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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-26 14:38:30 +02:00
VVVVVV/desktop_version/src/Screen.cpp
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

337 lines
6.6 KiB
C++

#include "Screen.h"
#include "FileSystemUtils.h"
#include "GraphicsUtil.h"
#include <stdlib.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
);
}
void Screen::init()
{
m_window = NULL;
m_renderer = NULL;
m_screenTexture = NULL;
m_screen = NULL;
isWindowed = true;
stretchMode = 0;
isFiltered = false;
vsync = false;
filterSubrect.x = 1;
filterSubrect.y = 1;
filterSubrect.w = 318;
filterSubrect.h = 238;
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest");
// 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 Graphics::processVsync()!
SDL_CreateWindowAndRenderer(
640,
480,
SDL_WINDOW_HIDDEN | SDL_WINDOW_RESIZABLE,
&m_window,
&m_renderer
);
SDL_SetWindowTitle(m_window, "VVVVVV");
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);
free(data);
// 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 in Graphics::processVsync()!
m_screenTexture = SDL_CreateTexture(
m_renderer,
SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING,
320,
240
);
badSignalEffect = false;
}
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;
SDL_GetWindowSize(m_window, &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()
{
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_GetWindowSize(m_window, x, y);
}
void Screen::UpdateScreen(SDL_Surface* buffer, SDL_Rect* rect )
{
if((buffer == NULL) && (m_screen == NULL) )
{
return;
}
if(badSignalEffect)
{
buffer = ApplyFilter(buffer);
}
FillRect(m_screen, 0x000);
BlitSurfaceStandard(buffer,NULL,m_screen,rect);
if(badSignalEffect)
{
SDL_FreeSurface(buffer);
}
}
const SDL_PixelFormat* Screen::GetFormat()
{
return m_screen->format;
}
void Screen::FlipScreen()
{
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);
SDL_FillRect(m_screen, NULL, 0x00000000);
}
void Screen::toggleFullScreen()
{
isWindowed = !isWindowed;
ResizeScreen(-1, -1);
}
void Screen::toggleStretchMode()
{
stretchMode = (stretchMode + 1) % 3;
ResizeScreen(-1, -1);
}
void Screen::toggleLinearFilter()
{
isFiltered = !isFiltered;
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, isFiltered ? "linear" : "nearest");
SDL_DestroyTexture(m_screenTexture);
m_screenTexture = SDL_CreateTexture(
m_renderer,
SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING,
320,
240
);
}
void Screen::resetRendererWorkaround()
{
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);
}