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VVVVVV/desktop_version/src/Screen.cpp
Misa 54990638fd Persist windowed mode size through fullscreen mode
Previously, the game would not store the size of the window itself, and
would always call SDL_GetRendererOutputSize() (via
Screen::GetWindowSize()) to figure out the size of the window. The only
problem is, this would return the size of the whole monitor if the game
was in fullscreen mode. And the only place where the original windowed
mode size was stored would be in SDL itself, but that wouldn't persist
after the game was closed.

So, if you exited the game while in fullscreen mode, then your window
size would get set to the size of your monitor (1920 by 1080 in my
case). Then when you opened the game and toggled fullscreen off, it
would go back to the default window size, which is 640 by 480.

This is made worse, however, if you were in forced fullscreen mode when
you previously exited the game in windowed mode. In that case, the game
saves the size of 1920 by 1080, but doesn't save that you were in
fullscreen mode, so opening the game not in forced fullscreen mode would
result in you having a 1920 by 1080 window, but in windowed mode.
Meaning that not even fullscreening and unfullscreening would put the
game window back to normal size.

The solution, of course, is to just store the window size ourselves,
like any other screen setting, and only use GetWindowSize() if needed.
And just to make things clear, I've also renamed the GetWindowSize()
function to GetScreenSize(), because if it was named "window" it could
lead one to think that it would always return the size of the screen in
windowed mode, when in fact it returns the size of the screen whatever
mode it is in - fullscreen size if in fullscreen mode and window size if
in windowed mode.

And doing this also fixes the FIXME above Screen::isForcedFullscreen().
2023-03-20 20:59:37 -07:00

354 lines
9 KiB
C++

#define GAMESCREEN_DEFINITION
#include "Screen.h"
#include <SDL.h>
#include "Alloc.h"
#include "Constants.h"
#include "Exit.h"
#include "FileSystemUtils.h"
#include "Game.h"
#include "Graphics.h"
#include "GraphicsUtil.h"
#include "InterimVersion.h"
#include "Render.h"
#include "Vlogging.h"
void ScreenSettings_default(struct ScreenSettings* _this)
{
_this->windowWidth = SCREEN_WIDTH_PIXELS * 2;
_this->windowHeight = SCREEN_HEIGHT_PIXELS * 2;
_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;
windowWidth = settings->windowWidth;
windowHeight = settings->windowHeight;
isWindowed = !settings->fullscreen;
scalingMode = settings->scalingMode;
isFiltered = settings->linearFilter;
badSignalEffect = settings->badSignal;
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);
m_window = SDL_CreateWindow(
"VVVVVV",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
SCREEN_WIDTH_PIXELS * 2,
SCREEN_HEIGHT_PIXELS * 2,
SDL_WINDOW_HIDDEN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI
);
if (m_window == NULL)
{
vlog_error("Could not create window: %s", SDL_GetError());
VVV_exit(1);
}
m_renderer = SDL_CreateRenderer(m_window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
if (m_renderer == NULL)
{
vlog_error("Could not create renderer: %s", SDL_GetError());
VVV_exit(1);
}
#ifdef INTERIM_VERSION_EXISTS
/* Branch name limits are ill-defined but on GitHub it's ~256 chars
* ( https://stackoverflow.com/a/24014513/ ).
* Really though, just don't use super long branch names. */
char title[256];
SDL_snprintf(title, sizeof(title), "VVVVVV [%s]", BRANCH_NAME);
SDL_SetWindowTitle(m_window, title);
#else
SDL_SetWindowTitle(m_window, "VVVVVV");
#endif
SDL_SetWindowMinimumSize(m_window, SCREEN_WIDTH_PIXELS, SCREEN_HEIGHT_PIXELS);
LoadIcon();
ResizeScreen(windowWidth, windowHeight);
}
void Screen::destroy(void)
{
/* Order matters! */
VVV_freefunc(SDL_DestroyRenderer, m_renderer);
VVV_freefunc(SDL_DestroyWindow, m_window);
}
void Screen::GetSettings(struct ScreenSettings* settings)
{
settings->windowWidth = windowWidth;
settings->windowHeight = windowHeight;
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* LoadImageSurface(const char* filename);
void Screen::LoadIcon(void)
{
SDL_Surface* icon = LoadImageSurface("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)
{
if (x != -1 && y != -1)
{
// This is a user resize!
windowWidth = x;
windowHeight = y;
}
if (!isWindowed || isForcedFullscreen())
{
int result = SDL_SetWindowFullscreen(m_window, SDL_WINDOW_FULLSCREEN_DESKTOP);
recacheTextures();
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);
recacheTextures();
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, windowWidth, windowHeight);
SDL_SetWindowPosition(m_window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
}
}
}
void Screen::ResizeToNearestMultiple(void)
{
int w, h;
GetScreenSize(&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::GetScreenSize(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::UpdateScaling(void)
{
int width;
int height;
if (scalingMode == SCALING_STRETCH)
{
GetScreenSize(&width, &height);
}
else
{
width = SCREEN_WIDTH_PIXELS;
height = SCREEN_HEIGHT_PIXELS;
}
int result = SDL_RenderSetLogicalSize(m_renderer, width, height);
if (result != 0)
{
vlog_error("Error: could not set logical size: %s", SDL_GetError());
return;
}
result = SDL_RenderSetIntegerScale(m_renderer, (SDL_bool) (scalingMode == SCALING_INTEGER));
if (result != 0)
{
vlog_error("Error: could not set scale: %s", SDL_GetError());
}
}
void Screen::RenderPresent(void)
{
/* In certain cases, the window size might mismatch with the logical size.
* So it's better to just always call this. */
UpdateScaling();
SDL_RenderPresent(m_renderer);
graphics.clear();
}
void Screen::toggleFullScreen(void)
{
isWindowed = !isWindowed;
ResizeScreen(windowWidth, windowHeight);
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;
UpdateScaling();
}
void Screen::toggleLinearFilter(void)
{
isFiltered = !isFiltered;
SDL_SetHintWithPriority(
SDL_HINT_RENDER_SCALE_QUALITY,
isFiltered ? "linear" : "nearest",
SDL_HINT_OVERRIDE
);
SDL_DestroyTexture(graphics.gameTexture);
graphics.gameTexture = SDL_CreateTexture(
m_renderer,
SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_TARGET,
SCREEN_WIDTH_PIXELS,
SCREEN_HEIGHT_PIXELS
);
if (graphics.gameTexture == NULL)
{
vlog_error("Could not create game texture: %s", SDL_GetError());
return;
}
}
void Screen::toggleVSync(void)
{
vsync = !vsync;
SDL_RenderSetVSync(m_renderer, (int) vsync);
recacheTextures();
}
void Screen::recacheTextures(void)
{
// Fix for d3d9, which clears target textures sometimes (ex. toggling vsync, switching fullscreen, etc...)
// Signal cached textures to be redrawn fully
graphics.backgrounddrawn = false;
graphics.foregrounddrawn = false;
graphics.towerbg.tdrawback = true;
graphics.titlebg.tdrawback = true;
if (game.ingame_titlemode)
{
// Redraw the cached gameplay texture if we're in the in-game menu.
// Additionally, reset alpha so things don't jitter when re-entering gameplay.
float oldAlpha = graphics.alpha;
graphics.alpha = 0;
gamerender();
graphics.alpha = oldAlpha;
}
}
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);
}