SDL_RenderClear(mainRenderer);
  518. SDL_RenderPresent(mainRenderer);
  519. }
  520. Canvas ScreenHandler::getScreenCanvas() const
  521. {
  522. return Canvas::createFromSurface(screen, CanvasScalingPolicy::AUTO);
  523. }
  524. void ScreenHandler::updateScreenTexture()
  525. {
  526. if(colorScheme == ColorScheme::NONE)
  527. {
  528. SDL_UpdateTexture(screenTexture, nullptr, screen->pixels, screen->pitch);
  529. return;
  530. }
  531. SDL_Surface * screenScheme = SDL_ConvertSurface(screen, screen->format, screen->flags);
  532. if(colorScheme == ColorScheme::GRAYSCALE)
  533. CSDL_Ext::convertToGrayscale(screenScheme, Rect(0, 0, screen->w, screen->h));
  534. else if(colorScheme == ColorScheme::H2_SCHEME)
  535. CSDL_Ext::convertToH2Scheme(screenScheme, Rect(0, 0, screen->w, screen->h));
  536. SDL_UpdateTexture(screenTexture, nullptr, screenScheme->pixels, screenScheme->pitch);
  537. SDL_FreeSurface(screenScheme);
  538. }
  539. void ScreenHandler::presentScreenTexture()
  540. {
  541. SDL_RenderClear(mainRenderer);
  542. SDL_RenderCopy(mainRenderer, screenTexture, nullptr, nullptr);
  543. ENGINE->cursor().render();
  544. SDL_RenderPresent(mainRenderer);
  545. }
  546. std::vector<Point> ScreenHandler::getSupportedResolutions() const
  547. {
  548. int displayID = getPreferredDisplayIndex();
  549. return getSupportedResolutions(displayID);
  550. }
  551. std::vector<Point> ScreenHandler::getSupportedResolutions( int displayIndex) const
  552. {
  553. //NOTE: this method is never called on Android/iOS, only on desktop systems
  554. std::vector<Point> result;
  555. int modesCount = SDL_GetNumDisplayModes(displayIndex);
  556. for (int i =0; i < modesCount; ++i)
  557. {
  558. SDL_DisplayMode mode;
  559. if (SDL_GetDisplayMode(displayIndex, i, &mode) == 0)
  560. {
  561. Point resolution(mode.w, mode.h);
  562. result.push_back(resolution);
  563. }
  564. }
  565. boost::range::sort(result, [](const auto & left, const auto & right)
  566. {
  567. return left.x * left.y < right.x * right.y;
  568. });
  569. // erase potential duplicates, e.g. resolutions with different framerate / bits per pixel
  570. result.erase(boost::unique(result).end(), result.end());
  571. return result;
  572. }
  573. bool ScreenHandler::hasFocus()
  574. {
  575. ui32 flags = SDL_GetWindowFlags(mainWindow);
  576. return flags & SDL_WINDOW_INPUT_FOCUS;
  577. }
  578. void ScreenHandler::setColorScheme(ColorScheme scheme)
  579. {
  580. colorScheme = scheme;
  581. }