scummvm/backends/graphics/openglsdl/openglsdl-graphics.cpp
Lothar Serra Mari 51cff582b5 BACKENDS: OPENGLSDL: Disable storing and restoring window sizes for SDL1
The previous implementation was already broken, since the values were never stored in the config file
since that part was already guarded by SDL_VERSION_ATLEAST.

Since we have no way to properly determine if a window is maximized or not for
SDL1, I recommend skipping this part in the compilation.

Now, the function at least works properly for SDL2 - it was broken on _both_ versions before.
2021-08-15 13:58:48 +01:00

774 lines
26 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "backends/graphics/openglsdl/openglsdl-graphics.h"
#include "backends/graphics/opengl/texture.h"
#include "backends/events/sdl/sdl-events.h"
#include "backends/platform/sdl/sdl.h"
#include "graphics/scaler/aspect.h"
#include "common/textconsole.h"
#include "common/config-manager.h"
#ifdef USE_OSD
#include "common/translation.h"
#endif
OpenGLSdlGraphicsManager::OpenGLSdlGraphicsManager(SdlEventSource *eventSource, SdlWindow *window)
: SdlGraphicsManager(eventSource, window), _lastRequestedHeight(0),
#if SDL_VERSION_ATLEAST(2, 0, 0)
_glContext(),
#else
_lastVideoModeLoad(0),
#endif
_graphicsScale(2), _ignoreLoadVideoMode(false), _gotResize(false), _wantsFullScreen(false), _ignoreResizeEvents(0),
_desiredFullscreenWidth(0), _desiredFullscreenHeight(0) {
// Setup OpenGL attributes for SDL
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
// Set up proper SDL OpenGL context creation.
#if SDL_VERSION_ATLEAST(2, 0, 0)
OpenGL::ContextType glContextType;
// Context version 1.4 is choosen arbitrarily based on what most shader
// extensions were written against.
enum {
DEFAULT_GL_MAJOR = 1,
DEFAULT_GL_MINOR = 4,
DEFAULT_GLES_MAJOR = 1,
DEFAULT_GLES_MINOR = 1,
DEFAULT_GLES2_MAJOR = 2,
DEFAULT_GLES2_MINOR = 0
};
#if USE_FORCED_GL
glContextType = OpenGL::kContextGL;
_glContextProfileMask = 0;
_glContextMajor = DEFAULT_GL_MAJOR;
_glContextMinor = DEFAULT_GL_MINOR;
#elif USE_FORCED_GLES
glContextType = OpenGL::kContextGLES;
_glContextProfileMask = SDL_GL_CONTEXT_PROFILE_ES;
_glContextMajor = DEFAULT_GLES_MAJOR;
_glContextMinor = DEFAULT_GLES_MINOR;
#elif USE_FORCED_GLES2
glContextType = OpenGL::kContextGLES2;
_glContextProfileMask = SDL_GL_CONTEXT_PROFILE_ES;
_glContextMajor = DEFAULT_GLES2_MAJOR;
_glContextMinor = DEFAULT_GLES2_MINOR;
#else
bool noDefaults = false;
// Obtain the default GL(ES) context SDL2 tries to setup.
//
// Please note this might not actually be SDL2's defaults when multiple
// instances of this object have been created. But that is no issue
// because then we already set up what we want to use.
//
// In case no defaults are given we prefer OpenGL over OpenGL ES.
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &_glContextProfileMask) != 0) {
_glContextProfileMask = 0;
noDefaults = true;
}
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &_glContextMajor) != 0) {
noDefaults = true;
}
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &_glContextMinor) != 0) {
noDefaults = true;
}
if (noDefaults) {
if (_glContextProfileMask == SDL_GL_CONTEXT_PROFILE_ES) {
_glContextMajor = DEFAULT_GLES_MAJOR;
_glContextMinor = DEFAULT_GLES_MINOR;
} else {
_glContextProfileMask = 0;
_glContextMajor = DEFAULT_GL_MAJOR;
_glContextMinor = DEFAULT_GL_MINOR;
}
}
if (_glContextProfileMask == SDL_GL_CONTEXT_PROFILE_ES) {
if (_glContextMajor >= 2) {
glContextType = OpenGL::kContextGLES2;
} else {
glContextType = OpenGL::kContextGLES;
}
} else if (_glContextProfileMask == SDL_GL_CONTEXT_PROFILE_CORE) {
glContextType = OpenGL::kContextGL;
// Core profile does not allow legacy functionality, which we use.
// Thus we request a standard OpenGL context.
_glContextProfileMask = 0;
_glContextMajor = DEFAULT_GL_MAJOR;
_glContextMinor = DEFAULT_GL_MINOR;
} else {
glContextType = OpenGL::kContextGL;
}
#endif
setContextType(glContextType);
#else
setContextType(OpenGL::kContextGL);
#endif
// Retrieve a list of working fullscreen modes
Common::Rect desktopRes = _window->getDesktopResolution();
#if SDL_VERSION_ATLEAST(2, 0, 0)
// With SDL2 we use the SDL_WINDOW_FULLSCREEN_DESKTOP flag.
// Thus SDL always use the desktop resolution and it is useless to try to use something else.
// Do nothing here as adding the desktop resolution to _fullscreenVideoModes is done as a fallback.
_fullscreenVideoModes.push_back(VideoMode(desktopRes.width(), desktopRes.height()));
#else
const SDL_Rect *const *availableModes = SDL_ListModes(NULL, SDL_OPENGL | SDL_FULLSCREEN);
// TODO: NULL means that there are no fullscreen modes supported. We
// should probably use this information and disable any fullscreen support
// in this case.
if (availableModes != NULL && availableModes != (void *)-1) {
for (;*availableModes; ++availableModes) {
const SDL_Rect *mode = *availableModes;
_fullscreenVideoModes.push_back(VideoMode(mode->w, mode->h));
}
}
#endif
// Sort the modes in ascending order.
Common::sort(_fullscreenVideoModes.begin(), _fullscreenVideoModes.end());
// Strip duplicates in video modes.
for (uint i = 0; i + 1 < _fullscreenVideoModes.size();) {
if (_fullscreenVideoModes[i] == _fullscreenVideoModes[i + 1]) {
_fullscreenVideoModes.remove_at(i);
} else {
++i;
}
}
// In case SDL is fine with every mode we will force the desktop mode.
// TODO? We could also try to add some default resolutions here.
if (_fullscreenVideoModes.empty() && !desktopRes.isEmpty()) {
_fullscreenVideoModes.push_back(VideoMode(desktopRes.width(), desktopRes.height()));
}
// Get information about display sizes from the previous runs.
if (ConfMan.hasKey("last_fullscreen_mode_width", Common::ConfigManager::kApplicationDomain) && ConfMan.hasKey("last_fullscreen_mode_height", Common::ConfigManager::kApplicationDomain)) {
_desiredFullscreenWidth = ConfMan.getInt("last_fullscreen_mode_width", Common::ConfigManager::kApplicationDomain);
_desiredFullscreenHeight = ConfMan.getInt("last_fullscreen_mode_height", Common::ConfigManager::kApplicationDomain);
} else {
// Use the desktop resolutions when no previous default has been setup.
_desiredFullscreenWidth = desktopRes.width();
_desiredFullscreenHeight = desktopRes.height();
}
}
OpenGLSdlGraphicsManager::~OpenGLSdlGraphicsManager() {
#if SDL_VERSION_ATLEAST(2, 0, 0)
notifyContextDestroy();
SDL_GL_DeleteContext(_glContext);
#endif
}
bool OpenGLSdlGraphicsManager::hasFeature(OSystem::Feature f) const {
switch (f) {
case OSystem::kFeatureFullscreenMode:
case OSystem::kFeatureIconifyWindow:
#if SDL_VERSION_ATLEAST(2, 0, 0)
case OSystem::kFeatureFullscreenToggleKeepsContext:
#endif
return true;
default:
return OpenGLGraphicsManager::hasFeature(f);
}
}
void OpenGLSdlGraphicsManager::setFeatureState(OSystem::Feature f, bool enable) {
switch (f) {
case OSystem::kFeatureFullscreenMode:
assert(getTransactionMode() != kTransactionNone);
_wantsFullScreen = enable;
break;
case OSystem::kFeatureIconifyWindow:
if (enable) {
_window->iconifyWindow();
}
break;
default:
OpenGLGraphicsManager::setFeatureState(f, enable);
}
}
bool OpenGLSdlGraphicsManager::getFeatureState(OSystem::Feature f) const {
switch (f) {
case OSystem::kFeatureFullscreenMode:
#if SDL_VERSION_ATLEAST(2, 0, 0)
if (_window && _window->getSDLWindow()) {
return (SDL_GetWindowFlags(_window->getSDLWindow()) & SDL_WINDOW_FULLSCREEN) != 0;
} else {
return _wantsFullScreen;
}
#else
if (_hwScreen) {
return (_hwScreen->flags & SDL_FULLSCREEN) != 0;
} else {
return _wantsFullScreen;
}
#endif
default:
return OpenGLGraphicsManager::getFeatureState(f);
}
}
float OpenGLSdlGraphicsManager::getHiDPIScreenFactor() const {
return _window->getDpiScalingFactor();
}
void OpenGLSdlGraphicsManager::initSize(uint w, uint h, const Graphics::PixelFormat *format) {
// HACK: This is stupid but the SurfaceSDL backend defaults to 2x. This
// assures that the launcher (which requests 320x200) has a reasonable
// size. It also makes small games have a reasonable size (i.e. at least
// 640x400). We follow the same logic here until we have a better way to
// give hints to our backend for that.
if (w > 320) {
_graphicsScale = 1;
} else {
_graphicsScale = 2;
}
return OpenGLGraphicsManager::initSize(w, h, format);
}
void OpenGLSdlGraphicsManager::updateScreen() {
if (_ignoreResizeEvents) {
--_ignoreResizeEvents;
}
OpenGLGraphicsManager::updateScreen();
}
void OpenGLSdlGraphicsManager::notifyVideoExpose() {
}
void OpenGLSdlGraphicsManager::notifyResize(const int width, const int height) {
#if SDL_VERSION_ATLEAST(2, 0, 0)
// We sometime get inaccurate resize events from SDL2. So use the real drawable size
// we get from SDL2 and ignore the event data.
// The issue for example occurs when switching from fullscreen to windowed mode or
// when switching between different fullscreen resolutions because SDL_DestroyWindow
// for a fullscreen window that doesn't have the SDL_WINDOW_FULLSCREEN_DESKTOP flag
// causes a SDL_WINDOWEVENT_RESIZED event with the old resolution to be sent, and this
// event is processed after recreating the window at the new resolution.
int currentWidth, currentHeight;
getWindowSizeFromSdl(&currentWidth, &currentHeight);
float scale = _window->getDpiScalingFactor();
debug(3, "req: %d x %d cur: %d x %d, scale: %f", width, height, currentWidth, currentHeight, scale);
handleResize(currentWidth, currentHeight);
// Remember window size in windowed mode
if (!_wantsFullScreen) {
// FIXME HACK. I don't like this at all, but macOS requires window size in LoDPI
#ifdef __APPLE__
currentWidth = (int)(currentWidth / scale);
currentHeight = (int)(currentHeight / scale);
#endif
// Check if the ScummVM window is maximized and store the current
// window dimensions.
if (SDL_GetWindowFlags(_window->getSDLWindow()) & SDL_WINDOW_MAXIMIZED) {
ConfMan.setInt("window_maximized_width", currentWidth, Common::ConfigManager::kApplicationDomain);
ConfMan.setInt("window_maximized_height", currentHeight, Common::ConfigManager::kApplicationDomain);
} else {
ConfMan.setInt("last_window_width", currentWidth, Common::ConfigManager::kApplicationDomain);
ConfMan.setInt("last_window_height", currentHeight, Common::ConfigManager::kApplicationDomain);
}
ConfMan.flushToDisk();
}
#else
if (!_ignoreResizeEvents && _hwScreen && !(_hwScreen->flags & SDL_FULLSCREEN)) {
// We save that we handled a resize event here. We need to know this
// so we do not overwrite the users requested window size whenever we
// switch aspect ratio or similar.
_gotResize = true;
if (!setupMode(width, height)) {
warning("OpenGLSdlGraphicsManager::notifyResize: Resize failed ('%s')", SDL_GetError());
g_system->quit();
}
}
#endif
}
bool OpenGLSdlGraphicsManager::loadVideoMode(uint requestedWidth, uint requestedHeight, const Graphics::PixelFormat &format) {
// In some cases we might not want to load the requested video mode. This
// will assure that the window size is not altered.
if (_ignoreLoadVideoMode) {
_ignoreLoadVideoMode = false;
return true;
}
// This function should never be called from notifyResize thus we know
// that the requested size came from somewhere else.
_gotResize = false;
// Save the requested dimensions.
_lastRequestedWidth = requestedWidth;
_lastRequestedHeight = requestedHeight;
// Fetch current desktop resolution and determining max. width and height
Common::Rect desktopRes = _window->getDesktopResolution();
#if SDL_VERSION_ATLEAST(2, 0, 0)
bool _isMaximized = (SDL_GetWindowFlags(_window->getSDLWindow()) & SDL_WINDOW_MAXIMIZED);
if (_isMaximized && ConfMan.hasKey("window_maximized_width", Common::ConfigManager::kApplicationDomain) && ConfMan.hasKey("window_maximized_height", Common::ConfigManager::kApplicationDomain)) {
// Set the window size to the values stored when the window was maximized
// for the last time.
requestedWidth = ConfMan.getInt("window_maximized_width", Common::ConfigManager::kApplicationDomain);
requestedHeight = ConfMan.getInt("window_maximized_height", Common::ConfigManager::kApplicationDomain);
} else if (!_isMaximized && ConfMan.hasKey("last_window_width", Common::ConfigManager::kApplicationDomain) && ConfMan.hasKey("last_window_height", Common::ConfigManager::kApplicationDomain)) {
// Restore previously stored window dimensions.
requestedWidth = ConfMan.getInt("last_window_width", Common::ConfigManager::kApplicationDomain);
requestedHeight = ConfMan.getInt("last_window_height", Common::ConfigManager::kApplicationDomain);
} else {
// Set the basic window size based on the desktop resolution
// since we have no values stored, e.g. on first launch.
requestedWidth = desktopRes.width() * 0.3f;
requestedHeight = desktopRes.height() * 0.4f;
// Apply scaler
requestedWidth *= _graphicsScale;
requestedHeight *= _graphicsScale;
// Save current window dimensions
ConfMan.setInt("last_window_width", requestedWidth, Common::ConfigManager::kApplicationDomain);
ConfMan.setInt("last_window_height", requestedHeight, Common::ConfigManager::kApplicationDomain);
ConfMan.flushToDisk();
}
#else
// Set the basic window size based on the desktop resolution
// since we cannot reliably determine the current window state
// on SDL1.
requestedWidth = desktopRes.width() * 0.3f;
requestedHeight = desktopRes.height() * 0.4f;
// Apply scaler
requestedWidth *= _graphicsScale;
requestedHeight *= _graphicsScale;
#endif
// Determine current aspect ratio
uint maxAllowedWidth = desktopRes.width();
uint maxAllowedHeight = desktopRes.height();
float ratio = (float)requestedWidth / requestedHeight;
// Check if we request a larger window than physically possible,
// e.g. by starting with additional launcher parameters forcing
// specific (openGL) scaler modes that could exceed the desktop/screen size
if (requestedWidth > maxAllowedWidth) {
requestedWidth = maxAllowedWidth;
requestedHeight = requestedWidth / ratio;
}
if (requestedHeight > maxAllowedHeight) {
requestedHeight = maxAllowedHeight;
requestedWidth = requestedHeight * ratio;
}
// Set up the mode
return setupMode(requestedWidth, requestedHeight);
}
void OpenGLSdlGraphicsManager::refreshScreen() {
// Swap OpenGL buffers
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_GL_SwapWindow(_window->getSDLWindow());
#else
SDL_GL_SwapBuffers();
#endif
}
void *OpenGLSdlGraphicsManager::getProcAddress(const char *name) const {
return SDL_GL_GetProcAddress(name);
}
void OpenGLSdlGraphicsManager::handleResizeImpl(const int width, const int height) {
OpenGLGraphicsManager::handleResizeImpl(width, height);
SdlGraphicsManager::handleResizeImpl(width, height);
}
bool OpenGLSdlGraphicsManager::saveScreenshot(const Common::String &filename) const {
return OpenGLGraphicsManager::saveScreenshot(filename);
}
bool OpenGLSdlGraphicsManager::setupMode(uint width, uint height) {
// In case we request a fullscreen mode we will use the mode the user
// has chosen last time or the biggest mode available.
if (_wantsFullScreen) {
if (_desiredFullscreenWidth && _desiredFullscreenHeight) {
// In case only a distinct set of modes is available we check
// whether the requested mode is actually available.
if (!_fullscreenVideoModes.empty()) {
VideoModeArray::const_iterator i = Common::find(_fullscreenVideoModes.begin(),
_fullscreenVideoModes.end(),
VideoMode(_desiredFullscreenWidth, _desiredFullscreenHeight));
// It's not available fall back to default.
if (i == _fullscreenVideoModes.end()) {
_desiredFullscreenWidth = 0;
_desiredFullscreenHeight = 0;
}
}
}
// In case no desired mode has been set we default to the biggest mode
// available or the requested mode in case we don't know any
// any fullscreen modes.
if (!_desiredFullscreenWidth || !_desiredFullscreenHeight) {
if (!_fullscreenVideoModes.empty()) {
VideoModeArray::const_iterator i = _fullscreenVideoModes.end();
--i;
_desiredFullscreenWidth = i->width;
_desiredFullscreenHeight = i->height;
} else {
_desiredFullscreenWidth = width;
_desiredFullscreenHeight = height;
}
}
// Remember our choice.
ConfMan.setInt("last_fullscreen_mode_width", _desiredFullscreenWidth, Common::ConfigManager::kApplicationDomain);
ConfMan.setInt("last_fullscreen_mode_height", _desiredFullscreenHeight, Common::ConfigManager::kApplicationDomain);
}
// This is pretty confusing since RGBA8888 talks about the memory
// layout here. This is a different logical layout depending on
// whether we run on little endian or big endian. However, we can
// only safely assume that RGBA8888 in memory layout is supported.
// Thus, we chose this one.
const Graphics::PixelFormat rgba8888 =
#ifdef SCUMM_LITTLE_ENDIAN
Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24);
#else
Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0);
#endif
#if SDL_VERSION_ATLEAST(2, 0, 0)
if (_glContext) {
notifyContextDestroy();
SDL_GL_DeleteContext(_glContext);
_glContext = nullptr;
}
uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI;
if (_wantsFullScreen) {
// On Linux/X11, when toggling to fullscreen, the window manager saves
// the window size to be able to restore it when going back to windowed mode.
// If the user configured ScummVM to start in fullscreen mode, we first
// create a window and then toggle it to fullscreen to give the window manager
// a chance to save the window size. That way if the user switches back
// to windowed mode, the window manager has a window size to apply instead
// of leaving the window at the fullscreen resolution size.
const char *driver = SDL_GetCurrentVideoDriver();
if (!_window->getSDLWindow() && driver && strcmp(driver, "x11") == 0) {
_window->createOrUpdateWindow(width, height, flags);
}
width = _desiredFullscreenWidth;
height = _desiredFullscreenHeight;
flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
}
// Request a OpenGL (ES) context we can use.
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, _glContextProfileMask);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, _glContextMajor);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, _glContextMinor);
#ifdef NINTENDO_SWITCH
// Switch quirk: Switch seems to need this flag, otherwise the screen
// is zoomed when switching from Normal graphics mode to OpenGL
flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
#endif
if (!createOrUpdateWindow(width, height, flags)) {
return false;
}
_glContext = SDL_GL_CreateContext(_window->getSDLWindow());
if (!_glContext) {
return false;
}
notifyContextCreate(rgba8888, rgba8888);
int actualWidth, actualHeight;
getWindowSizeFromSdl(&actualWidth, &actualHeight);
handleResize(actualWidth, actualHeight);
return true;
#else
// WORKAROUND: Working around infamous SDL bugs when switching
// resolutions too fast. This might cause the event system to supply
// incorrect mouse position events otherwise.
// Reference: http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=665779
const uint32 curTime = SDL_GetTicks();
if (_hwScreen && (curTime < _lastVideoModeLoad || curTime - _lastVideoModeLoad < 100)) {
for (int i = 10; i > 0; --i) {
SDL_PumpEvents();
SDL_Delay(10);
}
}
uint32 flags = SDL_OPENGL;
if (_wantsFullScreen) {
width = _desiredFullscreenWidth;
height = _desiredFullscreenHeight;
flags |= SDL_FULLSCREEN;
} else {
flags |= SDL_RESIZABLE;
}
if (_hwScreen) {
// When a video mode has been setup already we notify the manager that
// the context is about to be destroyed.
// We do this because on Windows SDL_SetVideoMode can destroy and
// recreate the OpenGL context.
notifyContextDestroy();
}
_hwScreen = SDL_SetVideoMode(width, height, 32, flags);
if (!_hwScreen) {
// We treat fullscreen requests as a "hint" for now. This means in
// case it is not available we simply ignore it.
if (_wantsFullScreen) {
_hwScreen = SDL_SetVideoMode(width, height, 32, SDL_OPENGL | SDL_RESIZABLE);
}
}
// Part of the WORKAROUND mentioned above.
_lastVideoModeLoad = SDL_GetTicks();
if (_hwScreen) {
notifyContextCreate(rgba8888, rgba8888);
handleResize(_hwScreen->w, _hwScreen->h);
}
// Ignore resize events (from SDL) for a few frames, if this isn't
// caused by a notification from SDL. This avoids bad resizes to a
// (former) resolution for which we haven't processed an event yet.
if (!_gotResize)
_ignoreResizeEvents = 10;
return _hwScreen != nullptr;
#endif
}
bool OpenGLSdlGraphicsManager::notifyEvent(const Common::Event &event) {
if (event.type != Common::EVENT_CUSTOM_BACKEND_ACTION_START) {
return SdlGraphicsManager::notifyEvent(event);
}
switch ((CustomEventAction) event.customType) {
case kActionIncreaseScaleFactor:
case kActionDecreaseScaleFactor: {
const int direction = event.customType == kActionIncreaseScaleFactor ? +1 : -1;
if (getFeatureState(OSystem::kFeatureFullscreenMode)) {
// In case we are in fullscreen we will choose the previous
// or next mode.
// In case no modes are available or we only have one mode we do nothing.
if (_fullscreenVideoModes.size() < 2) {
return true;
}
// Look for the current mode.
VideoModeArray::const_iterator i = Common::find(_fullscreenVideoModes.begin(),
_fullscreenVideoModes.end(),
VideoMode(_desiredFullscreenWidth, _desiredFullscreenHeight));
if (i == _fullscreenVideoModes.end()) {
return true;
}
// Cycle through the modes in the specified direction.
if (direction > 0) {
++i;
if (i == _fullscreenVideoModes.end()) {
i = _fullscreenVideoModes.begin();
}
} else {
if (i == _fullscreenVideoModes.begin()) {
i = _fullscreenVideoModes.end();
}
--i;
}
_desiredFullscreenWidth = i->width;
_desiredFullscreenHeight = i->height;
// Try to setup the mode.
if (!setupMode(_lastRequestedWidth, _lastRequestedHeight)) {
warning("OpenGLSdlGraphicsManager::notifyEvent: Fullscreen resize failed ('%s')", SDL_GetError());
g_system->quit();
}
} else {
// Calculate the next scaling setting. We approximate the
// current scale setting in case the user resized the
// window. Then we apply the direction change.
int windowWidth = 0, windowHeight = 0;
getWindowSizeFromSdl(&windowWidth, &windowHeight);
// FIXME HACK. I don't like this at all, but macOS requires window size in LoDPI
#ifdef __APPLE__
float scale = _window->getDpiScalingFactor();
windowWidth /= scale;
windowHeight /= scale;
#endif
if (direction > 0)
_graphicsScale = MAX<int>(windowWidth / _lastRequestedWidth, windowHeight / _lastRequestedHeight);
else
_graphicsScale = 1 + MIN<int>((windowWidth - 1) / _lastRequestedWidth, (windowHeight - 1) / _lastRequestedHeight);
_graphicsScale = MAX<int>(_graphicsScale + direction, 1);
// Since we overwrite a user resize here we reset its
// flag here. This makes enabling AR smoother because it
// will change the window size like in surface SDL.
_gotResize = false;
// Try to setup the mode.
#if SDL_VERSION_ATLEAST(2, 0, 0)
unlockWindowSize();
#endif
if (!setupMode(_lastRequestedWidth * _graphicsScale, _lastRequestedHeight * _graphicsScale)) {
warning("OpenGLSdlGraphicsManager::notifyEvent: Window resize failed ('%s')", SDL_GetError());
g_system->quit();
}
}
#ifdef USE_OSD
int windowWidth = 0, windowHeight = 0;
getWindowSizeFromSdl(&windowWidth, &windowHeight);
const Common::U32String osdMsg = Common::U32String::format(_("Resolution: %dx%d"), windowWidth, windowHeight);
displayMessageOnOSD(osdMsg);
#endif
return true;
}
case kActionToggleAspectRatioCorrection:
// In case the user changed the window size manually we will
// not change the window size again here.
_ignoreLoadVideoMode = _gotResize;
// Toggles the aspect ratio correction state.
beginGFXTransaction();
setFeatureState(OSystem::kFeatureAspectRatioCorrection, !getFeatureState(OSystem::kFeatureAspectRatioCorrection));
endGFXTransaction();
// Make sure we do not ignore the next resize. This
// effectively checks whether loadVideoMode has been called.
assert(!_ignoreLoadVideoMode);
#ifdef USE_OSD
if (getFeatureState(OSystem::kFeatureAspectRatioCorrection))
displayMessageOnOSD(_("Enabled aspect ratio correction"));
else
displayMessageOnOSD(_("Disabled aspect ratio correction"));
#endif
return true;
case kActionToggleFilteredScaling:
// Never ever try to resize the window when we simply want to enable or disable filtering.
// This assures that the window size does not change.
_ignoreLoadVideoMode = true;
// Ctrl+Alt+f toggles filtering on/off
beginGFXTransaction();
setFeatureState(OSystem::kFeatureFilteringMode, !getFeatureState(OSystem::kFeatureFilteringMode));
endGFXTransaction();
// Make sure we do not ignore the next resize. This
// effectively checks whether loadVideoMode has been called.
assert(!_ignoreLoadVideoMode);
#ifdef USE_OSD
if (getFeatureState(OSystem::kFeatureFilteringMode)) {
displayMessageOnOSD(_("Filtering enabled"));
} else {
displayMessageOnOSD(_("Filtering disabled"));
}
#endif
return true;
case kActionCycleStretchMode: {
// Never try to resize the window when changing the scaling mode.
_ignoreLoadVideoMode = true;
// Ctrl+Alt+s cycles through stretch mode
int index = 0;
const OSystem::GraphicsMode *stretchModes = getSupportedStretchModes();
const OSystem::GraphicsMode *sm = stretchModes;
while (sm->name) {
if (sm->id == getStretchMode())
break;
sm++;
index++;
}
index++;
if (!stretchModes[index].name)
index = 0;
beginGFXTransaction();
setStretchMode(stretchModes[index].id);
endGFXTransaction();
#ifdef USE_OSD
Common::U32String message = Common::U32String::format("%S: %S",
_("Stretch mode").c_str(),
_(stretchModes[index].description).c_str()
);
displayMessageOnOSD(message);
#endif
return true;
}
default:
return SdlGraphicsManager::notifyEvent(event);
}
}