#include <stdexcept>
#include "SDL2/SDL_video.h"
+#include "video/util.hpp"
+
SDLRenderer::SDLRenderer() :
- window(),
- renderer(),
- desktop_size()
+ m_window(),
+ m_renderer(),
+ m_viewport(),
+ m_desktop_size(0, 0),
+ m_scale(1.0f, 1.0f)
{
- Renderer::instance_ = this;
-
SDL_DisplayMode mode;
- SDL_GetCurrentDisplayMode(0, &mode);
- desktop_size = Size(mode.w, mode.h);
+ if (SDL_GetDesktopDisplayMode(0, &mode) != 0)
+ {
+ log_warning << "Couldn't get desktop display mode: " << SDL_GetError() << std::endl;
+ }
+ else
+ {
+ m_desktop_size = Size(mode.w, mode.h);
+ }
log_info << "creating SDLRenderer" << std::endl;
int width = g_config->window_size.width;
int flags = SDL_WINDOW_RESIZABLE;
if(g_config->use_fullscreen)
{
- flags |= SDL_WINDOW_FULLSCREEN;
- width = g_config->fullscreen_size.width;
- height = g_config->fullscreen_size.height;
+ if (g_config->fullscreen_size == Size(0, 0))
+ {
+ flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
+ width = g_config->window_size.width;
+ height = g_config->window_size.height;
+ }
+ else
+ {
+ flags |= SDL_WINDOW_FULLSCREEN;
+ width = g_config->fullscreen_size.width;
+ height = g_config->fullscreen_size.height;
+ }
}
SCREEN_WIDTH = width;
SCREEN_HEIGHT = height;
- PHYSICAL_SCREEN_WIDTH = width;
- PHYSICAL_SCREEN_HEIGHT = height;
+ m_viewport.x = 0;
+ m_viewport.y = 0;
+ m_viewport.w = width;
+ m_viewport.h = height;
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2");
int ret = SDL_CreateWindowAndRenderer(width, height, flags,
- &window, &renderer);
+ &m_window, &m_renderer);
if(ret != 0) {
std::stringstream msg;
}
SDL_RendererInfo info;
- if (SDL_GetRendererInfo(renderer, &info) != 0)
+ if (SDL_GetRendererInfo(m_renderer, &info) != 0)
{
log_warning << "Couldn't get RendererInfo: " << SDL_GetError() << std::endl;
}
{
log_info << "SDL_Renderer: " << info.name << std::endl;
log_info << "SDL_RendererFlags: " << std::endl;
- if (info.flags & SDL_RENDERER_SOFTWARE) log_info << " SDL_RENDERER_SOFTWARE" << std::endl;
- if (info.flags & SDL_RENDERER_ACCELERATED) log_info << " SDL_RENDERER_ACCELERATED" << std::endl;
- if (info.flags & SDL_RENDERER_PRESENTVSYNC) log_info << " SDL_RENDERER_PRESENTVSYNC" << std::endl;
- if (info.flags & SDL_RENDERER_TARGETTEXTURE) log_info << " SDL_RENDERER_TARGETTEXTURE" << std::endl;
+ if (info.flags & SDL_RENDERER_SOFTWARE) { log_info << " SDL_RENDERER_SOFTWARE" << std::endl; }
+ if (info.flags & SDL_RENDERER_ACCELERATED) { log_info << " SDL_RENDERER_ACCELERATED" << std::endl; }
+ if (info.flags & SDL_RENDERER_PRESENTVSYNC) { log_info << " SDL_RENDERER_PRESENTVSYNC" << std::endl; }
+ if (info.flags & SDL_RENDERER_TARGETTEXTURE) { log_info << " SDL_RENDERER_TARGETTEXTURE" << std::endl; }
log_info << "Texture Formats: " << std::endl;
for(size_t i = 0; i < info.num_texture_formats; ++i)
{
log_info << "Max Texture Height: " << info.max_texture_height << std::endl;
}
- if(texture_manager == 0)
- texture_manager = new TextureManager();
-
+ g_config->window_size = Size(width, height);
apply_config();
}
SDLRenderer::~SDLRenderer()
{
- SDL_DestroyRenderer(renderer);
- SDL_DestroyWindow(window);
+ SDL_DestroyRenderer(m_renderer);
+ SDL_DestroyWindow(m_window);
+}
+
+void
+SDLRenderer::start_draw()
+{
+ SDL_RenderSetScale(m_renderer, m_scale.x, m_scale.y);
+}
+
+void
+SDLRenderer::end_draw()
+{
}
void
SDLRenderer::draw_surface(const DrawingRequest& request)
{
- SDLPainter::draw_surface(renderer, request);
+ SDLPainter::draw_surface(m_renderer, request);
}
void
SDLRenderer::draw_surface_part(const DrawingRequest& request)
{
- SDLPainter::draw_surface_part(renderer, request);
+ SDLPainter::draw_surface_part(m_renderer, request);
}
void
SDLRenderer::draw_gradient(const DrawingRequest& request)
{
- SDLPainter::draw_gradient(renderer, request);
+ SDLPainter::draw_gradient(m_renderer, request);
}
void
SDLRenderer::draw_filled_rect(const DrawingRequest& request)
{
- SDLPainter::draw_filled_rect(renderer, request);
+ SDLPainter::draw_filled_rect(m_renderer, request);
}
void
SDLRenderer::draw_inverse_ellipse(const DrawingRequest& request)
{
- SDLPainter::draw_inverse_ellipse(renderer, request);
+ SDLPainter::draw_inverse_ellipse(m_renderer, request);
}
-void
+void
SDLRenderer::do_take_screenshot()
{
// [Christoph] TODO: Yes, this method also takes care of the actual disk I/O. Split it?
int width;
int height;
- if (SDL_GetRendererOutputSize(renderer, &width, &height) != 0)
+ if (SDL_GetRendererOutputSize(m_renderer, &width, &height) != 0)
{
log_warning << "SDL_GetRenderOutputSize failed: " << SDL_GetError() << std::endl;
}
}
else
{
- int ret = SDL_RenderReadPixels(renderer, NULL,
+ int ret = SDL_RenderReadPixels(m_renderer, NULL,
SDL_PIXELFORMAT_ABGR8888,
surface->pixels,
surface->pitch);
void
SDLRenderer::flip()
{
- SDL_RenderPresent(renderer);
+ SDL_RenderPresent(m_renderer);
}
void
{
g_config->window_size = Size(w, h);
- PHYSICAL_SCREEN_WIDTH = w;
- PHYSICAL_SCREEN_HEIGHT = h;
-
apply_config();
}
void
-SDLRenderer::apply_config()
+SDLRenderer::apply_video_mode()
{
- if (false)
- {
- log_info << "Applying Config:"
- << "\n Desktop: " << desktop_size.width << "x" << desktop_size.height
- << "\n Window: " << g_config->window_size
- << "\n FullRes: " << g_config->fullscreen_size
- << "\n Aspect: " << g_config->aspect_size
- << "\n Magnif: " << g_config->magnification
- << std::endl;
- }
-
- float target_aspect = static_cast<float>(desktop_size.width) / static_cast<float>(desktop_size.height);
- if (g_config->aspect_size != Size(0, 0))
+ if (!g_config->use_fullscreen)
{
- target_aspect = float(g_config->aspect_size.width) / float(g_config->aspect_size.height);
- }
-
- float desktop_aspect = 4.0f / 3.0f; // random default fallback guess
- if (desktop_size.width != -1 && desktop_size.height != -1)
- {
- desktop_aspect = float(desktop_size.width) / float(desktop_size.height);
- }
-
- Size screen_size;
-
- // Get the screen width
- if (g_config->use_fullscreen)
- {
- screen_size = g_config->fullscreen_size;
- desktop_aspect = float(screen_size.width) / float(screen_size.height);
+ SDL_SetWindowFullscreen(m_window, 0);
}
else
{
- screen_size = g_config->window_size;
+ if (g_config->fullscreen_size.width == 0 &&
+ g_config->fullscreen_size.height == 0)
+ {
+ if (SDL_SetWindowFullscreen(m_window, SDL_WINDOW_FULLSCREEN_DESKTOP) != 0)
+ {
+ log_warning << "failed to switch to desktop fullscreen mode: "
+ << SDL_GetError() << std::endl;
+ }
+ else
+ {
+ log_info << "switched to desktop fullscreen mode" << std::endl;
+ }
+ }
+ else
+ {
+ SDL_DisplayMode mode;
+ mode.format = SDL_PIXELFORMAT_RGB888;
+ mode.w = g_config->fullscreen_size.width;
+ mode.h = g_config->fullscreen_size.height;
+ mode.refresh_rate = g_config->fullscreen_refresh_rate;
+ mode.driverdata = 0;
+
+ if (SDL_SetWindowDisplayMode(m_window, &mode) != 0)
+ {
+ log_warning << "failed to set display mode: "
+ << mode.w << "x" << mode.h << "@" << mode.refresh_rate << ": "
+ << SDL_GetError() << std::endl;
+ }
+ else
+ {
+ if (SDL_SetWindowFullscreen(m_window, SDL_WINDOW_FULLSCREEN) != 0)
+ {
+ log_warning << "failed to switch to fullscreen mode: "
+ << mode.w << "x" << mode.h << "@" << mode.refresh_rate << ": "
+ << SDL_GetError() << std::endl;
+ }
+ else
+ {
+ log_info << "switched to fullscreen mode: "
+ << mode.w << "x" << mode.h << "@" << mode.refresh_rate << std::endl;
+ }
+ }
+ }
}
+}
- //apply_video_mode(screen_size, g_config->use_fullscreen);
+void
+SDLRenderer::apply_viewport()
+{
+ Size target_size = (g_config->use_fullscreen && g_config->fullscreen_size != Size(0, 0)) ?
+ g_config->fullscreen_size :
+ g_config->window_size;
- if (target_aspect > 1.0f)
+ float pixel_aspect_ratio = 1.0f;
+ if (g_config->aspect_size != Size(0, 0))
{
- SCREEN_WIDTH = static_cast<int>(screen_size.width * (target_aspect / desktop_aspect));
- SCREEN_HEIGHT = static_cast<int>(screen_size.height);
+ pixel_aspect_ratio = calculate_pixel_aspect_ratio(m_desktop_size,
+ g_config->aspect_size);
}
- else
+ else if (g_config->use_fullscreen)
{
- SCREEN_WIDTH = static_cast<int>(screen_size.width);
- SCREEN_HEIGHT = static_cast<int>(screen_size.height * (target_aspect / desktop_aspect));
+ pixel_aspect_ratio = calculate_pixel_aspect_ratio(m_desktop_size,
+ target_size);
}
+ // calculate the viewport
Size max_size(1280, 800);
Size min_size(640, 480);
- if (g_config->magnification == 0.0f) // Magic value that means 'minfill'
- {
- // This scales SCREEN_WIDTH/SCREEN_HEIGHT so that they never excede
- // max_size.width/max_size.height resp. min_size.width/min_size.height
- if (SCREEN_WIDTH > max_size.width || SCREEN_HEIGHT > max_size.height)
- {
- float scale1 = float(max_size.width)/SCREEN_WIDTH;
- float scale2 = float(max_size.height)/SCREEN_HEIGHT;
- float scale = (scale1 < scale2) ? scale1 : scale2;
- SCREEN_WIDTH = static_cast<int>(SCREEN_WIDTH * scale);
- SCREEN_HEIGHT = static_cast<int>(SCREEN_HEIGHT * scale);
- }
- else if (SCREEN_WIDTH < min_size.width || SCREEN_HEIGHT < min_size.height)
- {
- float scale1 = float(min_size.width)/SCREEN_WIDTH;
- float scale2 = float(min_size.height)/SCREEN_HEIGHT;
- float scale = (scale1 < scale2) ? scale1 : scale2;
- SCREEN_WIDTH = static_cast<int>(SCREEN_WIDTH * scale);
- SCREEN_HEIGHT = static_cast<int>(SCREEN_HEIGHT * scale);
- }
- }
- else
- {
- SCREEN_WIDTH = static_cast<int>(SCREEN_WIDTH / g_config->magnification);
- SCREEN_HEIGHT = static_cast<int>(SCREEN_HEIGHT / g_config->magnification);
-
- // This works by adding black borders around the screen to limit
- // SCREEN_WIDTH/SCREEN_HEIGHT to max_size.width/max_size.height
- Size new_size = screen_size;
+ Size logical_size;
+ calculate_viewport(min_size, max_size,
+ target_size,
+ pixel_aspect_ratio,
+ g_config->magnification,
+ m_scale, logical_size, m_viewport);
- if (SCREEN_WIDTH > max_size.width)
- {
- new_size.width = static_cast<int>((float) new_size.width * float(max_size.width)/SCREEN_WIDTH);
- SCREEN_WIDTH = static_cast<int>(max_size.width);
- }
+ SCREEN_WIDTH = logical_size.width;
+ SCREEN_HEIGHT = logical_size.height;
- if (SCREEN_HEIGHT > max_size.height)
- {
- new_size.height = static_cast<int>((float) new_size.height * float(max_size.height)/SCREEN_HEIGHT);
- SCREEN_HEIGHT = static_cast<int>(max_size.height);
- }
+ if (m_viewport.x != 0 || m_viewport.y != 0)
+ {
+ // Clear the screen to avoid garbage in unreachable areas after we
+ // reset the coordinate system
+ SDL_SetRenderDrawColor(m_renderer, 0, 0, 0, 255);
+ SDL_SetRenderDrawBlendMode(m_renderer, SDL_BLENDMODE_NONE);
+ SDL_RenderClear(m_renderer);
+ SDL_RenderPresent(m_renderer);
+ SDL_RenderClear(m_renderer);
}
- // Clear the screen to avoid garbage in unreachable areas after we
- // reset the coordinate system
- SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
- SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
- SDL_RenderClear(renderer);
- SDL_RenderPresent(renderer);
- SDL_RenderClear(renderer);
-
- // This doesn't really do what we want, as it sales the area to fill
- // the screen, but seems to be the only way to reset the coordinate
- // system and it's "close enough" to what we want, see:
- // https://bugzilla.libsdl.org/show_bug.cgi?id=2179
- SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
+ // SetViewport() works in scaled screen coordinates, so we have to
+ // reset it to 1.0, 1.0 to get meaningful results
+ SDL_RenderSetScale(m_renderer, 1.0f, 1.0f);
+ SDL_RenderSetViewport(m_renderer, &m_viewport);
+ SDL_RenderSetScale(m_renderer, m_scale.x, m_scale.y);
+}
+
+void
+SDLRenderer::apply_config()
+{
+ apply_video_mode();
+ apply_viewport();
}
Vector
-SDLRenderer::to_logical(int physical_x, int physical_y, bool foobar)
+SDLRenderer::to_logical(int physical_x, int physical_y)
{
- if (foobar)
- {
- // SDL translates coordinates automatically, except for SDL_GetMouseState(), thus foobar
- return Vector(physical_x * float(SCREEN_WIDTH) / (PHYSICAL_SCREEN_WIDTH),
- physical_y * float(SCREEN_HEIGHT) / (PHYSICAL_SCREEN_HEIGHT));
- }
- else
- {
- // SDL is doing the translation internally, so we have nothing to do
- return Vector(physical_x, physical_y);
- }
+ return Vector(static_cast<float>(physical_x - m_viewport.x) * SCREEN_WIDTH / m_viewport.w,
+ static_cast<float>(physical_y - m_viewport.y) * SCREEN_HEIGHT / m_viewport.h);
}
void
{
Uint16 ramp[256];
SDL_CalculateGammaRamp(gamma, ramp);
- SDL_SetWindowGammaRamp(window, ramp, ramp, ramp);
+ SDL_SetWindowGammaRamp(m_window, ramp, ramp, ramp);
}
/* EOF */