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/* GameWindow.cpp
Copyright (c) 2014 by Michael Zahniser
Endless Sky 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 3 of the License, or (at your option) any later version.
Endless Sky 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, see <https://www.gnu.org/licenses/>.
*/
#include "GameWindow.h"
#include "Logger.h"
#include "Screen.h"
#include "opengl.h"
#include <SDL2/SDL.h>
#include <cstring>
#include <sstream>
#include <string>
#ifdef _WIN32
#include "windows/WinVersion.h"
#include <windows.h>
#include <dwmapi.h>
#include <SDL2/SDL_syswm.h>
#endif
using namespace std;
namespace {
// The minimal screen resolution requirements.
constexpr int minWidth = 1024;
constexpr int minHeight = 768;
SDL_Window *mainWindow = nullptr;
SDL_GLContext context = nullptr;
int width = 0;
int height = 0;
int drawWidth = 0;
int drawHeight = 0;
bool supportsAdaptiveVSync = false;
// Logs SDL errors and returns true if found
bool checkSDLerror()
{
string message = SDL_GetError();
if(!message.empty())
{
Logger::LogError("(SDL message: \"" + message + "\")");
SDL_ClearError();
return true;
}
return false;
}
}
string GameWindow::SDLVersions()
{
SDL_version built;
SDL_version linked;
SDL_VERSION(&built);
SDL_GetVersion(&linked);
auto toString = [](const SDL_version &v) -> string
{
return to_string(v.major) + "." + to_string(v.minor) + "." + to_string(v.patch);
};
return "Compiled against SDL v" + toString(built) + "\nUsing SDL v" + toString(linked);
}
bool GameWindow::Init(bool headless)
{
#ifdef _WIN32
// Tell Windows this process is high dpi aware and doesn't need to get scaled.
SDL_SetHint(SDL_HINT_WINDOWS_DPI_AWARENESS, "permonitorv2");
#elif defined(__linux__)
// Set the class name for the window on Linux. Used to set the application icon.
// This sets it for both X11 and Wayland.
setenv("SDL_VIDEO_X11_WMCLASS", "io.github.endless_sky.endless_sky", true);
#endif
// When running the integration tests, don't create a window nor an OpenGL context.
if(headless)
#if defined(__linux__) && !SDL_VERSION_ATLEAST(2, 0, 22)
setenv("SDL_VIDEODRIVER", "dummy", true);
#else
SDL_SetHint(SDL_HINT_VIDEODRIVER, "dummy");
#endif
// This needs to be called before any other SDL commands.
if(SDL_Init(SDL_INIT_VIDEO) != 0)
{
checkSDLerror();
return false;
}
// Get details about the current display.
SDL_DisplayMode mode;
if(SDL_GetCurrentDisplayMode(0, &mode))
{
ExitWithError("Unable to query monitor resolution!");
return false;
}
if(mode.refresh_rate && mode.refresh_rate < 60)
Logger::LogError("Warning: low monitor frame rate detected (" + to_string(mode.refresh_rate) + ")."
" The game will run more slowly.");
// Make the window just slightly smaller than the monitor resolution.
int maxWidth = mode.w;
int maxHeight = mode.h;
if(maxWidth < minWidth || maxHeight < minHeight)
Logger::LogError("Monitor resolution is too small! Minimal requirement is "
+ to_string(minWidth) + 'x' + to_string(minHeight)
+ ", while your resolution is " + to_string(maxWidth) + 'x' + to_string(maxHeight) + '.');
int windowWidth = maxWidth - 100;
int windowHeight = maxHeight - 100;
// Decide how big the window should be.
if(Screen::RawWidth() && Screen::RawHeight())
{
// Load the previously saved window dimensions.
windowWidth = min(windowWidth, Screen::RawWidth());
windowHeight = min(windowHeight, Screen::RawHeight());
}
// Settings that must be declared before the window creation.
Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI;
if(Preferences::ScreenModeSetting() == "fullscreen")
flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
else if(Preferences::Has("maximized"))
flags |= SDL_WINDOW_MAXIMIZED;
// The main window spawns visibly at this point.
mainWindow = SDL_CreateWindow("Endless Sky", SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, windowWidth, windowHeight, headless ? 0 : flags);
if(!mainWindow)
{
ExitWithError("Unable to create window!");
return false;
}
// Bail out early if we are in headless mode; no need to initialize all the OpenGL stuff.
if(headless)
{
width = windowWidth;
height = windowHeight;
Screen::SetRaw(width, height);
return true;
}
// Settings that must be declared before the context creation.
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
#ifdef _WIN32
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#endif
#ifdef ES_GLES
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
#else
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
#endif
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
context = SDL_GL_CreateContext(mainWindow);
if(!context)
{
ExitWithError("Unable to create OpenGL context! Check if your system supports OpenGL 3.0.");
return false;
}
if(SDL_GL_MakeCurrent(mainWindow, context))
{
ExitWithError("Unable to set the current OpenGL context!");
return false;
}
// Initialize GLEW.
#if !defined(__APPLE__) && !defined(ES_GLES)
glewExperimental = GL_TRUE;
GLenum err = glewInit();
#ifdef GLEW_ERROR_NO_GLX_DISPLAY
if(err != GLEW_OK && err != GLEW_ERROR_NO_GLX_DISPLAY)
#else
if(err != GLEW_OK)
#endif
{
ExitWithError("Unable to initialize GLEW!");
return false;
}
#endif
// Check that the OpenGL version is high enough.
const char *glVersion = reinterpret_cast<const char *>(glGetString(GL_VERSION));
if(!glVersion || !*glVersion)
{
ExitWithError("Unable to query the OpenGL version!");
return false;
}
const char *glslVersion = reinterpret_cast<const char *>(glGetString(GL_SHADING_LANGUAGE_VERSION));
if(!glslVersion || !*glslVersion)
{
ostringstream out;
out << "Unable to query the GLSL version. OpenGL version is " << glVersion << ".";
ExitWithError(out.str());
return false;
}
if(*glVersion < '3')
{
ostringstream out;
out << "Endless Sky requires OpenGL version 3.0 or higher." << endl;
out << "Your OpenGL version is " << glVersion << ", GLSL version " << glslVersion << "." << endl;
out << "Please update your graphics drivers.";
ExitWithError(out.str());
return false;
}
// OpenGL settings
glClearColor(0.f, 0.f, 0.0f, 1.f);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
// Check for support of various graphical features.
supportsAdaptiveVSync = OpenGL::HasAdaptiveVSyncSupport();
// Enable the user's preferred VSync state, otherwise update to an available
// value (e.g. if an external program is forcing a particular VSync state).
if(!SetVSync(Preferences::VSyncState()))
Preferences::ToggleVSync();
// Make sure the screen size and view-port are set correctly.
AdjustViewport();
#ifdef _WIN32
UpdateTitleBarTheme();
UpdateWindowRounding();
#endif
return true;
}
// Clean up the SDL context, window, and shut down SDL.
void GameWindow::Quit()
{
// Make sure the cursor is visible.
SDL_ShowCursor(true);
// Clean up in the reverse order that everything is launched.
if(context)
SDL_GL_DeleteContext(context);
if(mainWindow)
SDL_DestroyWindow(mainWindow);
SDL_Quit();
}
void GameWindow::Step()
{
SDL_GL_SwapWindow(mainWindow);
}
void GameWindow::AdjustViewport()
{
if(!mainWindow)
return;
// Get the window's size in screen coordinates.
int windowWidth, windowHeight;
SDL_GetWindowSize(mainWindow, &windowWidth, &windowHeight);
// Only save the window size when not in fullscreen mode.
if(!GameWindow::IsFullscreen())
{
width = windowWidth;
height = windowHeight;
}
// Round the window size up to a multiple of 2, even if this
// means one pixel of the display will be clipped.
int roundWidth = (windowWidth + 1) & ~1;
int roundHeight = (windowHeight + 1) & ~1;
Screen::SetRaw(roundWidth, roundHeight);
// Find out the drawable dimensions. If this is a high- DPI display, this
// may be larger than the window.
SDL_GL_GetDrawableSize(mainWindow, &drawWidth, &drawHeight);
Screen::SetHighDPI(drawWidth > windowWidth || drawHeight > windowHeight);
// Set the viewport to go off the edge of the window, if necessary, to get
// everything pixel-aligned.
drawWidth = (drawWidth * roundWidth) / windowWidth;
drawHeight = (drawHeight * roundHeight) / windowHeight;
glViewport(0, 0, drawWidth, drawHeight);
}
// Attempts to set the requested SDL Window VSync to the given state. Returns false
// if the operation could not be completed successfully.
bool GameWindow::SetVSync(Preferences::VSync state)
{
if(!context)
return false;
const int originalState = SDL_GL_GetSwapInterval();
int interval = 1;
switch(state)
{
case Preferences::VSync::adaptive:
interval = -1;
break;
case Preferences::VSync::off:
interval = 0;
break;
case Preferences::VSync::on:
interval = 1;
break;
default:
return false;
}
// Do not attempt to enable adaptive VSync when unsupported,
// as this can crash older video drivers.
if(interval == -1 && !supportsAdaptiveVSync)
return false;
if(SDL_GL_SetSwapInterval(interval) == -1)
{
checkSDLerror();
SDL_GL_SetSwapInterval(originalState);
return false;
}
return SDL_GL_GetSwapInterval() == interval;
}
// Last window width, in windowed mode.
int GameWindow::Width()
{
return width;
}
// Last window height, in windowed mode.
int GameWindow::Height()
{
return height;
}
int GameWindow::DrawWidth()
{
return drawWidth;
}
int GameWindow::DrawHeight()
{
return drawHeight;
}
bool GameWindow::IsMaximized()
{
return (SDL_GetWindowFlags(mainWindow) & SDL_WINDOW_MAXIMIZED);
}
bool GameWindow::IsFullscreen()
{
return (SDL_GetWindowFlags(mainWindow) & SDL_WINDOW_FULLSCREEN_DESKTOP);
}
void GameWindow::ToggleFullscreen()
{
// This will generate a window size change event,
// no need to adjust the viewport here.
if(IsFullscreen())
{
SDL_SetWindowFullscreen(mainWindow, 0);
SDL_SetWindowSize(mainWindow, width, height);
}
else
SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN_DESKTOP);
}
void GameWindow::ExitWithError(const string &message, bool doPopUp)
{
// Print the error message in the terminal and the error file.
Logger::LogError(message);
checkSDLerror();
// Show the error message in a message box.
if(doPopUp)
{
SDL_MessageBoxData box;
box.flags = SDL_MESSAGEBOX_ERROR;
box.window = nullptr;
box.title = "Endless Sky: Error";
box.message = message.c_str();
box.colorScheme = nullptr;
SDL_MessageBoxButtonData button;
button.flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT;
button.buttonid = 0;
button.text = "OK";
box.numbuttons = 1;
box.buttons = &button;
int result = 0;
SDL_ShowMessageBox(&box, &result);
}
GameWindow::Quit();
}
#ifdef _WIN32
void GameWindow::UpdateTitleBarTheme()
{
if(!WinVersion::SupportsDarkTheme())
return;
SDL_SysWMinfo windowInfo;
SDL_VERSION(&windowInfo.version);
SDL_GetWindowWMInfo(mainWindow, &windowInfo);
BOOL value;
Preferences::TitleBarTheme themePreference = Preferences::GetTitleBarTheme();
// If the default option is selected, check the system-wide preference.
if(themePreference == Preferences::TitleBarTheme::DEFAULT)
{
HKEY systemPreference;
if(RegOpenKeyExW(HKEY_CURRENT_USER, L"Software\\Microsoft\\Windows\\CurrentVersion\\Themes\\Personalize",
0, KEY_READ, &systemPreference) == ERROR_SUCCESS)
{
DWORD size = sizeof(value);
if(RegQueryValueExW(systemPreference, L"AppsUseLightTheme", 0, nullptr,
reinterpret_cast<LPBYTE>(&value), &size) == ERROR_SUCCESS)
// The key says about light theme, while DWM expects information about dark theme.
value = !value;
else
value = 1;
RegCloseKey(systemPreference);
}
else
value = 1;
}
else
value = themePreference == Preferences::TitleBarTheme::DARK;
HMODULE dwmapi = LoadLibraryW(L"dwmapi.dll");
auto dwmSetWindowAttribute = reinterpret_cast<HRESULT (*)(HWND, DWORD, LPCVOID, DWORD)>(
GetProcAddress(dwmapi, "DwmSetWindowAttribute"));
dwmSetWindowAttribute(windowInfo.info.win.window, DWMWA_USE_IMMERSIVE_DARK_MODE, &value, sizeof(value));
FreeLibrary(dwmapi);
}
void GameWindow::UpdateWindowRounding()
{
if(!WinVersion::SupportsWindowRounding())
return;
SDL_SysWMinfo windowInfo;
SDL_VERSION(&windowInfo.version);
SDL_GetWindowWMInfo(mainWindow, &windowInfo);
auto value = static_cast<DWM_WINDOW_CORNER_PREFERENCE>(Preferences::GetWindowRounding());
HMODULE dwmapi = LoadLibraryW(L"dwmapi.dll");
auto dwmSetWindowAttribute = reinterpret_cast<HRESULT (*)(HWND, DWORD, LPCVOID, DWORD)>(
GetProcAddress(dwmapi, "DwmSetWindowAttribute"));
dwmSetWindowAttribute(windowInfo.info.win.window, DWMWA_WINDOW_CORNER_PREFERENCE, &value, sizeof(value));
FreeLibrary(dwmapi);
}
#endif
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