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0ad/source/ps/VideoMode.h

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/* 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;
namespace Renderer
{
namespace Backend
{
namespace GL
{
class CDevice;
}
}
}
class CVideoMode
{
public:
enum class Backend
{
GL,
GL_ARB
};
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();
/**
* Creates a backend device. Also we use wxWidgets in Atlas so we don't need
* to create one for that case.
*/
bool CreateBackendDevice(const bool createSDLContext);
/**
* 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();
Backend GetBackend() const { return m_Backend; }
Renderer::Backend::GL::CDevice* GetBackendDevice() { return m_BackendDevice.get(); }
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;
Backend m_Backend = Backend::GL;
std::unique_ptr<Renderer::Backend::GL::CDevice> m_BackendDevice;
};
extern CVideoMode g_VideoMode;
#endif // INCLUDED_VIDEOMODE