0ad/source/ps/VideoMode.h
Angen b4fbbed379 There have been quite a bit of number of questions how to change scale of the gui, because this option is hidden from the user.
Use dropdown with values. Implement confirmation box with countdown to
revert scale change because buttons can get unable to click.

Differential revision: D3037
Comments by: @vladislavbelov, @Stan, @wraitii, @pieq, @sera
Tested by: @Langbart
This was SVN commit r25966.
2021-10-17 10:58:51 +00:00

163 lines
3.9 KiB
C++

/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_VIDEOMODE
#define INCLUDED_VIDEOMODE
#include "ps/CStrForward.h"
#include <memory>
typedef struct SDL_Window SDL_Window;
class CVideoMode
{
public:
CVideoMode();
~CVideoMode();
/**
* Initialise the video mode, for use in an SDL-using application.
*/
bool InitSDL();
/**
* Initialise parts of the video mode, for use in Atlas (which uses
* wxWidgets instead of SDL for GL).
*/
bool InitNonSDL();
/**
* Shut down after InitSDL/InitNonSDL, so that they can be used again.
*/
void Shutdown();
/**
* Resize the SDL window and associated graphics stuff to the new size.
*/
bool ResizeWindow(int w, int h);
/**
* Set scale and tell dependent compoenent to recompute sizes.
*/
void Rescale(float scale);
/**
* Switch to fullscreen or windowed mode.
*/
bool SetFullscreen(bool fullscreen);
/**
* Returns true if window runs in fullscreen mode.
*/
bool IsInFullscreen() const;
/**
* Switch between fullscreen and windowed mode.
*/
bool ToggleFullscreen();
/**
* Update window position, to restore later if necessary (SDL2 only).
*/
void UpdatePosition(int x, int y);
/**
* Update the graphics code to start drawing to the new size.
* This should be called after the GL context has been resized.
* This can also be used when the GL context is managed externally, not via SDL.
*/
static void UpdateRenderer(int w, int h);
int GetXRes() const;
int GetYRes() const;
int GetBPP() const;
bool IsVSyncEnabled() const;
int GetDesktopXRes() const;
int GetDesktopYRes() const;
int GetDesktopBPP() const;
int GetDesktopFreq() const;
float GetScale() const;
SDL_Window* GetWindow();
void SetWindowIcon();
void SetCursor(const CStrW& name);
void ResetCursor();
private:
void ReadConfig();
int GetBestBPP();
bool SetVideoMode(int w, int h, int bpp, bool fullscreen);
/**
* Remember whether Init has been called. (This isn't used for anything
* important, just for verifying that the callers call our methods in
* the right order.)
*/
bool m_IsInitialised = false;
SDL_Window* m_Window = nullptr;
// Initial desktop settings.
// Frequency is in Hz, and BPP means bits per pixels (not bytes per pixels).
int m_PreferredW = 0;
int m_PreferredH = 0;
int m_PreferredBPP = 0;
int m_PreferredFreq = 0;
float m_Scale = 1.0f;
// Config file settings (0 if unspecified)
int m_ConfigW = 0;
int m_ConfigH = 0;
int m_ConfigBPP = 0;
int m_ConfigDisplay = 0;
bool m_ConfigEnableHiDPI = false;
bool m_ConfigVSync = false;
// (m_ConfigFullscreen defaults to false, so users don't get stuck if
// e.g. half the filesystem is missing and the config files aren't loaded).
bool m_ConfigFullscreen = false;
// If we're fullscreen, size/position of window when we were last windowed (or the default window
// size/position if we started fullscreen), to support switching back to the old window size/position
int m_WindowedW;
int m_WindowedH;
int m_WindowedX;
int m_WindowedY;
// Whether we're currently being displayed fullscreen
bool m_IsFullscreen = false;
// The last mode selected
int m_CurrentW;
int m_CurrentH;
int m_CurrentBPP;
class CCursor;
std::unique_ptr<CCursor> m_Cursor;
};
extern CVideoMode g_VideoMode;
#endif // INCLUDED_VIDEOMODE