File: VideoMode.cpp

package info (click to toggle)
0ad 0.0.26-3
  • links: PTS, VCS
  • area: main
  • in suites: bookworm
  • size: 130,460 kB
  • sloc: cpp: 261,824; ansic: 198,392; javascript: 19,067; python: 14,557; sh: 7,629; perl: 4,072; xml: 849; makefile: 741; java: 533; ruby: 229; php: 190; pascal: 30; sql: 21; tcl: 4
file content (799 lines) | stat: -rw-r--r-- 18,953 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
/* Copyright (C) 2022 Wildfire Games.
 * This file is part of 0 A.D.
 *
 * 0 A.D. 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.
 *
 * 0 A.D. 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 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
 */

#include "precompiled.h"

#include "VideoMode.h"

#include "graphics/GameView.h"
#include "gui/GUIManager.h"
#include "lib/config2.h"
#include "lib/external_libraries/libsdl.h"
#include "lib/tex/tex.h"
#include "ps/CConsole.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/CStr.h"
#include "ps/Filesystem.h"
#include "ps/Game.h"
#include "ps/GameSetup/Config.h"
#include "ps/Pyrogenesis.h"
#include "renderer/backend/dummy/Device.h"
#include "renderer/backend/gl/Device.h"
#include "renderer/Renderer.h"

namespace
{

int DEFAULT_WINDOW_W = 1024;
int DEFAULT_WINDOW_H = 768;

int DEFAULT_FULLSCREEN_W = 1024;
int DEFAULT_FULLSCREEN_H = 768;

const wchar_t DEFAULT_CURSOR_NAME[] = L"default-arrow";

} // anonymous namespace

#if OS_WIN
// We can't include wutil directly because GL headers conflict with Windows
// until we use a proper GL loader.
extern void wutil_SetAppWindow(SDL_Window* window);

// After a proper HiDPI integration we should switch to manifest until
// SDL has an implemented HiDPI on Windows.
extern void wutil_EnableHiDPIOnWindows();
#endif

CVideoMode g_VideoMode;

class CVideoMode::CCursor
{
public:
	enum class CursorBackend
	{
		SDL,
		SYSTEM
	};

	CCursor();
	~CCursor();

	void SetCursor(const CStrW& name);
	void ResetCursor();

private:
	CursorBackend m_CursorBackend = CursorBackend::SYSTEM;
	SDL_Surface* m_CursorSurface = nullptr;
	SDL_Cursor* m_Cursor = nullptr;
	CStrW m_CursorName;
};

CVideoMode::CCursor::CCursor()
{
	std::string cursorBackend;
	CFG_GET_VAL("cursorbackend", cursorBackend);
	if (cursorBackend == "sdl")
		m_CursorBackend = CursorBackend::SDL;
	else
		m_CursorBackend = CursorBackend::SYSTEM;

	ResetCursor();
}

CVideoMode::CCursor::~CCursor()
{
	if (m_Cursor)
		SDL_FreeCursor(m_Cursor);
	if (m_CursorSurface)
		SDL_FreeSurface(m_CursorSurface);
}

void CVideoMode::CCursor::SetCursor(const CStrW& name)
{
	if (m_CursorBackend == CursorBackend::SYSTEM || m_CursorName == name)
		return;
	m_CursorName = name;

	if (m_Cursor)
		SDL_FreeCursor(m_Cursor);
	if (m_CursorSurface)
		SDL_FreeSurface(m_CursorSurface);

	if (name.empty())
	{
		SDL_ShowCursor(SDL_DISABLE);
		return;
	}

	const VfsPath pathBaseName(VfsPath(L"art/textures/cursors") / name);

	// Read pixel offset of the cursor's hotspot [the bit of it that's
	// drawn at (g_mouse_x,g_mouse_y)] from file.
	int hotspotX = 0, hotspotY = 0;
	{
		const VfsPath pathHotspotName = pathBaseName.ChangeExtension(L".txt");
		std::shared_ptr<u8> buffer;
		size_t size;
		if (g_VFS->LoadFile(pathHotspotName, buffer, size) != INFO::OK)
		{
			LOGERROR("Can't load hotspot for cursor: %s", pathHotspotName.string8().c_str());
			return;
		}
		std::wstringstream s(std::wstring(reinterpret_cast<const wchar_t*>(buffer.get()), size));
		s >> hotspotX >> hotspotY;
	}

	const VfsPath pathImageName = pathBaseName.ChangeExtension(L".png");

	std::shared_ptr<u8> file;
	size_t fileSize;
	if (g_VFS->LoadFile(pathImageName, file, fileSize) != INFO::OK)
	{
		LOGERROR("Can't load image for cursor: %s", pathImageName.string8().c_str());
		return;
	}

	Tex t;
	if (t.decode(file, fileSize) != INFO::OK)
	{
		LOGERROR("Can't decode image for cursor");
		return;
	}

	// Convert to required BGRA format.
	const size_t flags = (t.m_Flags | TEX_BGR) & ~TEX_DXT;
	if (t.transform_to(flags) != INFO::OK)
	{
		LOGERROR("Can't transform image for cursor");
		return;
	}
	void* imageBGRA = t.get_data();
	if (!imageBGRA)
	{
		LOGERROR("Transformed image is empty for cursor");
		return;
	}

	m_CursorSurface = SDL_CreateRGBSurfaceFrom(imageBGRA,
		static_cast<int>(t.m_Width), static_cast<int>(t.m_Height), 32,
		static_cast<int>(t.m_Width * 4),
		0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000);
	if (!m_CursorSurface)
	{
		LOGERROR("Can't create surface for cursor: %s", SDL_GetError());
		return;
	}
	const float scale = g_VideoMode.GetScale();
	if (scale != 1.0)
	{
		SDL_Surface* scaledSurface = SDL_CreateRGBSurface(0,
			m_CursorSurface->w * scale,
			m_CursorSurface->h * scale, 32,
			0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000);
		if (!scaledSurface)
		{
			LOGERROR("Can't create scaled surface forcursor: %s", SDL_GetError());
			return;
		}
		if (SDL_BlitScaled(m_CursorSurface, nullptr, scaledSurface, nullptr))
			return;
		SDL_FreeSurface(m_CursorSurface);
		m_CursorSurface = scaledSurface;
	}
	m_Cursor = SDL_CreateColorCursor(m_CursorSurface, hotspotX, hotspotY);
	if (!m_Cursor)
	{
		LOGERROR("Can't create cursor: %s", SDL_GetError());
		return;
	}

	SDL_SetCursor(m_Cursor);
}

void CVideoMode::CCursor::ResetCursor()
{
	SetCursor(DEFAULT_CURSOR_NAME);
}

CVideoMode::CVideoMode() :
	m_WindowedW(DEFAULT_WINDOW_W), m_WindowedH(DEFAULT_WINDOW_H), m_WindowedX(0), m_WindowedY(0)
{
}

CVideoMode::~CVideoMode() = default;

void CVideoMode::ReadConfig()
{
	bool windowed = !m_ConfigFullscreen;
	CFG_GET_VAL("windowed", windowed);
	m_ConfigFullscreen = !windowed;

	CFG_GET_VAL("gui.scale", m_Scale);

	CFG_GET_VAL("xres", m_ConfigW);
	CFG_GET_VAL("yres", m_ConfigH);
	CFG_GET_VAL("bpp", m_ConfigBPP);
	CFG_GET_VAL("display", m_ConfigDisplay);
	CFG_GET_VAL("hidpi", m_ConfigEnableHiDPI);
	CFG_GET_VAL("vsync", m_ConfigVSync);

	CStr rendererBackend;
	CFG_GET_VAL("rendererbackend", rendererBackend);
	if (rendererBackend == "glarb")
		m_Backend = Backend::GL_ARB;
	else if (rendererBackend == "dummy")
		m_Backend = Backend::DUMMY;
	else
		m_Backend = Backend::GL;
}

bool CVideoMode::SetVideoMode(int w, int h, int bpp, bool fullscreen)
{
	Uint32 flags = 0;
	if (fullscreen)
	{
		bool borderlessFullscreen = true;
		CFG_GET_VAL("borderless.fullscreen", borderlessFullscreen);
		flags |= borderlessFullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_FULLSCREEN;
	}
	else
	{
		bool borderlessWindow = false;
		CFG_GET_VAL("borderless.window", borderlessWindow);
		if (borderlessWindow)
			flags |= SDL_WINDOW_BORDERLESS;
	}

	if (!m_Window)
	{
#if OS_WIN
		if (m_ConfigEnableHiDPI)
			wutil_EnableHiDPIOnWindows();
#endif
		// Note: these flags only take affect in SDL_CreateWindow
		flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE;
		if (m_ConfigEnableHiDPI)
			flags |= SDL_WINDOW_ALLOW_HIGHDPI;
		m_WindowedX = m_WindowedY = SDL_WINDOWPOS_CENTERED_DISPLAY(m_ConfigDisplay);

		m_Window = SDL_CreateWindow(main_window_name, m_WindowedX, m_WindowedY, w, h, flags);
		if (!m_Window)
		{
			// If fullscreen fails, try windowed mode
			if (fullscreen)
			{
				LOGWARNING("Failed to set the video mode to fullscreen for the chosen resolution "
					"%dx%d:%d (\"%hs\"), falling back to windowed mode",
					w, h, bpp, SDL_GetError());
				// Using default size for the window for now, as the attempted setting
				// could be as large, or larger than the screen size.
				return SetVideoMode(DEFAULT_WINDOW_W, DEFAULT_WINDOW_H, bpp, false);
			}
			else
			{
				LOGERROR("SetVideoMode failed in SDL_CreateWindow: %dx%d:%d %d (\"%s\")",
					w, h, bpp, fullscreen ? 1 : 0, SDL_GetError());
				return false;
			}
		}

		if (SDL_SetWindowDisplayMode(m_Window, NULL) < 0)
		{
			LOGERROR("SetVideoMode failed in SDL_SetWindowDisplayMode: %dx%d:%d %d (\"%s\")",
				w, h, bpp, fullscreen ? 1 : 0, SDL_GetError());
			return false;
		}

#if OS_WIN
		// We need to set the window for an error dialog.
		wutil_SetAppWindow(m_Window);
#endif

		if (!CreateBackendDevice(true))
		{
			LOGERROR("SetVideoMode failed in backend device creation: %dx%d:%d %d",
				w, h, bpp, fullscreen ? 1 : 0);
			return false;
		}
	}
	else
	{
		if (m_IsFullscreen != fullscreen)
		{
			if (!fullscreen)
			{
				// For some reason, when switching from fullscreen to windowed mode,
				// we have to set the window size and position before and after switching
				SDL_SetWindowSize(m_Window, w, h);
				SDL_SetWindowPosition(m_Window, m_WindowedX, m_WindowedY);
			}

			if (SDL_SetWindowFullscreen(m_Window, flags) < 0)
			{
				LOGERROR("SetVideoMode failed in SDL_SetWindowFullscreen: %dx%d:%d %d (\"%s\")",
					w, h, bpp, fullscreen ? 1 : 0, SDL_GetError());
				return false;
			}
		}

		if (!fullscreen)
		{
			SDL_SetWindowSize(m_Window, w, h);
			SDL_SetWindowPosition(m_Window, m_WindowedX, m_WindowedY);
		}
	}

	// Grab the current video settings
	SDL_GetWindowSize(m_Window, &m_CurrentW, &m_CurrentH);
	m_CurrentBPP = bpp;

	if (fullscreen)
		SDL_SetWindowGrab(m_Window, SDL_TRUE);
	else
		SDL_SetWindowGrab(m_Window, SDL_FALSE);

	m_IsFullscreen = fullscreen;

	g_xres = m_CurrentW;
	g_yres = m_CurrentH;

	return true;
}

bool CVideoMode::InitSDL()
{
	ENSURE(!m_IsInitialised);

	ReadConfig();

	// preferred video mode = current desktop settings
	// (command line params may override these)
	// TODO: handle multi-screen and HiDPI properly.
	SDL_DisplayMode mode;
	if (SDL_GetDesktopDisplayMode(0, &mode) == 0)
	{
		m_PreferredW = mode.w;
		m_PreferredH = mode.h;
		m_PreferredBPP = SDL_BITSPERPIXEL(mode.format);
		m_PreferredFreq = mode.refresh_rate;
	}

	int w = m_ConfigW;
	int h = m_ConfigH;

	if (m_ConfigFullscreen)
	{
		// If fullscreen and no explicit size set, default to the desktop resolution
		if (w == 0 || h == 0)
		{
			w = m_PreferredW;
			h = m_PreferredH;
		}
	}

	// If no size determined, default to something sensible
	if (w == 0 || h == 0)
	{
		w = DEFAULT_WINDOW_W;
		h = DEFAULT_WINDOW_H;
	}

	if (!m_ConfigFullscreen)
	{
		// Limit the window to the screen size (if known)
		if (m_PreferredW)
			w = std::min(w, m_PreferredW);
		if (m_PreferredH)
			h = std::min(h, m_PreferredH);
	}

	int bpp = GetBestBPP();

	SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
	SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
	SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);

	bool debugContext = false;
	CFG_GET_VAL("renderer.backend.debugcontext", debugContext);
	if (debugContext)
		SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);

	bool forceGLVersion = false;
	CFG_GET_VAL("forceglversion", forceGLVersion);
	if (forceGLVersion)
	{
		CStr forceGLProfile = "compatibility";
		int forceGLMajorVersion = 3;
		int forceGLMinorVersion = 0;
		CFG_GET_VAL("forceglprofile", forceGLProfile);
		CFG_GET_VAL("forceglmajorversion", forceGLMajorVersion);
		CFG_GET_VAL("forceglminorversion", forceGLMinorVersion);

		int profile = SDL_GL_CONTEXT_PROFILE_COMPATIBILITY;
		if (forceGLProfile == "es")
			profile = SDL_GL_CONTEXT_PROFILE_ES;
		else if (forceGLProfile == "core")
			profile = SDL_GL_CONTEXT_PROFILE_CORE;
		else if (forceGLProfile != "compatibility")
			LOGWARNING("Unknown force GL profile '%s', compatibility profile is used", forceGLProfile.c_str());

		if (forceGLMajorVersion < 1 || forceGLMinorVersion < 0)
		{
			LOGERROR("Unsupported force GL version: %d.%d", forceGLMajorVersion, forceGLMinorVersion);
		}
		else
		{
			SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile);
			SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, forceGLMajorVersion);
			SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, forceGLMinorVersion);
		}
	}
	else
	{
#if CONFIG2_GLES
		// Require GLES 2.0
		SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
		SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
		SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#else
		// Some macOS and MESA drivers might not create a context even if they can
		// with the core profile. So disable it for a while until we can guarantee
		// its creation.
#if OS_WIN
		SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
#endif
		SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
		SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
#endif
	}

	if (!SetVideoMode(w, h, bpp, m_ConfigFullscreen))
	{
		// Fall back to a smaller depth buffer
		// (The rendering may be ugly but this helps when running in VMware)
		SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);

		if (!SetVideoMode(w, h, bpp, m_ConfigFullscreen))
			return false;
	}

	SDL_GL_SetSwapInterval(m_ConfigVSync ? 1 : 0);

	// Work around a bug in the proprietary Linux ATI driver (at least versions 8.16.20 and 8.14.13).
	// The driver appears to register its own atexit hook on context creation.
	// If this atexit hook is called before SDL_Quit destroys the OpenGL context,
	// some kind of double-free problem causes a crash and lockup in the driver.
	// Calling SDL_Quit twice appears to be harmless, though, and avoids the problem
	// by destroying the context *before* the driver's atexit hook is called.
	// (Note that atexit hooks are guaranteed to be called in reverse order of their registration.)
	atexit(SDL_Quit);
	// End work around.

	m_IsInitialised = true;

	if (!m_ConfigFullscreen)
	{
		m_WindowedW = w;
		m_WindowedH = h;
	}

	SetWindowIcon();

	m_Cursor = std::make_unique<CCursor>();

	return true;
}

bool CVideoMode::InitNonSDL()
{
	ENSURE(!m_IsInitialised);

	ReadConfig();

	m_IsInitialised = true;

	return true;
}

void CVideoMode::Shutdown()
{
	ENSURE(m_IsInitialised);

	m_Cursor.reset();

	m_IsFullscreen = false;
	m_IsInitialised = false;
	m_BackendDevice.reset();
	if (m_Window)
	{
		SDL_DestroyWindow(m_Window);
		m_Window = nullptr;
	}
}

bool CVideoMode::CreateBackendDevice(const bool createSDLContext)
{
	if (m_Backend == Backend::DUMMY)
	{
		m_BackendDevice = std::make_unique<Renderer::Backend::Dummy::CDevice>();
		return true;
	}
	m_BackendDevice = Renderer::Backend::GL::CDevice::Create(createSDLContext ? m_Window : nullptr, m_Backend == Backend::GL_ARB);
	if (!m_BackendDevice && m_Backend == Backend::GL)
	{
		LOGERROR("Unable to create device for GL backend, switching to ARB.", static_cast<int>(m_Backend));
		m_Backend = Backend::GL_ARB;
		return CreateBackendDevice(createSDLContext);
	}
	return !!m_BackendDevice;
}

bool CVideoMode::ResizeWindow(int w, int h)
{
	ENSURE(m_IsInitialised);

	// Ignore if not windowed
	if (m_IsFullscreen)
		return true;

	// Ignore if the size hasn't changed
	if (w == m_WindowedW && h == m_WindowedH)
		return true;

	int bpp = GetBestBPP();

	if (!SetVideoMode(w, h, bpp, false))
		return false;

	m_WindowedW = w;
	m_WindowedH = h;

	UpdateRenderer(w, h);

	return true;
}

void CVideoMode::Rescale(float scale)
{
	ENSURE(m_IsInitialised);
	m_Scale = scale;
	UpdateRenderer(m_CurrentW, m_CurrentH);
}

float CVideoMode::GetScale() const
{
	return m_Scale;
}

bool CVideoMode::SetFullscreen(bool fullscreen)
{
	// This might get called before initialisation by psDisplayError;
	// if so then silently fail
	if (!m_IsInitialised)
		return false;

	// Check whether this is actually a change
	if (fullscreen == m_IsFullscreen)
		return true;

	if (!m_IsFullscreen)
	{
		// Windowed -> fullscreen:

		int w = 0, h = 0;

		// If a fullscreen size was configured, use that; else use the desktop size; else use a default
		if (m_ConfigFullscreen)
		{
			w = m_ConfigW;
			h = m_ConfigH;
		}
		if (w == 0 || h == 0)
		{
			w = m_PreferredW;
			h = m_PreferredH;
		}
		if (w == 0 || h == 0)
		{
			w = DEFAULT_FULLSCREEN_W;
			h = DEFAULT_FULLSCREEN_H;
		}

		int bpp = GetBestBPP();

		if (!SetVideoMode(w, h, bpp, fullscreen))
			return false;

		UpdateRenderer(m_CurrentW, m_CurrentH);

		return true;
	}
	else
	{
		// Fullscreen -> windowed:

		// Go back to whatever the previous window size was
		int w = m_WindowedW, h = m_WindowedH;

		int bpp = GetBestBPP();

		if (!SetVideoMode(w, h, bpp, fullscreen))
			return false;

		UpdateRenderer(w, h);

		return true;
	}
}

bool CVideoMode::ToggleFullscreen()
{
	return SetFullscreen(!m_IsFullscreen);
}

bool CVideoMode::IsInFullscreen() const
{
	return m_IsFullscreen;
}

void CVideoMode::UpdatePosition(int x, int y)
{
	if (!m_IsFullscreen)
	{
		m_WindowedX = x;
		m_WindowedY = y;
	}
}

void CVideoMode::UpdateRenderer(int w, int h)
{
	if (w < 2) w = 2; // avoid GL errors caused by invalid sizes
	if (h < 2) h = 2;

	g_xres = w;
	g_yres = h;

	SViewPort vp = { 0, 0, w, h };

	if (CRenderer::IsInitialised())
	{
		g_Renderer.SetViewport(vp);
		g_Renderer.Resize(w, h);
	}

	if (g_GUI)
		g_GUI->UpdateResolution();

	if (g_Console)
		g_Console->UpdateScreenSize(w, h);

	if (g_Game)
		g_Game->GetView()->SetViewport(vp);
}

int CVideoMode::GetBestBPP()
{
	if (m_ConfigBPP)
		return m_ConfigBPP;
	if (m_PreferredBPP)
		return m_PreferredBPP;
	return 32;
}

int CVideoMode::GetXRes() const
{
	ENSURE(m_IsInitialised);
	return m_CurrentW;
}

int CVideoMode::GetYRes() const
{
	ENSURE(m_IsInitialised);
	return m_CurrentH;
}

int CVideoMode::GetBPP() const
{
	ENSURE(m_IsInitialised);
	return m_CurrentBPP;
}

bool CVideoMode::IsVSyncEnabled() const
{
	ENSURE(m_IsInitialised);
	return m_ConfigVSync;
}

int CVideoMode::GetDesktopXRes() const
{
	ENSURE(m_IsInitialised);
	return m_PreferredW;
}

int CVideoMode::GetDesktopYRes() const
{
	ENSURE(m_IsInitialised);
	return m_PreferredH;
}

int CVideoMode::GetDesktopBPP() const
{
	ENSURE(m_IsInitialised);
	return m_PreferredBPP;
}

int CVideoMode::GetDesktopFreq() const
{
	ENSURE(m_IsInitialised);
	return m_PreferredFreq;
}

SDL_Window* CVideoMode::GetWindow()
{
	ENSURE(m_IsInitialised);
	return m_Window;
}

void CVideoMode::SetWindowIcon()
{
	// The window icon should be kept outside of art/textures/, or else it will be converted
	// to DDS by the archive builder and will become unusable here. Using DDS makes BGRA
	// conversion needlessly complicated.
	std::shared_ptr<u8> iconFile;
	size_t iconFileSize;
	if (g_VFS->LoadFile("art/icons/window.png", iconFile, iconFileSize) != INFO::OK)
	{
		LOGWARNING("Window icon not found.");
		return;
	}

	Tex iconTexture;
	if (iconTexture.decode(iconFile, iconFileSize) != INFO::OK)
		return;

	// Convert to required BGRA format.
	const size_t iconFlags = (iconTexture.m_Flags | TEX_BGR) & ~TEX_DXT;
	if (iconTexture.transform_to(iconFlags) != INFO::OK)
		return;

	void* bgra_img = iconTexture.get_data();
	if (!bgra_img)
		return;

	SDL_Surface *iconSurface = SDL_CreateRGBSurfaceFrom(bgra_img,
		iconTexture.m_Width, iconTexture.m_Height, 32, iconTexture.m_Width * 4,
		0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000);
	if (!iconSurface)
		return;

	SDL_SetWindowIcon(m_Window, iconSurface);
	SDL_FreeSurface(iconSurface);
}

void CVideoMode::SetCursor(const CStrW& name)
{
	if (m_Cursor)
		m_Cursor->SetCursor(name);
}

void CVideoMode::ResetCursor()
{
	if (m_Cursor)
		m_Cursor->ResetCursor();
}