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VVVVVV/desktop_version/src/Screen.cpp
Misa 758d201296 Fix transitive includes in Screen.cpp
Screen.cpp wasn't explicitly including SDL.h, instead relying on
Screen.h to include it.

It was also relying on SDL.h to include stdio.h on Linux, which breaks
because SDL.h doesn't include stdio.h on Windows. So stdio.h is now
explicitly included as well.

stdlib.h is not used in this file.
2021-02-27 14:26:08 -05:00

400 lines
7.9 KiB
C++

#include "Screen.h"
#include <SDL.h>
#include <stdio.h>
#include "FileSystemUtils.h"
#include "GraphicsUtil.h"
// Used to create the window icon
extern "C"
{
extern unsigned lodepng_decode24(
unsigned char** out,
unsigned* w,
unsigned* h,
const unsigned char* in,
size_t insize
);
}
ScreenSettings::ScreenSettings(void)
{
windowWidth = 320;
windowHeight = 240;
fullscreen = false;
useVsync = false;
stretch = 0;
linearFilter = false;
badSignal = false;
}
void Screen::init(const ScreenSettings& settings)
{
m_window = NULL;
m_renderer = NULL;
m_screenTexture = NULL;
m_screen = NULL;
isWindowed = !settings.fullscreen;
stretchMode = settings.stretch;
isFiltered = settings.linearFilter;
vsync = settings.useVsync;
filterSubrect.x = 1;
filterSubrect.y = 1;
filterSubrect.w = 318;
filterSubrect.h = 238;
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);
// FIXME: m_renderer is also created in resetRendererWorkaround()!
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,
320,
240,
32,
0x00FF0000,
0x0000FF00,
0x000000FF,
0xFF000000
);
// ALSO FIXME: This SDL_CreateTexture() is duplicated twice in this file!
m_screenTexture = SDL_CreateTexture(
m_renderer,
SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING,
320,
240
);
badSignalEffect = settings.badSignal;
ResizeScreen(settings.windowWidth, settings.windowHeight);
}
void Screen::destroy(void)
{
#define X(CLEANUP, POINTER) \
CLEANUP(POINTER); \
POINTER = NULL;
/* Order matters! */
X(SDL_DestroyTexture, m_screenTexture);
X(SDL_FreeSurface, m_screen);
X(SDL_DestroyRenderer, m_renderer);
X(SDL_DestroyWindow, m_window);
#undef X
}
void Screen::GetSettings(ScreenSettings* settings)
{
int width, height;
GetWindowSize(&width, &height);
settings->windowWidth = width;
settings->windowHeight = height;
settings->fullscreen = !isWindowed;
settings->useVsync = vsync;
settings->stretch = stretchMode;
settings->linearFilter = isFiltered;
settings->badSignal = badSignalEffect;
}
void Screen::LoadIcon(void)
{
unsigned char *fileIn = NULL;
size_t length = 0;
unsigned char *data;
unsigned int width, height;
FILESYSTEM_loadFileToMemory("VVVVVV.png", &fileIn, &length);
lodepng_decode24(&data, &width, &height, fileIn, length);
FILESYSTEM_freeMemory(&fileIn);
SDL_Surface *icon = SDL_CreateRGBSurfaceFrom(
data,
width,
height,
24,
width * 3,
0x000000FF,
0x0000FF00,
0x00FF0000,
0x00000000
);
SDL_SetWindowIcon(m_window, icon);
SDL_FreeSurface(icon);
SDL_free(data);
}
void Screen::ResizeScreen(int x, int y)
{
static int resX = 320;
static int resY = 240;
if (x != -1 && y != -1)
{
// This is a user resize!
resX = x;
resY = y;
}
if(!isWindowed)
{
int result = SDL_SetWindowFullscreen(m_window, SDL_WINDOW_FULLSCREEN_DESKTOP);
if (result != 0)
{
printf("Error: could not set the game to fullscreen mode: %s\n", SDL_GetError());
return;
}
}
else
{
int result = SDL_SetWindowFullscreen(m_window, 0);
if (result != 0)
{
printf("Error: could not set the game to windowed mode: %s\n", 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 (stretchMode == 1)
{
int winX, winY;
GetWindowSize(&winX, &winY);
int result = SDL_RenderSetLogicalSize(m_renderer, winX, winY);
if (result != 0)
{
printf("Error: could not set logical size: %s\n", SDL_GetError());
return;
}
result = SDL_RenderSetIntegerScale(m_renderer, SDL_FALSE);
if (result != 0)
{
printf("Error: could not set scale: %s\n", SDL_GetError());
return;
}
}
else
{
SDL_RenderSetLogicalSize(m_renderer, 320, 240);
int result = SDL_RenderSetIntegerScale(m_renderer, (SDL_bool) (stretchMode == 2));
if (result != 0)
{
printf("Error: could not set scale: %s\n", SDL_GetError());
return;
}
}
SDL_ShowWindow(m_window);
}
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 = 240;
using_width = false;
}
else
{
// Height is bigger, so it's limited by width. Or we're exactly 4:3 already
usethisdimension = w;
usethisratio = 320;
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(320, 240);
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)
{
SDL_GetRendererOutputSize(m_renderer, x, y);
}
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)
{
SDL_FreeSurface(buffer);
}
}
const SDL_PixelFormat* Screen::GetFormat(void)
{
return m_screen->format;
}
void Screen::FlipScreen(void)
{
SDL_UpdateTexture(
m_screenTexture,
NULL,
m_screen->pixels,
m_screen->pitch
);
SDL_RenderCopy(
m_renderer,
m_screenTexture,
isFiltered ? &filterSubrect : NULL,
NULL
);
SDL_RenderPresent(m_renderer);
SDL_RenderClear(m_renderer);
ClearSurface(m_screen);
}
void Screen::toggleFullScreen(void)
{
isWindowed = !isWindowed;
ResizeScreen(-1, -1);
}
void Screen::toggleStretchMode(void)
{
stretchMode = (stretchMode + 1) % 3;
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,
320,
240
);
}
void Screen::resetRendererWorkaround(void)
{
SDL_SetHintWithPriority(
SDL_HINT_RENDER_VSYNC,
vsync ? "1" : "0",
SDL_HINT_OVERRIDE
);
/* FIXME: This exists because SDL_HINT_RENDER_VSYNC is not dynamic!
* As a result, our only workaround is to tear down the renderer
* and recreate everything so that it can process the variable.
* -flibit
*/
if (m_renderer == NULL)
{
/* We haven't made it to init yet, don't worry about it */
return;
}
SDL_RendererInfo renderInfo;
SDL_GetRendererInfo(m_renderer, &renderInfo);
bool curVsync = (renderInfo.flags & SDL_RENDERER_PRESENTVSYNC) != 0;
if (vsync == curVsync)
{
return;
}
SDL_DestroyTexture(m_screenTexture);
SDL_DestroyRenderer(m_renderer);
m_renderer = SDL_CreateRenderer(m_window, -1, 0);
m_screenTexture = SDL_CreateTexture(
m_renderer,
SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING,
320,
240
);
/* Ugh, have to make sure to re-apply graphics options after doing the
* above, otherwise letterbox/integer won't be applied...
*/
ResizeScreen(-1, -1);
}