vladislavbelov
0e599a3176
It removes the software implementation intentionally. Because it duplicates SDL functionality. But it might be added in future on demand. Tested By: bb, Langbart Differential Revision: https://code.wildfiregames.com/D4278 This was SVN commit r25936.
154 lines
3.7 KiB
C++
154 lines
3.7 KiB
C++
/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_VIDEOMODE
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#define INCLUDED_VIDEOMODE
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#include "ps/CStrForward.h"
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#include <memory>
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typedef struct SDL_Window SDL_Window;
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class CVideoMode
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{
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public:
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CVideoMode();
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~CVideoMode();
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/**
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* Initialise the video mode, for use in an SDL-using application.
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*/
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bool InitSDL();
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/**
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* Initialise parts of the video mode, for use in Atlas (which uses
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* wxWidgets instead of SDL for GL).
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*/
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bool InitNonSDL();
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/**
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* Shut down after InitSDL/InitNonSDL, so that they can be used again.
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*/
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void Shutdown();
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/**
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* Resize the SDL window and associated graphics stuff to the new size.
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*/
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bool ResizeWindow(int w, int h);
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/**
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* Switch to fullscreen or windowed mode.
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*/
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bool SetFullscreen(bool fullscreen);
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/**
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* Returns true if window runs in fullscreen mode.
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*/
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bool IsInFullscreen() const;
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/**
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* Switch between fullscreen and windowed mode.
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*/
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bool ToggleFullscreen();
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/**
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* Update window position, to restore later if necessary (SDL2 only).
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*/
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void UpdatePosition(int x, int y);
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/**
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* Update the graphics code to start drawing to the new size.
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* This should be called after the GL context has been resized.
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* This can also be used when the GL context is managed externally, not via SDL.
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*/
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static void UpdateRenderer(int w, int h);
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int GetXRes() const;
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int GetYRes() const;
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int GetBPP() const;
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bool IsVSyncEnabled() const;
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int GetDesktopXRes() const;
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int GetDesktopYRes() const;
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int GetDesktopBPP() const;
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int GetDesktopFreq() const;
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SDL_Window* GetWindow();
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void SetWindowIcon();
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void SetCursor(const CStrW& name);
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void ResetCursor();
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private:
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void ReadConfig();
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int GetBestBPP();
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bool SetVideoMode(int w, int h, int bpp, bool fullscreen);
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/**
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* Remember whether Init has been called. (This isn't used for anything
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* important, just for verifying that the callers call our methods in
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* the right order.)
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*/
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bool m_IsInitialised = false;
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SDL_Window* m_Window = nullptr;
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// Initial desktop settings.
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// Frequency is in Hz, and BPP means bits per pixels (not bytes per pixels).
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int m_PreferredW = 0;
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int m_PreferredH = 0;
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int m_PreferredBPP = 0;
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int m_PreferredFreq = 0;
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// Config file settings (0 if unspecified)
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int m_ConfigW = 0;
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int m_ConfigH = 0;
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int m_ConfigBPP = 0;
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int m_ConfigDisplay = 0;
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bool m_ConfigEnableHiDPI = false;
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bool m_ConfigVSync = false;
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// (m_ConfigFullscreen defaults to false, so users don't get stuck if
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// e.g. half the filesystem is missing and the config files aren't loaded).
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bool m_ConfigFullscreen = false;
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// If we're fullscreen, size/position of window when we were last windowed (or the default window
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// size/position if we started fullscreen), to support switching back to the old window size/position
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int m_WindowedW;
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int m_WindowedH;
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int m_WindowedX;
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int m_WindowedY;
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// Whether we're currently being displayed fullscreen
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bool m_IsFullscreen = false;
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// The last mode selected
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int m_CurrentW;
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int m_CurrentH;
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int m_CurrentBPP;
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class CCursor;
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std::unique_ptr<CCursor> m_Cursor;
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};
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extern CVideoMode g_VideoMode;
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#endif // INCLUDED_VIDEOMODE
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