Commit Graph

19 Commits

Author SHA1 Message Date
leo60228 46d8599f62 Use SDL_GetRendererOutputSize instead of SDL_GetWindowSize
SDL_GetRendererOutputSize will always return the actual size, even in
some obscure HiDPI/macOS cases.
2021-01-18 13:10:06 -05:00
leo60228 d9fff2a8c3 Set SDL window as DPI-aware
This works on macOS, Wayland, and a few more esoteric platforms. X11
doesn't have a concept of DPI-awareness. Note that with this flag
SDL_GetWindowSize() isn't guaranteed to return the actual window size.
2021-01-18 13:09:47 -05:00
Misa 769f99f590 Reduce dependency on libc functions
During 2.3 development, there's been a gradual shift to using SDL stdlib
functions instead of libc functions, but there are still some libc
functions (or the same libc function but from the STL) in the code.

Well, this patch replaces all the rest of them in one fell swoop.

SDL's stdlib can replace most of these, but its SDL_min() and SDL_max()
are inadequate - they aren't really functions, they're more like macros
with a nasty penchant for double-evaluation. So I just made my own
VVV_min() and VVV_max() functions and placed them in Maths.h instead,
then replaced all the previous usages of min(), max(), std::min(),
std::max(), SDL_min(), and SDL_max() with VVV_min() and VVV_max().

Additionally, there's no SDL_isxdigit(), so I just implemented my own
VVV_isxdigit().

SDL has SDL_malloc() and SDL_free(), but they have some refcounting
built in to them, so in order to use them with LodePNG, I have to
replace the malloc() and free() that LodePNG uses. Which isn't too hard,
I did it in a new file called ThirdPartyDeps.c, and LodePNG is now
compiled with the LODEPNG_NO_COMPILE_ALLOCATORS definition.

Lastly, I also refactored the awful strcpy() and strcat() usages in
PLATFORM_migrateSaveData() to use SDL_snprintf() instead. I know save
migration is getting axed in 2.4, but it still bothers me to have
something like that in the codebase otherwise.

Without further ado, here is the full list of functions that the
codebase now uses:

- SDL_strlcpy() instead of strcpy()
- SDL_strlcat() instead of strcat()
- SDL_snprintf() instead of sprintf(), strcpy(), or strcat() (see above)
- VVV_min() instead of min(), std::min(), or SDL_min()
- VVV_max() instead of max(), std::max(), or SDL_max()
- VVV_isxdigit() instead of isxdigit()
- SDL_strcmp() instead of strcmp()
- SDL_strcasecmp() instead of strcasecmp() or Win32 strcmpi()
- SDL_strstr() instead of strstr()
- SDL_strlen() instead of strlen()
- SDL_sscanf() instead of sscanf()
- SDL_getenv() instead of getenv()
- SDL_malloc() instead of malloc() (replacing in LodePNG as well)
- SDL_free() instead of free() (replacing in LodePNG as well)
2021-01-12 14:02:31 -05:00
Misa 55163e90d5 Allow Game::savestats() to accept a pointer to ScreenSettings
Another step to fix the bug #556 is to allow Game::savestats() to accept
a pointer to an existing ScreenSettings struct. This entails refactoring
Game::savesettings() and Game::serializesettings() to accept the
function as well, along with adding Screen::GetSettings() so the
settings of the current Screen can be easily grabbed.
2020-12-21 20:15:30 -05:00
Misa af11f6936a Factor out screen settings to ScreenSettings struct
It's a bit annoying to pass each screen setting individually, would be
nice if we could just wrap it up in a nice struct and pass that instead.
2020-12-18 10:02:18 -05:00
Misa 6d8b8d08b9 Factor out icon loading to Screen::LoadIcon()
This is so it can be called multiple times without having to duplicate
code.
2020-11-01 13:59:13 -05:00
Misa 52f7a587fe Separate includes into sections and alphabetize them
Okay, so basically here's the include layout that this game now
consistently uses:

[The "main" header file, if any (e.g. Graphics.h for Graphics.cpp)]
[blank line]
[All system includes, such as tinyxml2/physfs/utfcpp/SDL]
[blank line]
[All project includes, such as Game.h/Entity.h/etc.]

And if applicable, another blank line, and then some special-case
include screwy stuff (take a look at editor.cpp or FileSystemUtils.cpp,
for example, they have ifdefs and defines with their includes).
2020-07-19 21:37:40 -04:00
Ethan Lee 82666a1875 Set both filter and vsync hints with override priority 2020-07-08 21:43:05 -04:00
Ethan Lee d3f9a36941 Refactor startup to load config before calling Screen::init 2020-07-08 14:30:57 -04:00
Ethan Lee 0f450f3e39 Move the VSync work to Screen.
The problem we're running into is entirely contained in the Screen - we need to
either decouple graphics context init from Screen::init or we need to take out
the screenbuffer interaction from loadstats (which I'm more in favor of since we
can just pull the config values and pass them to Screen::init later).
2020-07-02 00:19:40 -04:00
Misa 7ce4f1173d Add "resize to nearest" graphics option
If you want your game window to simply be exactly 320x240, or 640x480,
or 960x720 etc. then it's really annoying that there's no easy way to do
this (to clarify, this is different from integer mode, which controls
the size of the game INSIDE the window). The easiest way would be having
to close the game, go into unlock.vvv, and edit the window size
manually. VCE has a 1x/2x/3x/4x graphics option to solve this, although
it does not account for actual monitor size (those 1x/2x/3x/4x modes are
all you get, whether or not you have a monitor too small for some of
them or too big for any of them to be what you want).

I discussed this with flibit, and he said that VCE's approach (if it
accounted for monitor size) wouldn't work on high-retina displays or
high DPIs, because getting the actual multiplier to account for those
monitors is kind of a pain. So the next best thing would be to add an
option that resizes to the nearest perfect multiple of 320x240. That way
you could simply resize the window and let the game correct any
imperfect dimensions automatically.
2020-06-30 09:21:00 -04:00
Misa 5c7e869ee7 Work around SDL2 bug where VSync hint only applies on renderer creation
Ugh, this is terrible and stupid and I hate myself for it.

Anyway, since the SDL2 VSync hint only applies when the renderer is
created, we have to re-create the renderer whenever VSync is toggled.
However, this also means we need to re-create m_screenTexture as well,
AND call ResizeScreen() after that or else the letterbox/integer modes
won't be applied.

Unfortunately, this means that in main(), gameScreen.init() will create
a renderer only to be destroyed later by graphics.processVsync().
There's not much we can do about this. Fixing this would require putting
graphics.processVsync() before gameScreen.init(). However, in order to
know whether the user has VSync set, we would have to call
game.loadstats() first, but wait, we can't, because game.loadstats()
mutates gameScreen! Gahhhhhh!!!!

@leo60228 suggested to fix that problem (
https://github.com/TerryCavanagh/VVVVVV/pull/220#issuecomment-624217939
) by adding NULL checks to game.loadstats() and then calling it twice,
but then you're trading wastefully creating a renderer only to be
destroyed, for wastefully opening and parsing unlock.vvv twice instead
of once. In either case, you're doing something twice and wasting work.
2020-06-19 17:44:53 -04:00
Misa 30bcc08bec Move gameScreen off of the stack and onto the heap
Just so it can be properly used globally like all the other classes.
2020-06-13 14:50:33 -04:00
Misa 0947840365 Remove unused variable Screen::glScreen
Not sure what this was meant to be - a flag for if the screen is OpenGL
or not? Either way, unused.
2020-04-03 10:40:50 -04:00
Misa ef234d3fc0 Fix mixed indentation in Screen.cpp
Screen.cpp now consistently uses tabs.
2020-04-03 10:40:50 -04:00
Misa e722251ebe Remove useless function Screen::ClearScreen()
This function does not clear the screen at all, it does absolutely
nothing.
2020-04-03 10:40:50 -04:00
Misa cad0b4fcc4 Do proper error handling inside Screen::ResizeScreen()
Instead of passing the error codes out of the function, just handle the
errors directly as they happen, and fail gracefully if something goes
wrong instead of continuing.
2020-03-13 19:05:56 -04:00
Misa 9175c08763 Don't print useless false error message when toggling fullscreen
Whenever you would press Alt+Enter, or Alt+F, or on macOS Command+Enter,
or on macOS Command+F, or F11, the game would print this useless error
message to console, every single time: "Error: failed: " and it would
concatenate SDL_GetError() after it, but most of the time SDL_GetError()
is blank, so it would print just that.

Instead, what the fullscreen shortcut will now do is check the result of
the relevant SDL functions, BEFORE it decides to print an error message.
And when it DOES print an error message, it will be less vague and will
say instead "Error: toggling fullscreen failed: <output of
SDL_GetError()>".

This means Screen::ResizeScreen() and Screen::toggleFullScreen() are now
int-returning functions. Ideally, every function interfacing with SDL
would return an error code, but that's too much for this simple patch.

Additionally, I took the opportunity to clean up the surrounding
formatting of the code a bit, most notably dedenting the
keypress-clearing stuff by one tab level, converting the
shortcut-handling code to spaces, and removing commented-out code.
2020-03-13 08:40:59 -04:00
Ethan Lee f7c0321b71 Hello WWWWWWorld! 2020-01-08 10:37:50 -05:00