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. if(renderResolution.x < renderResolution.y) // reserved in portrait mode
  95. availableResolution = Point(renderResolution.x, renderResolution.y * (1 - reservedAreaWidth));
  96. Point logicalResolution = availableResolution * 100.0 / scaling;
  97. return logicalResolution;
  98. }
  99. int ScreenHandler::getScalingFactor() const
  100. {
  101. switch (upscalingFilter)
  102. {
  103. case EUpscalingFilter::NONE: return 1;
  104. case EUpscalingFilter::XBRZ_2: return 2;
  105. case EUpscalingFilter::XBRZ_3: return 3;
  106. case EUpscalingFilter::XBRZ_4: return 4;
  107. }
  108. throw std::runtime_error("invalid upscaling filter");
  109. }
  110. Point ScreenHandler::getLogicalResolution() const
  111. {
  112. return Point(screen->w, screen->h) / getScalingFactor();
  113. }
  114. Point ScreenHandler::getRenderResolution() const
  115. {
  116. assert(mainRenderer != nullptr);
  117. Point result;
  118. SDL_GetRendererOutputSize(mainRenderer, &result.x, &result.y);
  119. return result;
  120. }
  121. Point ScreenHandler::getPreferredWindowResolution() const
  122. {
  123. if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED)
  124. {
  125. SDL_Rect bounds;
  126. if (SDL_GetDisplayBounds(getPreferredDisplayIndex(), &bounds) == 0)
  127. return Point(bounds.w, bounds.h);
  128. }
  129. const JsonNode & video = settings["video"];
  130. int width = video["resolution"]["width"].Integer();
  131. int height = video["resolution"]["height"].Integer();
  132. return Point(width, height);
  133. }
  134. int ScreenHandler::getPreferredDisplayIndex() const
  135. {
  136. #ifdef VCMI_MOBILE
  137. // Assuming no multiple screens on Android / ios?
  138. return 0;
  139. #else
  140. if (mainWindow != nullptr)
  141. {
  142. int result = SDL_GetWindowDisplayIndex(mainWindow);
  143. if (result >= 0)
  144. return result;
  145. }
  146. return settings["video"]["displayIndex"].Integer();
  147. #endif
  148. }
  149. EWindowMode ScreenHandler::getPreferredWindowMode() const
  150. {
  151. #ifdef VCMI_MOBILE
  152. // On Android / ios game will always render to screen size
  153. return EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED;
  154. #else
  155. const JsonNode & video = settings["video"];
  156. bool fullscreen = video["fullscreen"].Bool();
  157. bool realFullscreen = settings["video"]["realFullscreen"].Bool();
  158. if (!fullscreen)
  159. return EWindowMode::WINDOWED;
  160. if (realFullscreen)
  161. return EWindowMode::FULLSCREEN_EXCLUSIVE;
  162. else
  163. return EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED;
  164. #endif
  165. }
  166. ScreenHandler::ScreenHandler()
  167. {
  168. #ifdef VCMI_WINDOWS
  169. // set VCMI as "per-monitor DPI awareness". This completely disables any DPI-scaling by system.
  170. // Might not be the best solution since VCMI can't automatically adjust to DPI changes (including moving to monitors with different DPI scaling)
  171. // However this fixed unintuitive bug where player selects specific resolution for windowed mode, but ends up with completely different one due to scaling
  172. // NOTE: requires SDL 2.24.
  173. SDL_SetHint(SDL_HINT_WINDOWS_DPI_AWARENESS, "permonitor");
  174. #endif
  175. if(settings["video"]["allowPortrait"].Bool())
  176. SDL_SetHint(SDL_HINT_ORIENTATIONS, "Portrait PortraitUpsideDown LandscapeLeft LandscapeRight");
  177. else
  178. SDL_SetHint(SDL_HINT_ORIENTATIONS, "LandscapeLeft LandscapeRight");
  179. #ifdef VCMI_IOS
  180. if(!settings["general"]["ignoreMuteSwitch"].Bool())
  181. SDL_SetHint(SDL_HINT_AUDIO_CATEGORY, "AVAudioSessionCategoryAmbient");
  182. #endif
  183. if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_GAMECONTROLLER))
  184. {
  185. logGlobal->error("Something was wrong: %s", SDL_GetError());
  186. exit(-1);
  187. }
  188. const auto & logCallback = [](void * userdata, int category, SDL_LogPriority priority, const char * message)
  189. {
  190. logGlobal->debug("SDL(category %d; priority %d) %s", category, priority, message);
  191. };
  192. SDL_LogSetOutputFunction(logCallback, nullptr);
  193. #ifdef VCMI_ANDROID
  194. // manually setting egl pixel format, as a possible solution for sdl2<->android problem
  195. // https://bugzilla.libsdl.org/show_bug.cgi?id=2291
  196. SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
  197. SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
  198. SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
  199. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
  200. #endif // VCMI_ANDROID
  201. validateSettings();
  202. recreateWindowAndScreenBuffers();
  203. }
  204. void ScreenHandler::recreateWindowAndScreenBuffers()
  205. {
  206. destroyScreenBuffers();
  207. if(mainWindow == nullptr)
  208. initializeWindow();
  209. else
  210. updateWindowState();
  211. initializeScreenBuffers();
  212. if(!settings["session"]["headless"].Bool() && settings["general"]["notifications"].Bool())
  213. {
  214. NotificationHandler::init(mainWindow);
  215. }
  216. }
  217. void ScreenHandler::updateWindowState()
  218. {
  219. #ifndef VCMI_MOBILE
  220. int displayIndex = getPreferredDisplayIndex();
  221. switch(getPreferredWindowMode())
  222. {
  223. case EWindowMode::FULLSCREEN_EXCLUSIVE:
  224. {
  225. // for some reason, VCMI fails to switch from FULLSCREEN_BORDERLESS_WINDOWED to FULLSCREEN_EXCLUSIVE directly
  226. // Switch to windowed mode first to avoid this bug
  227. SDL_SetWindowFullscreen(mainWindow, 0);
  228. SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN);
  229. SDL_DisplayMode mode;
  230. SDL_GetDesktopDisplayMode(displayIndex, &mode);
  231. Point resolution = getPreferredWindowResolution();
  232. mode.w = resolution.x;
  233. mode.h = resolution.y;
  234. SDL_SetWindowDisplayMode(mainWindow, &mode);
  235. SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));
  236. return;
  237. }
  238. case EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED:
  239. {
  240. SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN_DESKTOP);
  241. SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));
  242. return;
  243. }
  244. case EWindowMode::WINDOWED:
  245. {
  246. Point resolution = getPreferredWindowResolution();
  247. SDL_SetWindowFullscreen(mainWindow, 0);
  248. SDL_SetWindowSize(mainWindow, resolution.x, resolution.y);
  249. return;
  250. }
  251. }
  252. #endif
  253. }
  254. void ScreenHandler::initializeWindow()
  255. {
  256. mainWindow = createWindow();
  257. if(mainWindow == nullptr)
  258. {
  259. const char * error = SDL_GetError();
  260. Point dimensions = getPreferredWindowResolution();
  261. std::string messagePattern = "Failed to create SDL Window of size %d x %d. Reason: %s";
  262. std::string message = boost::str(boost::format(messagePattern) % dimensions.x % dimensions.y % error);
  263. handleFatalError(message, true);
  264. }
  265. // create first available renderer if no preferred one is set
  266. // use no SDL_RENDERER_SOFTWARE or SDL_RENDERER_ACCELERATED flag, so HW accelerated will be preferred but SW renderer will also be possible
  267. uint32_t rendererFlags = 0;
  268. if(settings["video"]["vsync"].Bool())
  269. {
  270. rendererFlags |= SDL_RENDERER_PRESENTVSYNC;
  271. }
  272. mainRenderer = SDL_CreateRenderer(mainWindow, getPreferredRenderingDriver(), rendererFlags);
  273. if(mainRenderer == nullptr)
  274. {
  275. const char * error = SDL_GetError();
  276. std::string messagePattern = "Failed to create SDL renderer. Reason: %s";
  277. std::string message = boost::str(boost::format(messagePattern) % error);
  278. handleFatalError(message, true);
  279. }
  280. selectUpscalingFilter();
  281. selectDownscalingFilter();
  282. SDL_RendererInfo info;
  283. SDL_GetRendererInfo(mainRenderer, &info);
  284. logGlobal->info("Created renderer %s", info.name);
  285. }
  286. EUpscalingFilter ScreenHandler::loadUpscalingFilter() const
  287. {
  288. static const std::map<std::string, EUpscalingFilter> upscalingFilterTypes =
  289. {
  290. {"auto", EUpscalingFilter::AUTO },
  291. {"none", EUpscalingFilter::NONE },
  292. {"xbrz2", EUpscalingFilter::XBRZ_2 },
  293. {"xbrz3", EUpscalingFilter::XBRZ_3 },
  294. {"xbrz4", EUpscalingFilter::XBRZ_4 }
  295. };
  296. auto filterName = settings["video"]["upscalingFilter"].String();
  297. auto filter = upscalingFilterTypes.count(filterName) ? upscalingFilterTypes.at(filterName) : EUpscalingFilter::AUTO;
  298. if (filter != EUpscalingFilter::AUTO)
  299. return filter;
  300. // else - autoselect
  301. Point outputResolution = getRenderResolution();
  302. Point logicalResolution = getPreferredLogicalResolution();
  303. float scaleX = static_cast<float>(outputResolution.x) / logicalResolution.x;
  304. float scaleY = static_cast<float>(outputResolution.x) / logicalResolution.x;
  305. float scaling = std::min(scaleX, scaleY);
  306. int systemMemoryMb = SDL_GetSystemRAM();
  307. if (scaling <= 1.001f)
  308. return EUpscalingFilter::NONE; // running at original resolution or even lower than that - no need for xbrz
  309. if (systemMemoryMb <= 4096)
  310. return EUpscalingFilter::NONE; // xbrz2 may use ~1.0 - 1.5 Gb of RAM and has notable CPU cost - avoid on low-spec hardware
  311. // Only using xbrz2 for autoselection.
  312. // Higher options may have high system requirements and should be only selected explicitly by player
  313. return EUpscalingFilter::XBRZ_2;
  314. }
  315. void ScreenHandler::selectUpscalingFilter()
  316. {
  317. upscalingFilter = loadUpscalingFilter();
  318. logGlobal->debug("Selected upscaling filter %d", static_cast<int>(upscalingFilter));
  319. }
  320. void ScreenHandler::selectDownscalingFilter()
  321. {
  322. SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, settings["video"]["downscalingFilter"].String().c_str());
  323. logGlobal->debug("Selected downscaling filter %s", settings["video"]["downscalingFilter"].String());
  324. }
  325. void ScreenHandler::initializeScreenBuffers()
  326. {
  327. #ifdef VCMI_ENDIAN_BIG
  328. int bmask = 0xff000000;
  329. int gmask = 0x00ff0000;
  330. int rmask = 0x0000ff00;
  331. int amask = 0x000000ff;
  332. #else
  333. int bmask = 0x000000ff;
  334. int gmask = 0x0000ff00;
  335. int rmask = 0x00ff0000;
  336. int amask = 0xFF000000;
  337. #endif
  338. auto logicalSize = getPreferredLogicalResolution() * getScalingFactor();
  339. SDL_RenderSetLogicalSize(mainRenderer, logicalSize.x, logicalSize.y);
  340. screen = SDL_CreateRGBSurface(0, logicalSize.x, logicalSize.y, 32, rmask, gmask, bmask, amask);
  341. if(nullptr == screen)
  342. {
  343. logGlobal->error("Unable to create surface %dx%d with %d bpp: %s", logicalSize.x, logicalSize.y, 32, SDL_GetError());
  344. throw std::runtime_error("Unable to create surface");
  345. }
  346. //No blending for screen itself. Required for proper cursor rendering.
  347. SDL_SetSurfaceBlendMode(screen, SDL_BLENDMODE_NONE);
  348. screenTexture = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, logicalSize.x, logicalSize.y);
  349. if(nullptr == screenTexture)
  350. {
  351. logGlobal->error("Unable to create screen texture");
  352. logGlobal->error(SDL_GetError());
  353. throw std::runtime_error("Unable to create screen texture");
  354. }
  355. clearScreen();
  356. }
  357. SDL_Window * ScreenHandler::createWindowImpl(Point dimensions, int flags, bool center)
  358. {
  359. int displayIndex = getPreferredDisplayIndex();
  360. int positionFlags = center ? SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex) : SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex);
  361. return SDL_CreateWindow(GameConstants::VCMI_VERSION.c_str(), positionFlags, positionFlags, dimensions.x, dimensions.y, flags);
  362. }
  363. SDL_Window * ScreenHandler::createWindow()
  364. {
  365. #ifndef VCMI_MOBILE
  366. Point dimensions = getPreferredWindowResolution();
  367. switch(getPreferredWindowMode())
  368. {
  369. case EWindowMode::FULLSCREEN_EXCLUSIVE:
  370. return createWindowImpl(dimensions, SDL_WINDOW_FULLSCREEN, false);
  371. case EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED:
  372. return createWindowImpl(Point(), SDL_WINDOW_FULLSCREEN_DESKTOP, false);
  373. case EWindowMode::WINDOWED:
  374. return createWindowImpl(dimensions, SDL_WINDOW_RESIZABLE, true);
  375. default:
  376. return nullptr;
  377. };
  378. #endif
  379. #ifdef VCMI_IOS
  380. SDL_SetHint(SDL_HINT_IOS_HIDE_HOME_INDICATOR, "1");
  381. SDL_SetHint(SDL_HINT_RETURN_KEY_HIDES_IME, "1");
  382. uint32_t windowFlags = SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI;
  383. SDL_Window * result = createWindowImpl(Point(), windowFlags | SDL_WINDOW_METAL, false);
  384. if(result != nullptr)
  385. return result;
  386. logGlobal->warn("Metal unavailable, using OpenGLES");
  387. return createWindowImpl(Point(), windowFlags, false);
  388. #endif
  389. #ifdef VCMI_ANDROID
  390. return createWindowImpl(Point(), SDL_WINDOW_RESIZABLE, false);
  391. #endif
  392. }
  393. bool ScreenHandler::onScreenResize(bool keepWindowResolution)
  394. {
  395. if(getPreferredWindowMode() == EWindowMode::WINDOWED && keepWindowResolution)
  396. {
  397. auto res = getRenderResolution();
  398. if(res.x < heroes3Resolution.x || res.y < heroes3Resolution.y)
  399. return false;
  400. Settings video = settings.write["video"];
  401. video["resolution"]["width"].Integer() = res.x;
  402. video["resolution"]["height"].Integer() = res.y;
  403. }
  404. else if(keepWindowResolution)
  405. return false;
  406. recreateWindowAndScreenBuffers();
  407. return true;
  408. }
  409. void ScreenHandler::validateSettings()
  410. {
  411. #ifndef VCMI_MOBILE
  412. {
  413. int displayIndex = settings["video"]["displayIndex"].Integer();
  414. int displaysCount = SDL_GetNumVideoDisplays();
  415. if (displayIndex >= displaysCount)
  416. {
  417. Settings writer = settings.write["video"]["displayIndex"];
  418. writer->Float() = 0;
  419. }
  420. }
  421. if (getPreferredWindowMode() == EWindowMode::WINDOWED)
  422. {
  423. //we only check that our desired window size fits on screen
  424. int displayIndex = getPreferredDisplayIndex();
  425. Point resolution = getPreferredWindowResolution();
  426. SDL_DisplayMode mode;
  427. if (SDL_GetDesktopDisplayMode(displayIndex, &mode) == 0)
  428. {
  429. if(resolution.x > mode.w || resolution.y > mode.h)
  430. {
  431. Settings writer = settings.write["video"]["resolution"];
  432. writer["width"].Float() = mode.w;
  433. writer["height"].Float() = mode.h;
  434. }
  435. }
  436. }
  437. if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_EXCLUSIVE)
  438. {
  439. auto legalOptions = getSupportedResolutions();
  440. Point selectedResolution = getPreferredWindowResolution();
  441. if(!vstd::contains(legalOptions, selectedResolution))
  442. {
  443. // resolution selected for fullscreen mode is not supported by display
  444. // try to find current display resolution and use it instead as "reasonable default"
  445. SDL_DisplayMode mode;
  446. if (SDL_GetDesktopDisplayMode(getPreferredDisplayIndex(), &mode) == 0)
  447. {
  448. Settings writer = settings.write["video"]["resolution"];
  449. writer["width"].Float() = mode.w;
  450. writer["height"].Float() = mode.h;
  451. }
  452. }
  453. }
  454. #endif
  455. }
  456. int ScreenHandler::getPreferredRenderingDriver() const
  457. {
  458. int result = -1;
  459. const JsonNode & video = settings["video"];
  460. int driversCount = SDL_GetNumRenderDrivers();
  461. std::string preferredDriverName = video["driver"].String();
  462. logGlobal->info("Found %d render drivers", driversCount);
  463. for(int it = 0; it < driversCount; it++)
  464. {
  465. SDL_RendererInfo info;
  466. if (SDL_GetRenderDriverInfo(it, &info) == 0)
  467. {
  468. std::string driverName(info.name);
  469. if(!preferredDriverName.empty() && driverName == preferredDriverName)
  470. {
  471. result = it;
  472. logGlobal->info("\t%s (active)", driverName);
  473. }
  474. else
  475. logGlobal->info("\t%s", driverName);
  476. }
  477. else
  478. logGlobal->info("\t(error)");
  479. }
  480. return result;
  481. }
  482. void ScreenHandler::destroyScreenBuffers()
  483. {
  484. if(nullptr != screen)
  485. {
  486. SDL_FreeSurface(screen);
  487. screen = nullptr;
  488. }
  489. if(nullptr != screenTexture)
  490. {
  491. SDL_DestroyTexture(screenTexture);
  492. screenTexture = nullptr;
  493. }
  494. }
  495. void ScreenHandler::destroyWindow()
  496. {
  497. if(nullptr != mainRenderer)
  498. {
  499. SDL_DestroyRenderer(mainRenderer);
  500. mainRenderer = nullptr;
  501. }
  502. if(nullptr != mainWindow)
  503. {
  504. SDL_DestroyWindow(mainWindow);
  505. mainWindow = nullptr;
  506. }
  507. }
  508. ScreenHandler::~ScreenHandler()
  509. {
  510. if(settings["general"]["notifications"].Bool())
  511. NotificationHandler::destroy();
  512. destroyScreenBuffers();
  513. destroyWindow();
  514. SDL_Quit();
  515. }
  516. void ScreenHandler::clearScreen()
  517. {
  518. SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 255);
  519. SDL_RenderClear(mainRenderer);
  520. SDL_RenderPresent(mainRenderer);
  521. }
  522. Canvas ScreenHandler::getScreenCanvas() const
  523. {
  524. return Canvas::createFromSurface(screen, CanvasScalingPolicy::AUTO);
  525. }
  526. void ScreenHandler::updateScreenTexture()
  527. {
  528. if(colorScheme == ColorScheme::NONE)
  529. {
  530. SDL_UpdateTexture(screenTexture, nullptr, screen->pixels, screen->pitch);
  531. return;
  532. }
  533. SDL_Surface * screenScheme = SDL_ConvertSurface(screen, screen->format, screen->flags);
  534. if(colorScheme == ColorScheme::GRAYSCALE)
  535. CSDL_Ext::convertToGrayscale(screenScheme, Rect(0, 0, screen->w, screen->h));
  536. else if(colorScheme == ColorScheme::H2_SCHEME)
  537. CSDL_Ext::convertToH2Scheme(screenScheme, Rect(0, 0, screen->w, screen->h));
  538. SDL_UpdateTexture(screenTexture, nullptr, screenScheme->pixels, screenScheme->pitch);
  539. SDL_FreeSurface(screenScheme);
  540. }
  541. void ScreenHandler::presentScreenTexture()
  542. {
  543. SDL_RenderClear(mainRenderer);
  544. SDL_RenderCopy(mainRenderer, screenTexture, nullptr, nullptr);
  545. ENGINE->cursor().render();
  546. SDL_RenderPresent(mainRenderer);
  547. }
  548. std::vector<Point> ScreenHandler::getSupportedResolutions() const
  549. {
  550. int displayID = getPreferredDisplayIndex();
  551. return getSupportedResolutions(displayID);
  552. }
  553. std::vector<Point> ScreenHandler::getSupportedResolutions( int displayIndex) const
  554. {
  555. //NOTE: this method is never called on Android/iOS, only on desktop systems
  556. std::vector<Point> result;
  557. int modesCount = SDL_GetNumDisplayModes(displayIndex);
  558. for (int i =0; i < modesCount; ++i)
  559. {
  560. SDL_DisplayMode mode;
  561. if (SDL_GetDisplayMode(displayIndex, i, &mode) == 0)
  562. {
  563. Point resolution(mode.w, mode.h);
  564. result.push_back(resolution);
  565. }
  566. }
  567. boost::range::sort(result, [](const auto & left, const auto & right)
  568. {
  569. return left.x * left.y < right.x * right.y;
  570. });
  571. // erase potential duplicates, e.g. resolutions with different framerate / bits per pixel
  572. result.erase(boost::unique(result).end(), result.end());
  573. return result;
  574. }
  575. bool ScreenHandler::hasFocus()
  576. {
  577. ui32 flags = SDL_GetWindowFlags(mainWindow);
  578. return flags & SDL_WINDOW_INPUT_FOCUS;
  579. }
  580. void ScreenHandler::setColorScheme(ColorScheme scheme)
  581. {
  582. colorScheme = scheme;
  583. }