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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
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

290 lines
5.6 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;
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
);
}