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forked from 0ad/0ad
0ad/source/ps/VideoMode.cpp

937 lines
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C++

/* Copyright (C) 2023 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/>.
*/
#include "precompiled.h"
#include "VideoMode.h"
#include "graphics/GameView.h"
#include "gui/GUIManager.h"
#include "lib/config2.h"
#include "lib/external_libraries/libsdl.h"
#include "lib/sysdep/os.h"
#include "lib/tex/tex.h"
#include "ps/CConsole.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/CStr.h"
#if OS_MACOSX && SDL_VERSION_ATLEAST(2, 0, 6)
#include "ps/DllLoader.h"
#endif
#include "ps/Filesystem.h"
#include "ps/Game.h"
#include "ps/GameSetup/Config.h"
#include "ps/Pyrogenesis.h"
#include "renderer/backend/dummy/DeviceForward.h"
#include "renderer/backend/gl/DeviceForward.h"
#include "renderer/backend/IDevice.h"
#include "renderer/backend/vulkan/DeviceForward.h"
#include "renderer/Renderer.h"
#include <string_view>
#if OS_MACOSX && SDL_VERSION_ATLEAST(2, 0, 6)
#include <SDL_vulkan.h>
#include <stdlib.h>
#endif
namespace
{
int DEFAULT_WINDOW_W = 1024;
int DEFAULT_WINDOW_H = 768;
int DEFAULT_FULLSCREEN_W = 1024;
int DEFAULT_FULLSCREEN_H = 768;
const wchar_t DEFAULT_CURSOR_NAME[] = L"default-arrow";
Renderer::Backend::Backend GetFallbackBackend(const Renderer::Backend::Backend backend)
{
Renderer::Backend::Backend fallback = Renderer::Backend::Backend::DUMMY;
// We use a switch instead of a list to have compile-time checks for missed
// values and because a linear priority list doesn't work for general case.
switch (backend)
{
case Renderer::Backend::Backend::GL:
fallback = Renderer::Backend::Backend::GL_ARB;
break;
case Renderer::Backend::Backend::GL_ARB:
fallback = Renderer::Backend::Backend::DUMMY;
break;
case Renderer::Backend::Backend::DUMMY:
break;
case Renderer::Backend::Backend::VULKAN:
fallback = Renderer::Backend::Backend::GL;
break;
}
return fallback;
}
std::string_view GetBackendName(const Renderer::Backend::Backend backend)
{
std::string_view name{"Unknown"};
switch (backend)
{
case Renderer::Backend::Backend::GL:
name = "GL";
break;
case Renderer::Backend::Backend::GL_ARB:
name = "GL ARB";
break;
case Renderer::Backend::Backend::DUMMY:
name = "Dummy";
break;
case Renderer::Backend::Backend::VULKAN:
name = "Vulkan";
break;
}
return name;
}
} // anonymous namespace
#if OS_WIN
// We can't include wutil directly because GL headers conflict with Windows
// until we use a proper GL loader.
extern void wutil_SetAppWindow(SDL_Window* window);
// After a proper HiDPI integration we should switch to manifest until
// SDL has an implemented HiDPI on Windows.
extern void wutil_EnableHiDPIOnWindows();
#endif
CVideoMode g_VideoMode;
class CVideoMode::CCursor
{
public:
enum class CursorBackend
{
SDL,
SYSTEM
};
CCursor();
~CCursor();
void SetCursor(const CStrW& name);
void ResetCursor();
private:
CursorBackend m_CursorBackend = CursorBackend::SYSTEM;
SDL_Surface* m_CursorSurface = nullptr;
SDL_Cursor* m_Cursor = nullptr;
CStrW m_CursorName;
};
CVideoMode::CCursor::CCursor()
{
std::string cursorBackend;
CFG_GET_VAL("cursorbackend", cursorBackend);
if (cursorBackend == "sdl")
m_CursorBackend = CursorBackend::SDL;
else
m_CursorBackend = CursorBackend::SYSTEM;
ResetCursor();
}
CVideoMode::CCursor::~CCursor()
{
if (m_Cursor)
SDL_FreeCursor(m_Cursor);
if (m_CursorSurface)
SDL_FreeSurface(m_CursorSurface);
}
void CVideoMode::CCursor::SetCursor(const CStrW& name)
{
if (m_CursorBackend == CursorBackend::SYSTEM || m_CursorName == name)
return;
m_CursorName = name;
if (m_Cursor)
SDL_FreeCursor(m_Cursor);
if (m_CursorSurface)
SDL_FreeSurface(m_CursorSurface);
if (name.empty())
{
SDL_ShowCursor(SDL_DISABLE);
return;
}
const VfsPath pathBaseName(VfsPath(L"art/textures/cursors") / name);
// Read pixel offset of the cursor's hotspot [the bit of it that's
// drawn at (g_mouse_x,g_mouse_y)] from file.
int hotspotX = 0, hotspotY = 0;
{
const VfsPath pathHotspotName = pathBaseName.ChangeExtension(L".txt");
std::shared_ptr<u8> buffer;
size_t size;
if (g_VFS->LoadFile(pathHotspotName, buffer, size) != INFO::OK)
{
LOGERROR("Can't load hotspot for cursor: %s", pathHotspotName.string8().c_str());
return;
}
std::wstringstream s(std::wstring(reinterpret_cast<const wchar_t*>(buffer.get()), size));
s >> hotspotX >> hotspotY;
}
const VfsPath pathImageName = pathBaseName.ChangeExtension(L".png");
std::shared_ptr<u8> file;
size_t fileSize;
if (g_VFS->LoadFile(pathImageName, file, fileSize) != INFO::OK)
{
LOGERROR("Can't load image for cursor: %s", pathImageName.string8().c_str());
return;
}
Tex t;
if (t.decode(file, fileSize) != INFO::OK)
{
LOGERROR("Can't decode image for cursor");
return;
}
// Convert to required BGRA format.
const size_t flags = (t.m_Flags | TEX_BGR) & ~TEX_DXT;
if (t.transform_to(flags) != INFO::OK)
{
LOGERROR("Can't transform image for cursor");
return;
}
void* imageBGRA = t.get_data();
if (!imageBGRA)
{
LOGERROR("Transformed image is empty for cursor");
return;
}
m_CursorSurface = SDL_CreateRGBSurfaceFrom(imageBGRA,
static_cast<int>(t.m_Width), static_cast<int>(t.m_Height), 32,
static_cast<int>(t.m_Width * 4),
0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000);
if (!m_CursorSurface)
{
LOGERROR("Can't create surface for cursor: %s", SDL_GetError());
return;
}
const float scale = g_VideoMode.GetScale();
if (scale != 1.0)
{
SDL_Surface* scaledSurface = SDL_CreateRGBSurface(0,
m_CursorSurface->w * scale,
m_CursorSurface->h * scale, 32,
0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000);
if (!scaledSurface)
{
LOGERROR("Can't create scaled surface forcursor: %s", SDL_GetError());
return;
}
if (SDL_BlitScaled(m_CursorSurface, nullptr, scaledSurface, nullptr))
return;
SDL_FreeSurface(m_CursorSurface);
m_CursorSurface = scaledSurface;
}
m_Cursor = SDL_CreateColorCursor(m_CursorSurface, hotspotX, hotspotY);
if (!m_Cursor)
{
LOGERROR("Can't create cursor: %s", SDL_GetError());
return;
}
SDL_SetCursor(m_Cursor);
}
void CVideoMode::CCursor::ResetCursor()
{
SetCursor(DEFAULT_CURSOR_NAME);
}
CVideoMode::CVideoMode() :
m_WindowedW(DEFAULT_WINDOW_W), m_WindowedH(DEFAULT_WINDOW_H), m_WindowedX(0), m_WindowedY(0)
{
}
CVideoMode::~CVideoMode() = default;
void CVideoMode::ReadConfig()
{
bool windowed = !m_ConfigFullscreen;
CFG_GET_VAL("windowed", windowed);
m_ConfigFullscreen = !windowed;
CFG_GET_VAL("gui.scale", m_Scale);
CFG_GET_VAL("xres", m_ConfigW);
CFG_GET_VAL("yres", m_ConfigH);
CFG_GET_VAL("bpp", m_ConfigBPP);
CFG_GET_VAL("display", m_ConfigDisplay);
CFG_GET_VAL("hidpi", m_ConfigEnableHiDPI);
CFG_GET_VAL("vsync", m_ConfigVSync);
CStr rendererBackend;
CFG_GET_VAL("rendererbackend", rendererBackend);
if (rendererBackend == "glarb")
m_Backend = Renderer::Backend::Backend::GL_ARB;
else if (rendererBackend == "dummy")
m_Backend = Renderer::Backend::Backend::DUMMY;
else if (rendererBackend == "vulkan")
m_Backend = Renderer::Backend::Backend::VULKAN;
else
m_Backend = Renderer::Backend::Backend::GL;
#if OS_WIN
if (m_ConfigEnableHiDPI)
wutil_EnableHiDPIOnWindows();
#endif
}
bool CVideoMode::SetVideoMode(int w, int h, int bpp, bool fullscreen)
{
Uint32 flags = 0;
if (fullscreen)
{
bool borderlessFullscreen = true;
CFG_GET_VAL("borderless.fullscreen", borderlessFullscreen);
flags |= borderlessFullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_FULLSCREEN;
}
else
{
bool borderlessWindow = false;
CFG_GET_VAL("borderless.window", borderlessWindow);
if (borderlessWindow)
flags |= SDL_WINDOW_BORDERLESS;
}
if (!m_Window)
{
const bool isGLBackend =
m_Backend == Renderer::Backend::Backend::GL ||
m_Backend == Renderer::Backend::Backend::GL_ARB;
if (isGLBackend)
{
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
bool debugContext = false;
CFG_GET_VAL("renderer.backend.debugcontext", debugContext);
if (debugContext)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
bool forceGLVersion = false;
CFG_GET_VAL("forceglversion", forceGLVersion);
if (forceGLVersion)
{
CStr forceGLProfile = "compatibility";
int forceGLMajorVersion = 3;
int forceGLMinorVersion = 0;
CFG_GET_VAL("forceglprofile", forceGLProfile);
CFG_GET_VAL("forceglmajorversion", forceGLMajorVersion);
CFG_GET_VAL("forceglminorversion", forceGLMinorVersion);
int profile = SDL_GL_CONTEXT_PROFILE_COMPATIBILITY;
if (forceGLProfile == "es")
profile = SDL_GL_CONTEXT_PROFILE_ES;
else if (forceGLProfile == "core")
profile = SDL_GL_CONTEXT_PROFILE_CORE;
else if (forceGLProfile != "compatibility")
LOGWARNING("Unknown force GL profile '%s', compatibility profile is used", forceGLProfile.c_str());
if (forceGLMajorVersion < 1 || forceGLMinorVersion < 0)
{
LOGERROR("Unsupported force GL version: %d.%d", forceGLMajorVersion, forceGLMinorVersion);
}
else
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, forceGLMajorVersion);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, forceGLMinorVersion);
}
}
else
{
#if CONFIG2_GLES
// Require GLES 2.0
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#else
// Some macOS and MESA drivers might not create a context even if they can
// with the core profile. So disable it for a while until we can guarantee
// its creation.
#if OS_WIN
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
#endif
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
#endif
}
}
// Note: these flags only take affect in SDL_CreateWindow
flags |= SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE;
if (m_ConfigEnableHiDPI)
flags |= SDL_WINDOW_ALLOW_HIGHDPI;
if (isGLBackend)
flags |= SDL_WINDOW_OPENGL;
else if (m_Backend == Renderer::Backend::Backend::VULKAN)
flags |= SDL_WINDOW_VULKAN;
m_WindowedX = m_WindowedY = SDL_WINDOWPOS_CENTERED_DISPLAY(m_ConfigDisplay);
#if OS_MACOSX && SDL_VERSION_ATLEAST(2, 0, 6)
if (m_Backend == Renderer::Backend::Backend::VULKAN)
{
// MoltenVK - enable full component swizzling support.
setenv("MVK_CONFIG_FULL_IMAGE_VIEW_SWIZZLE", "1", 1);
CStr fullPathToVulkanLibrary = DllLoader::GenerateFilename("MoltenVK", "", ".dylib");
// MoltenVK - only print warnings and errors.
setenv("MVK_CONFIG_LOG_LEVEL", "2", 1);
if (SDL_Vulkan_LoadLibrary(fullPathToVulkanLibrary.c_str()) != 0)
{
LOGWARNING("Failed to load %s.", fullPathToVulkanLibrary.c_str());
DowngradeBackendSettingAfterCreationFailure();
return SetVideoMode(w, h, bpp, fullscreen);
}
else
LOGMESSAGE("Loaded %s.", fullPathToVulkanLibrary.c_str());
}
#endif
m_Window = SDL_CreateWindow(main_window_name, m_WindowedX, m_WindowedY, w, h, flags);
if (!m_Window)
{
// SDL might fail to create a window in case of missing a Vulkan driver.
if (m_Backend == Renderer::Backend::Backend::VULKAN)
{
LOGWARNING("Failed to create a Vulkan window: %s", SDL_GetError());
DowngradeBackendSettingAfterCreationFailure();
return SetVideoMode(w, h, bpp, fullscreen);
}
// If fullscreen fails, try windowed mode
if (fullscreen)
{
LOGWARNING("Failed to set the video mode to fullscreen for the chosen resolution "
"%dx%d:%d (\"%hs\"), falling back to windowed mode",
w, h, bpp, SDL_GetError());
// Using default size for the window for now, as the attempted setting
// could be as large, or larger than the screen size.
return SetVideoMode(DEFAULT_WINDOW_W, DEFAULT_WINDOW_H, bpp, false);
}
else
{
if (isGLBackend)
{
int depthSize = 24;
SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &depthSize);
if (depthSize > 16)
{
// Fall back to a smaller depth buffer
// (The rendering may be ugly but this helps when running in VMware)
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
return SetVideoMode(w, h, bpp, fullscreen);
}
}
LOGERROR("SetVideoMode failed in SDL_CreateWindow: %dx%d:%d %d (\"%s\")",
w, h, bpp, fullscreen ? 1 : 0, SDL_GetError());
return false;
}
}
if (SDL_SetWindowDisplayMode(m_Window, NULL) < 0)
{
LOGERROR("SetVideoMode failed in SDL_SetWindowDisplayMode: %dx%d:%d %d (\"%s\")",
w, h, bpp, fullscreen ? 1 : 0, SDL_GetError());
return false;
}
#if OS_WIN
// We need to set the window for an error dialog.
wutil_SetAppWindow(m_Window);
#endif
if (!TryCreateBackendDevice(m_Window))
{
DowngradeBackendSettingAfterCreationFailure();
SDL_DestroyWindow(m_Window);
m_Window = nullptr;
return SetVideoMode(w, h, bpp, fullscreen);
}
if (isGLBackend)
SDL_GL_SetSwapInterval(m_ConfigVSync ? 1 : 0);
}
else
{
if (m_IsFullscreen != fullscreen)
{
if (!fullscreen)
{
// For some reason, when switching from fullscreen to windowed mode,
// we have to set the window size and position before and after switching
SDL_SetWindowSize(m_Window, w, h);
SDL_SetWindowPosition(m_Window, m_WindowedX, m_WindowedY);
}
if (SDL_SetWindowFullscreen(m_Window, flags) < 0)
{
LOGERROR("SetVideoMode failed in SDL_SetWindowFullscreen: %dx%d:%d %d (\"%s\")",
w, h, bpp, fullscreen ? 1 : 0, SDL_GetError());
return false;
}
}
if (!fullscreen)
{
SDL_SetWindowSize(m_Window, w, h);
SDL_SetWindowPosition(m_Window, m_WindowedX, m_WindowedY);
}
}
// Grab the current video settings
SDL_GetWindowSize(m_Window, &m_CurrentW, &m_CurrentH);
m_CurrentBPP = bpp;
// #545: we need to constrain the window in fullscreen mode to avoid mouse
// "falling out" of the window in case of multiple displays.
bool mouseGrabInFullscreen = true;
CFG_GET_VAL("window.mousegrabinfullscreen", mouseGrabInFullscreen);
bool mouseGrabInWindowMode = false;
CFG_GET_VAL("window.mousegrabinwindowmode", mouseGrabInWindowMode);
if (fullscreen ? mouseGrabInFullscreen : mouseGrabInWindowMode)
SDL_SetWindowGrab(m_Window, SDL_TRUE);
else
SDL_SetWindowGrab(m_Window, SDL_FALSE);
m_IsFullscreen = fullscreen;
g_xres = m_CurrentW;
g_yres = m_CurrentH;
return true;
}
bool CVideoMode::InitSDL()
{
ENSURE(!m_IsInitialised);
ReadConfig();
// preferred video mode = current desktop settings
// (command line params may override these)
// TODO: handle multi-screen and HiDPI properly.
SDL_DisplayMode mode;
if (SDL_GetDesktopDisplayMode(0, &mode) == 0)
{
m_PreferredW = mode.w;
m_PreferredH = mode.h;
m_PreferredBPP = SDL_BITSPERPIXEL(mode.format);
m_PreferredFreq = mode.refresh_rate;
}
int w = m_ConfigW;
int h = m_ConfigH;
if (m_ConfigFullscreen)
{
// If fullscreen and no explicit size set, default to the desktop resolution
if (w == 0 || h == 0)
{
w = m_PreferredW;
h = m_PreferredH;
}
}
// If no size determined, default to something sensible
if (w == 0 || h == 0)
{
w = DEFAULT_WINDOW_W;
h = DEFAULT_WINDOW_H;
}
if (!m_ConfigFullscreen)
{
// Limit the window to the screen size (if known)
if (m_PreferredW)
w = std::min(w, m_PreferredW);
if (m_PreferredH)
h = std::min(h, m_PreferredH);
}
const int bpp = GetBestBPP();
if (!SetVideoMode(w, h, bpp, m_ConfigFullscreen))
return false;
// Work around a bug in the proprietary Linux ATI driver (at least versions 8.16.20 and 8.14.13).
// The driver appears to register its own atexit hook on context creation.
// If this atexit hook is called before SDL_Quit destroys the OpenGL context,
// some kind of double-free problem causes a crash and lockup in the driver.
// Calling SDL_Quit twice appears to be harmless, though, and avoids the problem
// by destroying the context *before* the driver's atexit hook is called.
// (Note that atexit hooks are guaranteed to be called in reverse order of their registration.)
atexit(SDL_Quit);
// End work around.
m_IsInitialised = true;
if (!m_ConfigFullscreen)
{
m_WindowedW = w;
m_WindowedH = h;
}
SetWindowIcon();
m_Cursor = std::make_unique<CCursor>();
return true;
}
bool CVideoMode::InitNonSDL()
{
ENSURE(!m_IsInitialised);
ReadConfig();
m_IsInitialised = true;
return true;
}
void CVideoMode::Shutdown()
{
ENSURE(m_IsInitialised);
m_Cursor.reset();
m_IsFullscreen = false;
m_IsInitialised = false;
m_BackendDevice.reset();
if (m_Window)
{
SDL_DestroyWindow(m_Window);
m_Window = nullptr;
}
}
bool CVideoMode::CreateBackendDevice(const bool createSDLContext)
{
if (!createSDLContext && m_Backend == Renderer::Backend::Backend::VULKAN)
m_Backend = Renderer::Backend::Backend::GL;
SDL_Window* window = createSDLContext ? m_Window : nullptr;
while (m_Backend != Renderer::Backend::Backend::DUMMY)
{
if (TryCreateBackendDevice(window))
return true;
DowngradeBackendSettingAfterCreationFailure();
}
return TryCreateBackendDevice(window);
}
bool CVideoMode::TryCreateBackendDevice(SDL_Window* window)
{
switch (m_Backend)
{
case Renderer::Backend::Backend::GL:
m_BackendDevice = Renderer::Backend::GL::CreateDevice(window, false);
break;
case Renderer::Backend::Backend::GL_ARB:
m_BackendDevice = Renderer::Backend::GL::CreateDevice(window, true);
break;
case Renderer::Backend::Backend::DUMMY:
m_BackendDevice = Renderer::Backend::Dummy::CreateDevice(window);
ENSURE(m_BackendDevice);
break;
case Renderer::Backend::Backend::VULKAN:
m_BackendDevice = Renderer::Backend::Vulkan::CreateDevice(window);
break;
}
return static_cast<bool>(m_BackendDevice);
}
void CVideoMode::DowngradeBackendSettingAfterCreationFailure()
{
const Renderer::Backend::Backend fallback = GetFallbackBackend(m_Backend);
LOGERROR("Unable to create device for %s backend, switching to %s.",
GetBackendName(m_Backend), GetBackendName(fallback));
m_Backend = fallback;
}
bool CVideoMode::ResizeWindow(int w, int h)
{
ENSURE(m_IsInitialised);
// Ignore if not windowed
if (m_IsFullscreen)
return true;
// Ignore if the size hasn't changed
if (w == m_WindowedW && h == m_WindowedH)
return true;
int bpp = GetBestBPP();
if (!SetVideoMode(w, h, bpp, false))
return false;
m_WindowedW = w;
m_WindowedH = h;
UpdateRenderer(w, h);
return true;
}
void CVideoMode::Rescale(float scale)
{
ENSURE(m_IsInitialised);
m_Scale = scale;
UpdateRenderer(m_CurrentW, m_CurrentH);
}
float CVideoMode::GetScale() const
{
return m_Scale;
}
bool CVideoMode::SetFullscreen(bool fullscreen)
{
// This might get called before initialisation by psDisplayError;
// if so then silently fail
if (!m_IsInitialised)
return false;
// Check whether this is actually a change
if (fullscreen == m_IsFullscreen)
return true;
if (!m_IsFullscreen)
{
// Windowed -> fullscreen:
int w = 0, h = 0;
// If a fullscreen size was configured, use that; else use the desktop size; else use a default
if (m_ConfigFullscreen)
{
w = m_ConfigW;
h = m_ConfigH;
}
if (w == 0 || h == 0)
{
w = m_PreferredW;
h = m_PreferredH;
}
if (w == 0 || h == 0)
{
w = DEFAULT_FULLSCREEN_W;
h = DEFAULT_FULLSCREEN_H;
}
int bpp = GetBestBPP();
if (!SetVideoMode(w, h, bpp, fullscreen))
return false;
UpdateRenderer(m_CurrentW, m_CurrentH);
return true;
}
else
{
// Fullscreen -> windowed:
// Go back to whatever the previous window size was
int w = m_WindowedW, h = m_WindowedH;
int bpp = GetBestBPP();
if (!SetVideoMode(w, h, bpp, fullscreen))
return false;
UpdateRenderer(w, h);
return true;
}
}
bool CVideoMode::ToggleFullscreen()
{
return SetFullscreen(!m_IsFullscreen);
}
bool CVideoMode::IsInFullscreen() const
{
return m_IsFullscreen;
}
void CVideoMode::UpdatePosition(int x, int y)
{
if (!m_IsFullscreen)
{
m_WindowedX = x;
m_WindowedY = y;
}
}
void CVideoMode::UpdateRenderer(int w, int h)
{
if (w < 2) w = 2; // avoid GL errors caused by invalid sizes
if (h < 2) h = 2;
g_xres = w;
g_yres = h;
SViewPort vp = { 0, 0, w, h };
if (g_VideoMode.GetBackendDevice())
g_VideoMode.GetBackendDevice()->OnWindowResize(w, h);
if (CRenderer::IsInitialised())
g_Renderer.Resize(w, h);
if (g_GUI)
g_GUI->UpdateResolution();
if (g_Console)
g_Console->UpdateScreenSize(w, h);
if (g_Game)
g_Game->GetView()->SetViewport(vp);
}
int CVideoMode::GetBestBPP()
{
if (m_ConfigBPP)
return m_ConfigBPP;
if (m_PreferredBPP)
return m_PreferredBPP;
return 32;
}
int CVideoMode::GetXRes() const
{
ENSURE(m_IsInitialised);
return m_CurrentW;
}
int CVideoMode::GetYRes() const
{
ENSURE(m_IsInitialised);
return m_CurrentH;
}
int CVideoMode::GetBPP() const
{
ENSURE(m_IsInitialised);
return m_CurrentBPP;
}
bool CVideoMode::IsVSyncEnabled() const
{
ENSURE(m_IsInitialised);
return m_ConfigVSync;
}
int CVideoMode::GetDesktopXRes() const
{
ENSURE(m_IsInitialised);
return m_PreferredW;
}
int CVideoMode::GetDesktopYRes() const
{
ENSURE(m_IsInitialised);
return m_PreferredH;
}
int CVideoMode::GetDesktopBPP() const
{
ENSURE(m_IsInitialised);
return m_PreferredBPP;
}
int CVideoMode::GetDesktopFreq() const
{
ENSURE(m_IsInitialised);
return m_PreferredFreq;
}
SDL_Window* CVideoMode::GetWindow()
{
ENSURE(m_IsInitialised);
return m_Window;
}
void CVideoMode::SetWindowIcon()
{
// The window icon should be kept outside of art/textures/, or else it will be converted
// to DDS by the archive builder and will become unusable here. Using DDS makes BGRA
// conversion needlessly complicated.
std::shared_ptr<u8> iconFile;
size_t iconFileSize;
if (g_VFS->LoadFile("art/icons/window.png", iconFile, iconFileSize) != INFO::OK)
{
LOGWARNING("Window icon not found.");
return;
}
Tex iconTexture;
if (iconTexture.decode(iconFile, iconFileSize) != INFO::OK)
return;
// Convert to required BGRA format.
const size_t iconFlags = (iconTexture.m_Flags | TEX_BGR) & ~TEX_DXT;
if (iconTexture.transform_to(iconFlags) != INFO::OK)
return;
void* bgra_img = iconTexture.get_data();
if (!bgra_img)
return;
SDL_Surface *iconSurface = SDL_CreateRGBSurfaceFrom(bgra_img,
iconTexture.m_Width, iconTexture.m_Height, 32, iconTexture.m_Width * 4,
0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000);
if (!iconSurface)
return;
SDL_SetWindowIcon(m_Window, iconSurface);
SDL_FreeSurface(iconSurface);
}
void CVideoMode::SetCursor(const CStrW& name)
{
if (m_Cursor)
m_Cursor->SetCursor(name);
}
void CVideoMode::ResetCursor()
{
if (m_Cursor)
m_Cursor->ResetCursor();
}