VVVVVV/desktop_version/src/Screen.cpp

373 lines
9.0 KiB
C++

#define GAMESCREEN_DEFINITION
#include "Screen.h"
#include <SDL.h>
#include "Alloc.h"
#include "Constants.h"
#include "FileSystemUtils.h"
#include "Game.h"
#include "GraphicsUtil.h"
#include "Vlogging.h"
void ScreenSettings_default(struct ScreenSettings* _this)
{
_this->windowWidth = SCREEN_WIDTH_PIXELS;
_this->windowHeight = SCREEN_HEIGHT_PIXELS;
_this->fullscreen = false;
_this->useVsync = true; // Now that uncapped is the default...
_this->scalingMode = SCALING_INTEGER;
_this->linearFilter = false;
_this->badSignal = false;
}
void Screen::init(const struct ScreenSettings* settings)
{
m_window = NULL;
m_renderer = NULL;
m_screenTexture = NULL;
m_screen = NULL;
isWindowed = !settings->fullscreen;
scalingMode = settings->scalingMode;
isFiltered = settings->linearFilter;
vsync = settings->useVsync;
SDL_SetHintWithPriority(
SDL_HINT_RENDER_SCALE_QUALITY,
isFiltered ? "linear" : "nearest",
SDL_HINT_OVERRIDE
);
SDL_SetHintWithPriority(
SDL_HINT_RENDER_VSYNC,
vsync ? "1" : "0",
SDL_HINT_OVERRIDE
);
// Uncomment this next line when you need to debug -flibit
// SDL_SetHintWithPriority(SDL_HINT_RENDER_DRIVER, "software", SDL_HINT_OVERRIDE);
SDL_CreateWindowAndRenderer(
640,
480,
SDL_WINDOW_HIDDEN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI,
&m_window,
&m_renderer
);
SDL_SetWindowTitle(m_window, "VVVVVV");
LoadIcon();
// FIXME: This surface should be the actual backbuffer! -flibit
m_screen = SDL_CreateRGBSurface(
0,
SCREEN_WIDTH_PIXELS,
SCREEN_HEIGHT_PIXELS,
32,
0x00FF0000,
0x0000FF00,
0x000000FF,
0xFF000000
);
m_screenTexture = SDL_CreateTexture(
m_renderer,
SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING,
SCREEN_WIDTH_PIXELS,
SCREEN_HEIGHT_PIXELS
);
badSignalEffect = settings->badSignal;
ResizeScreen(settings->windowWidth, settings->windowHeight);
}
void Screen::destroy(void)
{
/* Order matters! */
VVV_freefunc(SDL_DestroyTexture, m_screenTexture);
VVV_freefunc(SDL_FreeSurface, m_screen);
VVV_freefunc(SDL_DestroyRenderer, m_renderer);
VVV_freefunc(SDL_DestroyWindow, m_window);
}
void Screen::GetSettings(struct ScreenSettings* settings)
{
int width, height;
GetWindowSize(&width, &height);
settings->windowWidth = width;
settings->windowHeight = height;
settings->fullscreen = !isWindowed;
settings->useVsync = vsync;
settings->scalingMode = scalingMode;
settings->linearFilter = isFiltered;
settings->badSignal = badSignalEffect;
}
#ifdef __APPLE__
/* Apple doesn't like icons anymore... */
void Screen::LoadIcon(void)
{
}
#else
SDL_Surface* LoadImage(const char* filename);
void Screen::LoadIcon(void)
{
SDL_Surface* icon = LoadImage("VVVVVV.png");
if (icon == NULL)
{
return;
}
SDL_SetWindowIcon(m_window, icon);
VVV_freefunc(SDL_FreeSurface, icon);
}
#endif /* __APPLE__ */
void Screen::ResizeScreen(int x, int y)
{
static int resX = SCREEN_WIDTH_PIXELS;
static int resY = SCREEN_HEIGHT_PIXELS;
if (x != -1 && y != -1)
{
// This is a user resize!
resX = x;
resY = y;
}
if (!isWindowed || isForcedFullscreen())
{
int result = SDL_SetWindowFullscreen(m_window, SDL_WINDOW_FULLSCREEN_DESKTOP);
if (result != 0)
{
vlog_error("Error: could not set the game to fullscreen mode: %s", SDL_GetError());
return;
}
}
else
{
int result = SDL_SetWindowFullscreen(m_window, 0);
if (result != 0)
{
vlog_error("Error: could not set the game to windowed mode: %s", SDL_GetError());
return;
}
if (x != -1 && y != -1)
{
SDL_SetWindowSize(m_window, resX, resY);
SDL_SetWindowPosition(m_window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
}
}
if (scalingMode == SCALING_STRETCH)
{
int winX, winY;
GetWindowSize(&winX, &winY);
int result = SDL_RenderSetLogicalSize(m_renderer, winX, winY);
if (result != 0)
{
vlog_error("Error: could not set logical size: %s", SDL_GetError());
return;
}
result = SDL_RenderSetIntegerScale(m_renderer, SDL_FALSE);
if (result != 0)
{
vlog_error("Error: could not set scale: %s", SDL_GetError());
return;
}
}
else
{
SDL_RenderSetLogicalSize(m_renderer, SCREEN_WIDTH_PIXELS, SCREEN_HEIGHT_PIXELS);
int result = SDL_RenderSetIntegerScale(m_renderer, (SDL_bool) (scalingMode == SCALING_INTEGER));
if (result != 0)
{
vlog_error("Error: could not set scale: %s", SDL_GetError());
return;
}
}
}
void Screen::ResizeToNearestMultiple(void)
{
int w, h;
GetWindowSize(&w, &h);
// Check aspect ratio first
bool using_width;
int usethisdimension, usethisratio;
if ((float) w / (float) h > 4.0 / 3.0)
{
// Width is bigger, so it's limited by height
usethisdimension = h;
usethisratio = SCREEN_HEIGHT_PIXELS;
using_width = false;
}
else
{
// Height is bigger, so it's limited by width. Or we're exactly 4:3 already
usethisdimension = w;
usethisratio = SCREEN_WIDTH_PIXELS;
using_width = true;
}
int floor = (usethisdimension / usethisratio) * usethisratio;
int ceiling = floor + usethisratio;
int final_dimension;
if (usethisdimension - floor < ceiling - usethisdimension)
{
// Floor is nearest
final_dimension = floor;
}
else
{
// Ceiling is nearest. Or we're exactly on a multiple already
final_dimension = ceiling;
}
if (final_dimension == 0)
{
// We're way too small!
ResizeScreen(SCREEN_WIDTH_PIXELS, SCREEN_HEIGHT_PIXELS);
return;
}
if (using_width)
{
ResizeScreen(final_dimension, final_dimension / 4 * 3);
}
else
{
ResizeScreen(final_dimension * 4 / 3, final_dimension);
}
}
void Screen::GetWindowSize(int* x, int* y)
{
if (SDL_GetRendererOutputSize(m_renderer, x, y) != 0)
{
vlog_error("Could not get window size: %s", SDL_GetError());
/* Initialize to safe defaults */
*x = SCREEN_WIDTH_PIXELS;
*y = SCREEN_HEIGHT_PIXELS;
}
}
void Screen::UpdateScreen(SDL_Surface* buffer, SDL_Rect* rect )
{
if((buffer == NULL) && (m_screen == NULL) )
{
return;
}
if(badSignalEffect)
{
buffer = ApplyFilter(buffer);
}
ClearSurface(m_screen);
BlitSurfaceStandard(buffer,NULL,m_screen,rect);
if(badSignalEffect)
{
VVV_freefunc(SDL_FreeSurface, buffer);
}
}
const SDL_PixelFormat* Screen::GetFormat(void)
{
return m_screen->format;
}
void Screen::FlipScreen(const bool flipmode)
{
static const SDL_Rect filterSubrect = {1, 1, 318, 238};
SDL_RendererFlip flip_flags;
if (flipmode)
{
flip_flags = SDL_FLIP_VERTICAL;
}
else
{
flip_flags = SDL_FLIP_NONE;
}
SDL_UpdateTexture(
m_screenTexture,
NULL,
m_screen->pixels,
m_screen->pitch
);
SDL_RenderCopyEx(
m_renderer,
m_screenTexture,
isFiltered ? &filterSubrect : NULL,
NULL,
0.0,
NULL,
flip_flags
);
SDL_RenderPresent(m_renderer);
SDL_RenderClear(m_renderer);
ClearSurface(m_screen);
}
void Screen::toggleFullScreen(void)
{
isWindowed = !isWindowed;
ResizeScreen(-1, -1);
if (game.currentmenuname == Menu::graphicoptions)
{
/* Recreate menu to update "resize to nearest" */
game.createmenu(game.currentmenuname, true);
}
}
void Screen::toggleScalingMode(void)
{
scalingMode = (scalingMode + 1) % NUM_SCALING_MODES;
ResizeScreen(-1, -1);
}
void Screen::toggleLinearFilter(void)
{
isFiltered = !isFiltered;
SDL_SetHintWithPriority(
SDL_HINT_RENDER_SCALE_QUALITY,
isFiltered ? "linear" : "nearest",
SDL_HINT_OVERRIDE
);
SDL_DestroyTexture(m_screenTexture);
m_screenTexture = SDL_CreateTexture(
m_renderer,
SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING,
SCREEN_WIDTH_PIXELS,
SCREEN_HEIGHT_PIXELS
);
}
void Screen::toggleVSync(void)
{
vsync = !vsync;
SDL_RenderSetVSync(m_renderer, (int) vsync);
}
/* FIXME: Launching in forced fullscreen then exiting and relaunching in normal
* mode will result in the window having fullscreen size but being windowed. */
bool Screen::isForcedFullscreen(void)
{
/* This is just a check to see if we're on a desktop or tenfoot setup.
* If you're working on a tenfoot-only build, add a def that always
* returns true!
*/
return SDL_GetHintBoolean("SteamTenfoot", SDL_FALSE);
}