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forked from 0ad/0ad
0ad/source/ps/VideoMode.h
historic_bruno f10bdf5089 Fixes some issues when toggling fullscreen mode with SDL2, refs #2041:
* SDL_WINDOW_RESIZABLE must be set when creating the window, apparently
only fullscreen flags take effect in SDL_SetWindowFullscreen
* Stores window position, so a window can be restored to both its
original position and size, rather than defaults
* Changes initial window position from undefined to centered, it caused
some problems with window positioning returning from fullscreen mode

This was SVN commit r15827.
2014-09-28 22:10:09 +00:00

131 lines
3.1 KiB
C++

/* Copyright (C) 2014 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
typedef struct SDL_Window SDL_Window;
class CVideoMode
{
public:
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).
* Currently this just tries to enable S3TC.
*/
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);
/**
* Switch to fullscreen or windowed mode.
*/
bool SetFullscreen(bool fullscreen);
/**
* 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();
int GetYRes();
int GetBPP();
int GetDesktopXRes();
int GetDesktopYRes();
int GetDesktopBPP();
int GetDesktopFreq();
SDL_Window* GetWindow();
private:
void ReadConfig();
int GetBestBPP();
bool SetVideoMode(int w, int h, int bpp, bool fullscreen);
void EnableS3TC();
/**
* 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;
SDL_Window* m_Window;
// Initial desktop settings
int m_PreferredW;
int m_PreferredH;
int m_PreferredBPP;
int m_PreferredFreq;
// Config file settings (0 if unspecified)
int m_ConfigW;
int m_ConfigH;
int m_ConfigBPP;
int m_ConfigDisplay;
bool m_ConfigFullscreen;
bool m_ConfigForceS3TCEnable;
// 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;
// The last mode selected
int m_CurrentW;
int m_CurrentH;
int m_CurrentBPP;
};
extern CVideoMode g_VideoMode;
#endif // INCLUDED_VIDEOMODE