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. #ifdef VCMI_IOS
  176. if(!settings["general"]["ignoreMuteSwitch"].Bool())
  177. SDL_SetHint(SDL_HINT_AUDIO_CATEGORY, "AVAudioSessionCategoryAmbient");
  178. #endif
  179. if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_GAMECONTROLLER))
  180. {
  181. logGlobal->error("Something was wrong: %s", SDL_GetError());
  182. exit(-1);
  183. }
  184. const auto & logCallback = [](void * userdata, int category, SDL_LogPriority priority, const char * message)
  185. {
  186. logGlobal->debug("SDL(category %d; priority %d) %s", category, priority, message);
  187. };
  188. SDL_LogSetOutputFunction(logCallback, nullptr);
  189. #ifdef VCMI_ANDROID
  190. // manually setting egl pixel format, as a possible solution for sdl2<->android problem
  191. // https://bugzilla.libsdl.org/show_bug.cgi?id=2291
  192. SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
  193. SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
  194. SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
  195. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
  196. #endif // VCMI_ANDROID
  197. validateSettings();
  198. recreateWindowAndScreenBuffers();
  199. }
  200. void ScreenHandler::recreateWindowAndScreenBuffers()
  201. {
  202. destroyScreenBuffers();
  203. if(mainWindow == nullptr)
  204. initializeWindow();
  205. else
  206. updateWindowState();
  207. initializeScreenBuffers();
  208. if(!settings["session"]["headless"].Bool() && settings["general"]["notifications"].Bool())
  209. {
  210. NotificationHandler::init(mainWindow);
  211. }
  212. }
  213. void ScreenHandler::updateWindowState()
  214. {
  215. #ifndef VCMI_MOBILE
  216. int displayIndex = getPreferredDisplayIndex();
  217. switch(getPreferredWindowMode())
  218. {
  219. case EWindowMode::FULLSCREEN_EXCLUSIVE:
  220. {
  221. // for some reason, VCMI fails to switch from FULLSCREEN_BORDERLESS_WINDOWED to FULLSCREEN_EXCLUSIVE directly
  222. // Switch to windowed mode first to avoid this bug
  223. SDL_SetWindowFullscreen(mainWindow, 0);
  224. SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN);
  225. SDL_DisplayMode mode;
  226. SDL_GetDesktopDisplayMode(displayIndex, &mode);
  227. Point resolution = getPreferredWindowResolution();
  228. mode.w = resolution.x;
  229. mode.h = resolution.y;
  230. SDL_SetWindowDisplayMode(mainWindow, &mode);
  231. SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));
  232. return;
  233. }
  234. case EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED:
  235. {
  236. SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN_DESKTOP);
  237. SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));
  238. return;
  239. }
  240. case EWindowMode::WINDOWED:
  241. {
  242. Point resolution = getPreferredWindowResolution();
  243. SDL_SetWindowFullscreen(mainWindow, 0);
  244. SDL_SetWindowSize(mainWindow, resolution.x, resolution.y);
  245. SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex), SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex));
  246. return;
  247. }
  248. }
  249. #endif
  250. }
  251. void ScreenHandler::initializeWindow()
  252. {
  253. mainWindow = createWindow();
  254. if(mainWindow == nullptr)
  255. {
  256. const char * error = SDL_GetError();
  257. Point dimensions = getPreferredWindowResolution();
  258. std::string messagePattern = "Failed to create SDL Window of size %d x %d. Reason: %s";
  259. std::string message = boost::str(boost::format(messagePattern) % dimensions.x % dimensions.y % error);
  260. handleFatalError(message, true);
  261. }
  262. // create first available renderer if no preferred one is set
  263. // use no SDL_RENDERER_SOFTWARE or SDL_RENDERER_ACCELERATED flag, so HW accelerated will be preferred but SW renderer will also be possible
  264. uint32_t rendererFlags = 0;
  265. if(settings["video"]["vsync"].Bool())
  266. {
  267. rendererFlags |= SDL_RENDERER_PRESENTVSYNC;
  268. }
  269. mainRenderer = SDL_CreateRenderer(mainWindow, getPreferredRenderingDriver(), rendererFlags);
  270. if(mainRenderer == nullptr)
  271. {
  272. const char * error = SDL_GetError();
  273. std::string messagePattern = "Failed to create SDL renderer. Reason: %s";
  274. std::string message = boost::str(boost::format(messagePattern) % error);
  275. handleFatalError(message, true);
  276. }
  277. selectUpscalingFilter();
  278. selectDownscalingFilter();
  279. SDL_RendererInfo info;
  280. SDL_GetRendererInfo(mainRenderer, &info);
  281. logGlobal->info("Created renderer %s", info.name);
  282. }
  283. EUpscalingFilter ScreenHandler::loadUpscalingFilter() const
  284. {
  285. static const std::map<std::string, EUpscalingFilter> upscalingFilterTypes =
  286. {
  287. {"auto", EUpscalingFilter::AUTO },
  288. {"none", EUpscalingFilter::NONE },
  289. {"xbrz2", EUpscalingFilter::XBRZ_2 },
  290. {"xbrz3", EUpscalingFilter::XBRZ_3 },
  291. {"xbrz4", EUpscalingFilter::XBRZ_4 }
  292. };
  293. auto filterName = settings["video"]["upscalingFilter"].String();
  294. auto filter = upscalingFilterTypes.count(filterName) ? upscalingFilterTypes.at(filterName) : EUpscalingFilter::AUTO;
  295. if (filter != EUpscalingFilter::AUTO)
  296. return filter;
  297. // else - autoselect
  298. Point outputResolution = getRenderResolution();
  299. Point logicalResolution = getPreferredLogicalResolution();
  300. float scaleX = static_cast<float>(outputResolution.x) / logicalResolution.x;
  301. float scaleY = static_cast<float>(outputResolution.x) / logicalResolution.x;
  302. float scaling = std::min(scaleX, scaleY);
  303. int systemMemoryMb = SDL_GetSystemRAM();
  304. if (scaling <= 1.001f)
  305. return EUpscalingFilter::NONE; // running at original resolution or even lower than that - no need for xbrz
  306. if (systemMemoryMb <= 4096)
  307. return EUpscalingFilter::NONE; // xbrz2 may use ~1.0 - 1.5 Gb of RAM and has notable CPU cost - avoid on low-spec hardware
  308. // Only using xbrz2 for autoselection.
  309. // Higher options may have high system requirements and should be only selected explicitly by player
  310. return EUpscalingFilter::XBRZ_2;
  311. }
  312. void ScreenHandler::selectUpscalingFilter()
  313. {
  314. upscalingFilter = loadUpscalingFilter();
  315. logGlobal->debug("Selected upscaling filter %d", static_cast<int>(upscalingFilter));
  316. }
  317. void ScreenHandler::selectDownscalingFilter()
  318. {
  319. SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, settings["video"]["downscalingFilter"].String().c_str());
  320. logGlobal->debug("Selected downscaling filter %s", settings["video"]["downscalingFilter"].String());
  321. }
  322. void ScreenHandler::initializeScreenBuffers()
  323. {
  324. #ifdef VCMI_ENDIAN_BIG
  325. int bmask = 0xff000000;
  326. int gmask = 0x00ff0000;
  327. int rmask = 0x0000ff00;
  328. int amask = 0x000000ff;
  329. #else
  330. int bmask = 0x000000ff;
  331. int gmask = 0x0000ff00;
  332. int rmask = 0x00ff0000;
  333. int amask = 0xFF000000;
  334. #endif
  335. auto logicalSize = getPreferredLogicalResolution() * getScalingFactor();
  336. SDL_RenderSetLogicalSize(mainRenderer, logicalSize.x, logicalSize.y);
  337. screen = SDL_CreateRGBSurface(0, logicalSize.x, logicalSize.y, 32, rmask, gmask, bmask, amask);
  338. if(nullptr == screen)
  339. {
  340. logGlobal->error("Unable to create surface %dx%d with %d bpp: %s", logicalSize.x, logicalSize.y, 32, SDL_GetError());
  341. throw std::runtime_error("Unable to create surface");
  342. }
  343. //No blending for screen itself. Required for proper cursor rendering.
  344. SDL_SetSurfaceBlendMode(screen, SDL_BLENDMODE_NONE);
  345. screenTexture = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, logicalSize.x, logicalSize.y);
  346. if(nullptr == screenTexture)
  347. {
  348. logGlobal->error("Unable to create screen texture");
  349. logGlobal->error(SDL_GetError());
  350. throw std::runtime_error("Unable to create screen texture");
  351. }
  352. clearScreen();
  353. }
  354. SDL_Window * ScreenHandler::createWindowImpl(Point dimensions, int flags, bool center)
  355. {
  356. int displayIndex = getPreferredDisplayIndex();
  357. int positionFlags = center ? SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex) : SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex);
  358. return SDL_CreateWindow(NAME.c_str(), positionFlags, positionFlags, dimensions.x, dimensions.y, flags);
  359. }
  360. SDL_Window * ScreenHandler::createWindow()
  361. {
  362. #ifndef VCMI_MOBILE
  363. Point dimensions = getPreferredWindowResolution();
  364. switch(getPreferredWindowMode())
  365. {
  366. case EWindowMode::FULLSCREEN_EXCLUSIVE:
  367. return createWindowImpl(dimensions, SDL_WINDOW_FULLSCREEN, false);
  368. case EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED:
  369. return createWindowImpl(Point(), SDL_WINDOW_FULLSCREEN_DESKTOP, false);
  370. case EWindowMode::WINDOWED:
  371. return createWindowImpl(dimensions, SDL_WINDOW_RESIZABLE, true);
  372. default:
  373. return nullptr;
  374. };
  375. #endif
  376. #ifdef VCMI_IOS
  377. SDL_SetHint(SDL_HINT_IOS_HIDE_HOME_INDICATOR, "1");
  378. SDL_SetHint(SDL_HINT_RETURN_KEY_HIDES_IME, "1");
  379. uint32_t windowFlags = SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI;
  380. SDL_Window * result = createWindowImpl(Point(), windowFlags | SDL_WINDOW_METAL, false);
  381. if(result != nullptr)
  382. return result;
  383. logGlobal->warn("Metal unavailable, using OpenGLES");
  384. return createWindowImpl(Point(), windowFlags, false);
  385. #endif
  386. #ifdef VCMI_ANDROID
  387. return createWindowImpl(Point(), SDL_WINDOW_RESIZABLE, false);
  388. #endif
  389. }
  390. void ScreenHandler::onScreenResize()
  391. {
  392. recreateWindowAndScreenBuffers();
  393. }
  394. void ScreenHandler::validateSettings()
  395. {
  396. #ifndef VCMI_MOBILE
  397. {
  398. int displayIndex = settings["video"]["displayIndex"].Integer();
  399. int displaysCount = SDL_GetNumVideoDisplays();
  400. if (displayIndex >= displaysCount)
  401. {
  402. Settings writer = settings.write["video"]["displayIndex"];
  403. writer->Float() = 0;
  404. }
  405. }
  406. if (getPreferredWindowMode() == EWindowMode::WINDOWED)
  407. {
  408. //we only check that our desired window size fits on screen
  409. int displayIndex = getPreferredDisplayIndex();
  410. Point resolution = getPreferredWindowResolution();
  411. SDL_DisplayMode mode;
  412. if (SDL_GetDesktopDisplayMode(displayIndex, &mode) == 0)
  413. {
  414. if(resolution.x > mode.w || resolution.y > mode.h)
  415. {
  416. Settings writer = settings.write["video"]["resolution"];
  417. writer["width"].Float() = mode.w;
  418. writer["height"].Float() = mode.h;
  419. }
  420. }
  421. }
  422. if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_EXCLUSIVE)
  423. {
  424. auto legalOptions = getSupportedResolutions();
  425. Point selectedResolution = getPreferredWindowResolution();
  426. if(!vstd::contains(legalOptions, selectedResolution))
  427. {
  428. // resolution selected for fullscreen mode is not supported by display
  429. // try to find current display resolution and use it instead as "reasonable default"
  430. SDL_DisplayMode mode;
  431. if (SDL_GetDesktopDisplayMode(getPreferredDisplayIndex(), &mode) == 0)
  432. {
  433. Settings writer = settings.write["video"]["resolution"];
  434. writer["width"].Float() = mode.w;
  435. writer["height"].Float() = mode.h;
  436. }
  437. }
  438. }
  439. #endif
  440. }
  441. int ScreenHandler::getPreferredRenderingDriver() const
  442. {
  443. int result = -1;
  444. const JsonNode & video = settings["video"];
  445. int driversCount = SDL_GetNumRenderDrivers();
  446. std::string preferredDriverName = video["driver"].String();
  447. logGlobal->info("Found %d render drivers", driversCount);
  448. for(int it = 0; it < driversCount; it++)
  449. {
  450. SDL_RendererInfo info;
  451. if (SDL_GetRenderDriverInfo(it, &info) == 0)
  452. {
  453. std::string driverName(info.name);
  454. if(!preferredDriverName.empty() && driverName == preferredDriverName)
  455. {
  456. result = it;
  457. logGlobal->info("\t%s (active)", driverName);
  458. }
  459. else
  460. logGlobal->info("\t%s", driverName);
  461. }
  462. else
  463. logGlobal->info("\t(error)");
  464. }
  465. return result;
  466. }
  467. void ScreenHandler::destroyScreenBuffers()
  468. {
  469. if(nullptr != screen)
  470. {
  471. SDL_FreeSurface(screen);
  472. screen = nullptr;
  473. }
  474. if(nullptr != screenTexture)
  475. {
  476. SDL_DestroyTexture(screenTexture);
  477. screenTexture = nullptr;
  478. }
  479. }
  480. void ScreenHandler::destroyWindow()
  481. {
  482. if(nullptr != mainRenderer)
  483. {
  484. SDL_DestroyRenderer(mainRenderer);
  485. mainRenderer = nullptr;
  486. }
  487. if(nullptr != mainWindow)
  488. {
  489. SDL_DestroyWindow(mainWindow);
  490. mainWindow = nullptr;
  491. }
  492. }
  493. ScreenHandler::~ScreenHandler()
  494. {
  495. if(settings["general"]["notifications"].Bool())
  496. NotificationHandler::destroy();
  497. destroyScreenBuffers();
  498. destroyWindow();
  499. SDL_Quit();
  500. }
  501. void ScreenHandler::clearScreen()
  502. {
  503. SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 255);
  504. SDL_RenderClear(mainRenderer);
  505. SDL_RenderPresent(mainRenderer);
  506. }
  507. Canvas ScreenHandler::getScreenCanvas() const
  508. {
  509. return Canvas::createFromSurface(screen, CanvasScalingPolicy::AUTO);
  510. }
  511. void ScreenHandler::updateScreenTexture()
  512. {
  513. SDL_UpdateTexture(screenTexture, nullptr, screen->pixels, screen->pitch);
  514. }
  515. void ScreenHandler::presentScreenTexture()
  516. {
  517. SDL_RenderClear(mainRenderer);
  518. SDL_RenderCopy(mainRenderer, screenTexture, nullptr, nullptr);
  519. ENGINE->cursor().render();
  520. SDL_RenderPresent(mainRenderer);
  521. }
  522. std::vector<Point> ScreenHandler::getSupportedResolutions() const
  523. {
  524. int displayID = getPreferredDisplayIndex();
  525. return getSupportedResolutions(displayID);
  526. }
  527. std::vector<Point> ScreenHandler::getSupportedResolutions( int displayIndex) const
  528. {
  529. //NOTE: this method is never called on Android/iOS, only on desktop systems
  530. std::vector<Point> result;
  531. int modesCount = SDL_GetNumDisplayModes(displayIndex);
  532. for (int i =0; i < modesCount; ++i)
  533. {
  534. SDL_DisplayMode mode;
  535. if (SDL_GetDisplayMode(displayIndex, i, &mode) == 0)
  536. {
  537. Point resolution(mode.w, mode.h);
  538. result.push_back(resolution);
  539. }
  540. }
  541. boost::range::sort(result, [](const auto & left, const auto & right)
  542. {
  543. return left.x * left.y < right.x * right.y;
  544. });
  545. // erase potential duplicates, e.g. resolutions with different framerate / bits per pixel
  546. result.erase(boost::unique(result).end(), result.end());
  547. return result;
  548. }
  549. bool ScreenHandler::hasFocus()
  550. {
  551. ui32 flags = SDL_GetWindowFlags(mainWindow);
  552. return flags & SDL_WINDOW_INPUT_FOCUS;
  553. }