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
|
#include "SDLGUI.h"
#include <GG/WndEvent.h>
#include <GG/utf8/checked.h>
#include <cctype>
#include <iostream>
#include <boost/format.hpp>
using namespace GG;
namespace {
Flags<ModKey> GetSDLModKeys() {
Flags<ModKey> retval;
Uint32 sdl_keys = SDL_GetModState();
if (sdl_keys & KMOD_LSHIFT) retval |= MOD_KEY_LSHIFT;
if (sdl_keys & KMOD_RSHIFT) retval |= MOD_KEY_RSHIFT;
if (sdl_keys & KMOD_LCTRL) retval |= MOD_KEY_LCTRL;
if (sdl_keys & KMOD_RCTRL) retval |= MOD_KEY_RCTRL;
if (sdl_keys & KMOD_LALT) retval |= MOD_KEY_LALT;
if (sdl_keys & KMOD_RALT) retval |= MOD_KEY_RALT;
if (sdl_keys & KMOD_LGUI) retval |= MOD_KEY_LMETA;
if (sdl_keys & KMOD_RGUI) retval |= MOD_KEY_RMETA;
if (sdl_keys & KMOD_NUM) retval |= MOD_KEY_NUM;
if (sdl_keys & KMOD_CAPS) retval |= MOD_KEY_CAPS;
if (sdl_keys & KMOD_MODE) retval |= MOD_KEY_MODE;
return retval;
}
Pt SetSDLFullscreenSize(SDL_Window* window, int display_id, int width, int height) {
SDL_DisplayMode target{};
target.w = width;
target.h = height;
target.format = 0; // DOn't care
target.driverdata = nullptr;
target.refresh_rate = 0;
SDL_DisplayMode closest{};
SDL_GetClosestDisplayMode(display_id, &target, &closest);
SDL_SetWindowDisplayMode(window, &closest);
return Pt(X(closest.w), Y(closest.h));
}
void Enter2DModeImpl(int width, int height) {
glPushAttrib(GL_ENABLE_BIT | GL_PIXEL_MODE_BIT | GL_TEXTURE_BIT);
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
// This sets up the world coordinate space with the origin in the
// upper-left corner and +x and +y directions right and down,
// respectively.
glOrtho(0.0, width, height, 0.0, -100.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
struct QuitSignal {
QuitSignal(int exit_code_) :
exit_code(exit_code_)
{}
int exit_code;
};
class FramebufferFailedException : public std::exception {
public:
FramebufferFailedException(GLenum status):
m_status(status)
{}
const char* what() const noexcept override {
switch (m_status) {
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
return "The requested framebuffer format was unsupported";
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
return "One of the framebuffer attachments is incomplete.";
case GL_FRAMEBUFFER_UNDEFINED:
return "The default framebuffer does not exist.";
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
return "At least one picture must be attached to the framebuffer.";
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS:
return "All populated color attachments are not from textures of the same target.";
default:
return "Framebuffer creation failed with an unhandled exception.";
}
}
private:
GLenum m_status;
};
}
class Framebuffer {
public:
/// Construct a framebuffer of dimensions \a size.
/// \throws FramebufferFailedException if using framebuffers is not going to work.
Framebuffer(GG::Pt size) :
m_id(0),
m_texture(0),
m_depth_rbo(0)
{
int width = Value(size.x);
int height = Value(size.y);
// Create the texture to render the image on
glGenTextures(1, &m_texture);
glBindTexture(GL_TEXTURE_2D, m_texture);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(GL_TEXTURE_2D, 0);
// create a renderbuffer object to store depth and stencil info
glGenRenderbuffersEXT(1, &m_depth_rbo);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_depth_rbo);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, width, height);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
glGenFramebuffersEXT(1, &m_id);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_id);
// attach the texture to FBO color attachment point
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, // 1. fbo target: GL_FRAMEBUFFER_EXT
GL_COLOR_ATTACHMENT0_EXT, // 2. attachment point
GL_TEXTURE_2D, // 3. tex target: GL_TEXTURE_2D
m_texture, // 4. tex ID
0); // 5. mipmap level: 0(base)
// attach the renderbuffer to depth attachment point
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, // 1. fbo target: GL_FRAMEBUFFER_EXT
GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, // 3. rbo target: GL_RENDERBUFFER_EXT
m_depth_rbo); // 4. rbo ID
// the same render buffer has the stencil data in other bits
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
GL_STENCIL_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT,
m_depth_rbo);
// check FBO status
GLenum status = glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
throw FramebufferFailedException (status);
}
// switch back to window-system-provided framebuffer
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0);
}
GLuint OpenGLId()
{ return m_id; }
GLuint TextureId()
{ return m_texture; }
~Framebuffer() {
glDeleteFramebuffersEXT(1, &m_id);
glDeleteRenderbuffersEXT(1, &m_depth_rbo);
glDeleteTextures(1, &m_texture);
}
private:
GLuint m_id;
GLuint m_texture;
GLuint m_depth_rbo;
};
// member functions
SDLGUI::SDLGUI(int w, int h, bool calc_FPS, std::string app_name, int x, int y,
bool fullscreen, bool fake_mode_change) :
GUI(std::move(app_name)),
m_app_width{w},
m_app_height{h},
m_initial_x{x},
m_initial_y{y},
m_fullscreen(fullscreen),
m_fake_mode_change(fake_mode_change)
{
SDLInit();
}
SDLGUI::~SDLGUI()
{ SDLQuit(); }
unsigned int SDLGUI::Ticks() const
{ return SDL_GetTicks(); }
std::string SDLGUI::ClipboardText() const {
if (SDL_HasClipboardText()) {
char* text = SDL_GetClipboardText();
if (text) {
std::string result{text};
SDL_free(text);
return result;
}
}
return std::string{};
}
void SDLGUI::ExitApp(int code)
{ throw QuitSignal(code); }
void SDLGUI::SetWindowTitle(const std::string& title)
{ SDL_SetWindowTitle(m_window, title.c_str()); }
void SDLGUI::SetVideoMode(X width, Y height, bool fullscreen, bool fake_mode_change)
{
m_fullscreen = fullscreen;
// Only allow fake mode change if the necessary extensions are supported
m_fake_mode_change = fake_mode_change && FramebuffersAvailable();
m_app_width = width;
m_app_height = height;
SDL_SetWindowFullscreen(m_window, 0);
glViewport(0, 0, Value(width), Value(height));
if (fullscreen) {
if (!m_fake_mode_change) {
Pt resulting_size = SetSDLFullscreenSize(m_window, m_display_id, Value(width), Value(height));
m_app_width = resulting_size.x;
m_app_height = resulting_size.y;
}
SDL_SetWindowFullscreen(m_window, m_fake_mode_change?SDL_WINDOW_FULLSCREEN_DESKTOP:SDL_WINDOW_FULLSCREEN);
} else {
SDL_SetWindowSize(m_window, Value(width), Value(height));
SDL_RestoreWindow(m_window);
}
ResetFramebuffer();
}
bool SDLGUI::SetClipboardText(std::string text)
{ return SDL_SetClipboardText(text.c_str()) == 0; }
SDLGUI* SDLGUI::GetGUI()
{ return dynamic_cast<SDLGUI*>(GUI::GetGUI()); }
void SDLGUI::SetAppSize(Pt size) {
m_app_width = size.x;
m_app_height = size.y;
}
void SDLGUI::SDLInit() {
SDLMinimalInit();
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
// Create the window with a temporary size.
// Use the same code for the real size initialization that is used for resizing the window
// to avoid duplicated effort.
m_window = SDL_CreateWindow(AppName().c_str(), Value(m_initial_x), Value(m_initial_y),
Value(m_app_width), Value(m_app_height), SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN);
if (m_window)
m_gl_context = SDL_GL_CreateContext(m_window);
GLenum glew_status = glewInit();
const char* glew_error_string = reinterpret_cast<const char*>(glewGetErrorString(glew_status));
if (!m_window || !m_gl_context || ((GLEW_OK != glew_status) && (strcmp(glew_error_string, "Unknown Error")==0))) {
std::string msg;
if (!m_window) {
msg = "Unable to create window.";
msg += "\n\nSDL reported:\n";
msg += SDL_GetError();
} else if (!m_gl_context) {
msg = "Unable to create accelerated OpenGL 2.0 context.";
msg += "\n\nSDL reported:\n";
msg += SDL_GetError();
} else {
msg = "Unable to load OpenGL entry points.";
msg += "\n\nGLEW reported:\n";
msg += reinterpret_cast<const char*>(glewGetErrorString(glew_status));
}
SDL_ShowSimpleMessageBox(
SDL_MESSAGEBOX_ERROR, "OpenGL initialization error", msg.c_str(), nullptr);
std::cerr << msg << std::endl;
ExitApp(1);
}
if (GLEW_OK != glew_status) {
std::cerr << "[error] Ignored GLEW error when setting up OpenGL: " << glew_error_string << std::endl;
}
SDL_ShowWindow(m_window);
SDL_ShowCursor(false);
ResetFramebuffer();
GLInit();
// Now we can use the standard resizing call to make our window the size it belongs.
SetVideoMode(m_app_width, m_app_height, m_fullscreen, m_fake_mode_change);
SDL_EnableScreenSaver();
}
void SDLGUI::GLInit() {
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
glShadeModel(GL_SMOOTH);
glClearColor(0, 0, 0, 0);
glViewport(0, 0, Value(m_app_width), Value(m_app_height));
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// set up perspective with vertical FOV of 50°. 1:1 application
// window ratio, near plane of 1.0 and far plane of 10.0
const float ratio = Value(m_app_width) * 1.0f / Value(m_app_height);
static constexpr float cot = 0.839099631177f; // radians = 50.0f * pi / 180.0f; cot = cos(radians) / sin(radians);
const float cor = cot / ratio;
static constexpr float near = 1.0f;
static constexpr float far = 10.0f;
static constexpr float fpnonmn = -((far + near) / (far - near));
static constexpr float ttftnofmn = -((2.0f * far * near) / (far - near));
const std::array<std::array<float, 4>, 4> projection{{
{ cor, 0.0f, 0.0f, 0.0f},
{0.0f, cot, 0.0f, 0.0f},
{0.0f, 0.0f, fpnonmn, -1.0f},
{0.0f, cot, ttftnofmn, 0.0f}}};
glMultMatrixf(projection.front().data());
}
void SDLGUI::HandleSystemEvents() {
// handle events
SDL_Event event;
while (0 < SDL_PollEvent(&event)) {
bool send_to_gg = false;
EventType gg_event = EventType::MOUSEMOVE;
Key key = Key::GGK_NONE;
uint32_t key_code_point = 0;
GG::Flags<GG::ModKey> mod_keys = GetSDLModKeys();
// In GiGi some events contain mouse position info,
// where the corresponding sdl event does not.
// Therefore we need to get the position,
int mouse_x = 0;
int mouse_y = 0;
SDL_GetMouseState(&mouse_x, &mouse_y);
Pt mouse_pos = Pt(X(mouse_x), Y(mouse_y));
Pt mouse_rel(X(event.motion.xrel), Y(event.motion.yrel));
switch (event.type) {
case SDL_KEYDOWN:
case SDL_KEYUP:
send_to_gg = true;
key = static_cast<Key>(event.key.keysym.scancode);
key_code_point = event.key.keysym.sym;
gg_event = (event.type == SDL_KEYDOWN) ? EventType::KEYPRESS : EventType::KEYRELEASE;
break;
case SDL_TEXTINPUT:
RelayTextInput(event.text, mouse_pos); // calls HandleGGEvent repeatedly to process
break;
case SDL_MOUSEMOTION:
send_to_gg = true;
gg_event = EventType::MOUSEMOVE;
break;
case SDL_MOUSEBUTTONDOWN:
send_to_gg = true;
switch (event.button.button) {
case SDL_BUTTON_LEFT: gg_event = EventType::LPRESS; break;
case SDL_BUTTON_MIDDLE: gg_event = EventType::MPRESS; break;
case SDL_BUTTON_RIGHT: gg_event = EventType::RPRESS; break;
}
mod_keys = GetSDLModKeys();
break;
case SDL_MOUSEBUTTONUP:
send_to_gg = true;
switch (event.button.button) {
case SDL_BUTTON_LEFT: gg_event = EventType::LRELEASE; break;
case SDL_BUTTON_MIDDLE: gg_event = EventType::MRELEASE; break;
case SDL_BUTTON_RIGHT: gg_event = EventType::RRELEASE; break;
}
mod_keys = GetSDLModKeys();
break;
case SDL_MOUSEWHEEL:
send_to_gg = true;
gg_event = EventType::MOUSEWHEEL;
mouse_rel = Pt(X(event.wheel.x), Y(event.wheel.y));
mod_keys = GetSDLModKeys();
break;
case SDL_WINDOWEVENT:
send_to_gg = false;
switch (event.window.event) {
case SDL_WINDOWEVENT_SIZE_CHANGED:
// Alt-tabbing and other things give dubious resize events while in fullscreen mode.
// ignore them
if (!m_fullscreen) {
m_app_width = X(event.window.data1);
m_app_height = Y(event.window.data2);
}
// If faking resolution change, we need to listen to this event
// to size the buffer correctly for the screen.
if (m_fullscreen && m_fake_mode_change)
ResetFramebuffer();
[[fallthrough]]; // not sure if this is inteded to be a fall through to the next case, but it seems plausible...
case SDL_WINDOWEVENT_RESIZED:
// Alt-tabbing and other things give dubious resize events while in fullscreen mode.
// ignore them
if (!m_fullscreen)
WindowResizedSignal(X(event.window.data1), Y(event.window.data2));
break;
case SDL_WINDOWEVENT_FOCUS_GAINED:
FocusChangedSignal(true);
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
FocusChangedSignal(false);
break;
case SDL_WINDOWEVENT_MOVED:
WindowMovedSignal(X(event.window.data1), Y(event.window.data2));
break;
case SDL_WINDOWEVENT_MINIMIZED:
case SDL_WINDOWEVENT_MAXIMIZED:
case SDL_WINDOWEVENT_RESTORED:
break;
case SDL_WINDOWEVENT_CLOSE:
WindowClosingSignal();
break;
}
break;
}
if (send_to_gg)
HandleGGEvent(gg_event, key, key_code_point, mod_keys, mouse_pos, mouse_rel, std::string());
else
HandleNonGGEvent(event);
}
}
void SDLGUI::HandleNonGGEvent(const SDL_Event& event) {
switch (event.type) {
case SDL_QUIT:
AppQuittingSignal();
break;
}
}
void SDLGUI::RenderBegin() {
if (m_fake_mode_change && m_fullscreen) {
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_framebuffer->OpenGLId());
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, Value(m_app_width), Value(m_app_height));
}
void SDLGUI::RenderEnd() {
if (m_fake_mode_change && m_fullscreen) {
// Return to rendering on the real screen
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
// Clear the real screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
int width, height;
SDL_GetWindowSize(m_window, &width, &height);
Enter2DModeImpl(width, height);
// Disable blending, we want a direct copy
glDisable(GL_BLEND);
// Draw the virtual screen on the real screen
glBindTexture(GL_TEXTURE_2D, m_framebuffer->TextureId());
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 1.0);
glVertex2i(0, 0);
glTexCoord2f(1.0, 1.0);
glVertex2i(width, 0);
glTexCoord2f(1.0, 0.0);
glVertex2i(width, height);
glTexCoord2f(0.0, 0.0);
glVertex2i(0, height);
glEnd();
glEnable(GL_BLEND);
Exit2DMode();
}
SDL_GL_SwapWindow(m_window);
}
void SDLGUI::FinalCleanup() {
if (m_gl_context){
SDL_GL_DeleteContext(m_gl_context);
m_gl_context = nullptr;
}
if (m_window) {
SDL_DestroyWindow(m_window);
m_window = nullptr;
}
}
void SDLGUI::SDLQuit() {
// Ensure that the dektop resolution is restored on linux
// By returning to windowed mode before exit.
SetVideoMode(m_app_width, m_app_height, false, false);
FinalCleanup();
SDL_Quit();
}
void SDLGUI::Run() {
try {
Initialize();
RunModal(m_done);
} catch (const QuitSignal& e) {
if (e.exit_code != 0)
throw;
// This is the normal exit path from Run()
// Do not put exit(0) or ExitApp(0) here.
return;
}
}
bool SDLGUI::AppHasMouseFocus() const {
auto window_flags = SDL_GetWindowFlags(m_window);
return window_flags & SDL_WINDOW_MOUSE_FOCUS;
}
std::vector<std::string> SDLGUI::GetSupportedResolutions() const {
std::vector<std::string> mode_vec;
SDLMinimalInit();
unsigned valid_mode_count = SDL_GetNumDisplayModes(m_display_id);
/* Check if our resolution is restricted */
if ( valid_mode_count < 1 ) {
// This is bad.
} else {
for (unsigned i = 0; i < valid_mode_count; ++i) {
SDL_DisplayMode mode;
if (SDL_GetDisplayMode(m_display_id, i, &mode) != 0) {
SDL_Log("SDL_GetDisplayMode failed: %s", SDL_GetError());
} else {
mode_vec.push_back(boost::io::str(boost::format("%1% x %2%") % mode.w % mode.h));
}
}
}
return mode_vec;
}
void SDLGUI::SDLMinimalInit() {
if (!SDL_WasInit(SDL_INIT_VIDEO)) {
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
std::cerr << "SDL initialization failed: " << SDL_GetError() << std::endl;
throw std::runtime_error("Failed to initialize SDL");
}
}
}
Pt SDLGUI::GetDefaultResolution(int display_id) const
{ return GetDefaultResolutionStatic(display_id); }
Pt SDLGUI::GetDefaultResolutionStatic(int display_id) {
SDLMinimalInit();
if (display_id >= 0 && display_id < SDL_GetNumVideoDisplays()) {
SDL_DisplayMode mode;
SDL_GetDesktopDisplayMode(display_id, &mode);
Pt resolution(X(mode.w), Y(mode.h));
return resolution;
} else {
return Pt0;
}
}
int SDLGUI::NumVideoDisplaysStatic() {
SDLMinimalInit();
return SDL_GetNumVideoDisplays();
}
int SDLGUI::MaximumPossibleDimension(bool is_width) {
int dim = 0;
int num_displays = NumVideoDisplaysStatic();
for (int i_display = 0; i_display < num_displays; ++i_display) {
SDL_Rect r;
if (SDL_GetDisplayBounds(i_display, &r) == 0) {
dim += is_width ? r.w : r.h;
}
}
return dim;
}
int SDLGUI::MaximumPossibleWidth()
{ return MaximumPossibleDimension(true); }
int SDLGUI::MaximumPossibleHeight()
{ return MaximumPossibleDimension(false); }
void SDLGUI::RelayTextInput(const SDL_TextInputEvent& text, GG::Pt mouse_pos) {
const char* current = text.text;
const char* end = current + SDL_TEXTEDITINGEVENT_TEXT_SIZE;
while (current != end && *current)
++current;
HandleGGEvent(EventType::TEXTINPUT, Key::GGK_NONE, 0u, GG::Flags<GG::ModKey>(), mouse_pos, Pt0,
std::string(text.text, current));
}
void SDLGUI::ResetFramebuffer() {
m_framebuffer.reset();
if (m_fake_mode_change && m_fullscreen) {
try {
m_framebuffer = std::make_unique<Framebuffer>(Pt(m_app_width, m_app_height));
} catch (const FramebufferFailedException& ex) {
std::cerr << "Fake resolution change failed. Reason: \"" << ex.what() << "\". Reverting to real resolution change." << std::endl;
m_fake_mode_change = false;
}
}
}
void SDLGUI::Enter2DMode()
{ Enter2DModeImpl(Value(AppWidth()), Value(AppHeight())); }
void SDLGUI::Exit2DMode() {
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
}
bool SDLGUI::FramebuffersAvailable() const
{ return GLEW_EXT_framebuffer_object && GLEW_EXT_packed_depth_stencil; }
|