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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 "../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_AFFIX = "client";
- static const std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')'; //application name
- std::tuple<int, int> ScreenHandler::getSupportedScalingRange() const
- {
- // H3 resolution, any resolution smaller than that is not correctly supported
- static const Point minResolution = {800, 600};
- // arbitrary limit on *downscaling*. Allow some downscaling, if requested by user. Should be generally limited to 100+ for all but few devices
- static const 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;
- }
- 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))
- {
- 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);
- }
- SDL_RendererInfo info;
- SDL_GetRendererInfo(mainRenderer, &info);
- SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best");
- logGlobal->info("Created renderer %s", info.name);
- }
- 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();
- 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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