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// Copyright (c) 2010-2026, Lawrence Livermore National Security, LLC. Produced
// at the Lawrence Livermore National Laboratory. All Rights reserved. See files
// LICENSE and NOTICE for details. LLNL-CODE-443271.
//
// This file is part of the GLVis visualization tool and library. For more
// information and source code availability see https://glvis.org.
//
// GLVis is free software; you can redistribute it and/or modify it under the
// terms of the BSD-3 license. We welcome feedback and contributions, see file
// CONTRIBUTING.md for details.
#include <future>
#include <thread>
#include <climits>
#include "sdl_main.hpp"
#include "sdl_helper.hpp"
#include "../logo.hpp"
#ifdef SDL_VIDEO_DRIVER_COCOA
#include "sdl_mac.hpp"
#endif
#ifdef GLVIS_DEBUG
#define PRINT_DEBUG(s) std::cerr << s
#else
#define PRINT_DEBUG(s) {}
#endif
extern int GetMultisample();
extern bool GetUseHiDPI();
using namespace std;
struct SdlMainThread::CreateWindowCmd
{
SdlWindow* wnd;
std::string title;
int x, y, w, h;
bool legacy_gl_only;
promise<Handle> out_handle;
};
struct SdlMainThread::SdlCtrlCommand
{
SdlCmdType type {SdlCmdType::None};
const Handle* handle {nullptr};
CreateWindowCmd* cmd_create;
Handle cmd_delete;
string cmd_title;
pair<int, int> cmd_set_size;
pair<int, int> cmd_set_position;
// Promise object for signaling completion of the command on the main thread
promise<void> finished;
};
SdlMainThread::SdlMainThread()
{
SDL_version sdl_ver;
SDL_GetVersion(&sdl_ver);
PRINT_DEBUG("Using SDL " << (int)sdl_ver.major << "." << (int)sdl_ver.minor
<< "." << (int)sdl_ver.patch << std::endl);
#ifdef SDL_VIDEO_DRIVER_COCOA
if (SDL_VERSIONNUM(sdl_ver.major, sdl_ver.minor, sdl_ver.patch)
< SDL_VERSIONNUM(2, 0, 14))
{
std::cerr << "Warning: your current version of SDL ("
<< (int)sdl_ver.major << "." << (int)sdl_ver.minor << "."
<< (int)sdl_ver.patch
<< ") may be unsupported in a future version of GLVis on macOS."
<< std::endl;
std::cerr << "If possible, upgrade to SDL version 2.0.14 or newer."
<< std::endl;
}
#endif
if (!SDL_WasInit(SDL_INIT_VIDEO | SDL_INIT_EVENTS))
{
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0)
{
std::cerr << "FATAL: Failed to initialize SDL: " << SDL_GetError() << endl;
return;
}
SDL_EnableScreenSaver();
}
sdl_init = true;
#ifdef __EMSCRIPTEN__
SetSingleThread();
#endif
}
SdlMainThread::~SdlMainThread()
{
SDL_Quit();
}
void SdlMainThread::MainLoop(bool server)
{
if (!sdl_init) { return; }
this->server_mode = server;
if (server_mode)
{
// Create a hidden window for dock icon and suppressing SDL_QUIT on last
// vis window closing
int flags = SDL_WINDOW_HIDDEN
| SDL_WINDOW_BORDERLESS
| SDL_WINDOW_ALLOW_HIGHDPI;
SDL_Window* bg_wnd_handle = SDL_CreateWindow("GLVis",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
1,
1,
flags);
setWindowIcon(bg_wnd_handle);
bg_wnd.reset(bg_wnd_handle);
}
while (1)
{
// Process all pending window commands
vector<SdlCtrlCommand> pending_cmds;
{
lock_guard<mutex> cmd_lock{window_cmd_mtx};
pending_cmds = std::move(window_cmds);
}
for (SdlCtrlCommand& cmd : pending_cmds)
{
handleWindowCmdImpl(cmd);
}
// Check if all windows have been closed, and we're not in server mode.
// Exiting via shortcut 'q' won't generate an SDL_QUIT event that can be
// handled in DispatchSDLEvents().
if (num_windows == 0 && !server_mode)
{
terminating = true;
}
DispatchSDLEvents();
// At this point, we're ready to start cleaning up
if (terminating)
{
// Signal worker threads of all remaining open windows to terminate
for (auto wnds : hwnd_to_window)
{
SDL_Event sdl_quit;
sdl_quit.type = SDL_QUIT;
wnds.second->queueEvents({sdl_quit});
}
while (num_windows > 0)
{
// Process pending destroy window commands
vector<SdlCtrlCommand> pending_destroys;
{
lock_guard<mutex> cmd_lock{window_cmd_mtx};
pending_destroys = std::move(window_cmds);
}
for (SdlCtrlCommand& cmd : pending_destroys)
{
if (cmd.type == SdlCmdType::Delete)
{
handleWindowCmdImpl(cmd);
}
}
}
// Exit main loop
break;
}
// Wait for the next event (without consuming CPU cycles, if possible)
// See also: SdlWindow::signalLoop()
if (platform)
{
platform->WaitEvent();
}
else
{
if (!SDL_PollEvent(nullptr))
{
std::this_thread::sleep_for(std::chrono::milliseconds(8));
}
}
}
}
void SdlMainThread::DispatchSDLEvents()
{
SDL_Event e;
while (SDL_PollEvent(&e))
{
unsigned int destWindow = UINT_MAX;
bool sendToAll = false;
switch (e.type)
{
case SDL_QUIT:
terminating = true;
break;
case SDL_WINDOWEVENT:
destWindow = getWindowID(e.window);
if (server_mode && (destWindow == SDL_GetWindowID(bg_wnd.get())))
{
handleBackgroundWindowEvent(e.window);
}
break;
case SDL_FINGERDOWN:
fingers.insert(e.tfinger.fingerId);
if (fingers.size() >= 2) { disable_mouse = true; }
break;
case SDL_FINGERUP:
fingers.erase(e.tfinger.fingerId);
if (fingers.size() < 2) { disable_mouse = false; }
break;
case SDL_MULTIGESTURE:
// No window ID is provided with multigesture events. We'll
// have to use focus status within the windows themselves in
// order to resolve the correct target.
sendToAll = true;
break;
case SDL_KEYDOWN:
case SDL_KEYUP:
destWindow = getWindowID(e.key);
break;
case SDL_TEXTINPUT:
destWindow = getWindowID(e.text);
break;
case SDL_MOUSEMOTION:
if (!disable_mouse) { destWindow = getWindowID(e.motion); }
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
destWindow = getWindowID(e.button);
break;
}
if (sendToAll == true)
{
for (auto wnds : hwnd_to_window)
{
int windowId = wnds.first;
wnd_events[windowId].emplace_back(e);
}
}
else if (destWindow != UINT_MAX)
{
wnd_events[destWindow].emplace_back(e);
}
}
// Send events to window worker threads
for (auto wnds : hwnd_to_window)
{
int windowId = wnds.first;
SdlWindow* wnd = wnds.second;
if (!wnd_events[windowId].empty())
{
wnd->queueEvents(std::move(wnd_events[windowId]));
}
}
}
void SdlMainThread::handleBackgroundWindowEvent(SDL_WindowEvent e)
{
// Background window should always stay hidden.
if (e.event == SDL_WINDOWEVENT_SHOWN)
{
SDL_HideWindow(bg_wnd.get());
}
}
SdlMainThread::Handle SdlMainThread::GetHandle(SdlWindow* wnd,
const std::string& title,
int x, int y, int w, int h, bool legacyGlOnly)
{
if (!sdl_init)
{
return Handle{};
}
CreateWindowCmd cmd_create = { wnd, title, x, y, w, h, legacyGlOnly, {} };
future<Handle> res_handle = cmd_create.out_handle.get_future();
SdlCtrlCommand main_thread_cmd;
main_thread_cmd.type = SdlCmdType::Create;
main_thread_cmd.cmd_create = &cmd_create;
queueWindowEvent(std::move(main_thread_cmd));
Handle out_hnd = res_handle.get();
if (out_hnd.isInitialized())
{
// Make the OpenGL context current on the worker thread.
// Since SDL calls aren't guaranteed to be thread-safe, we guard
// the call to SDL_GL_MakeCurrent.
lock_guard<mutex> ctx_lock{gl_ctx_mtx};
#ifdef SDL_VIDEO_DRIVER_COCOA
// TODO: Temporary workaround - after merge, everyone should update to
// latest SDL
SdlCocoaPlatform* mac_platform
= dynamic_cast<SdlCocoaPlatform*>(platform.get());
if (mac_platform && mac_platform->UseThreadWorkaround())
{
int wnd_id = SDL_GetWindowID(out_hnd.hwnd);
mac_platform->SetCurrentContext(wnd_id);
}
else
{
SDL_GL_MakeCurrent(out_hnd.hwnd, out_hnd.gl_ctx);
}
#else
SDL_GL_MakeCurrent(out_hnd.hwnd, out_hnd.gl_ctx);
#endif
}
return out_hnd;
}
void SdlMainThread::DeleteHandle(Handle to_delete)
{
if (to_delete.isInitialized())
{
{
lock_guard<mutex> ctx_lock{gl_ctx_mtx};
// Unbinding the context before deletion seems to resolve some issues
// with thread-local storage on Wayland/EGL.
SDL_GL_MakeCurrent(to_delete.hwnd, nullptr);
}
SdlCtrlCommand main_thread_cmd;
main_thread_cmd.type = SdlCmdType::Delete;
main_thread_cmd.cmd_delete = std::move(to_delete);
queueWindowEvent(std::move(main_thread_cmd));
}
}
void SdlMainThread::SetWindowTitle(const Handle& handle, std::string title)
{
if (handle.isInitialized())
{
SdlCtrlCommand main_thread_cmd;
main_thread_cmd.type = SdlCmdType::SetTitle;
main_thread_cmd.handle = &handle;
main_thread_cmd.cmd_title = std::move(title);
queueWindowEvent(std::move(main_thread_cmd));
}
}
void SdlMainThread::SetWindowSize(const Handle& handle, int w, int h)
{
if (handle.isInitialized())
{
SdlCtrlCommand main_thread_cmd;
main_thread_cmd.type = SdlCmdType::SetSize;
main_thread_cmd.handle = &handle;
main_thread_cmd.cmd_set_size = {w, h};
queueWindowEvent(std::move(main_thread_cmd), true);
}
}
void SdlMainThread::SetWindowPosition(const Handle& handle, int x, int y)
{
if (handle.isInitialized())
{
SdlCtrlCommand main_thread_cmd;
main_thread_cmd.type = SdlCmdType::SetPosition;
main_thread_cmd.handle = &handle;
main_thread_cmd.cmd_set_position = {x, y};
queueWindowEvent(std::move(main_thread_cmd), true);
}
}
void SdlMainThread::queueWindowEvent(SdlCtrlCommand cmd, bool sync)
{
future<void> wait_complete;
if (sdl_multithread)
{
if (sync)
{
wait_complete = cmd.finished.get_future();
}
// queue up our event
{
lock_guard<mutex> req_lock{window_cmd_mtx};
window_cmds.emplace_back(std::move(cmd));
}
// wake up the main thread to handle our event
SendEvent();
if (sync) { wait_complete.get(); }
}
else
{
// call the underlying SDL command immediately
handleWindowCmdImpl(cmd);
}
}
void SdlMainThread::handleWindowCmdImpl(SdlCtrlCommand& cmd)
{
switch (cmd.type)
{
case SdlCmdType::Create:
createWindowImpl(*cmd.cmd_create);
break;
case SdlCmdType::Delete:
if (cmd.cmd_delete.isInitialized())
{
Handle to_delete = std::move(cmd.cmd_delete);
if (platform)
{
platform->UnregisterWindow(to_delete.hwnd);
}
int wnd_id = SDL_GetWindowID(to_delete.hwnd);
hwnd_to_window.erase(wnd_id);
wnd_events.erase(wnd_id);
num_windows--;
}
break;
case SdlCmdType::SetTitle:
SDL_SetWindowTitle(cmd.handle->hwnd, cmd.cmd_title.c_str());
break;
case SdlCmdType::SetSize:
SDL_SetWindowSize(cmd.handle->hwnd,
cmd.cmd_set_size.first,
cmd.cmd_set_size.second);
break;
case SdlCmdType::SetPosition:
SDL_SetWindowPosition(cmd.handle->hwnd,
cmd.cmd_set_position.first,
cmd.cmd_set_position.second + title_height_offset);
break;
default:
cerr << "Error in main thread: unknown window control command.\n";
break;
}
// Signal completion of the command, in case worker thread is waiting.
cmd.finished.set_value();
}
void SdlMainThread::setWindowIcon(SDL_Window* hwnd)
{
#ifdef GLVIS_USE_LOGO
const int PixelStride = 4;
int stride = (int) sqrt(logo_rgba_len / PixelStride);
if (unsigned(stride * stride * PixelStride) != logo_rgba_len)
{
cerr << "Unable to set window logo: icon size not square" << endl;
}
else
{
SDL_Surface* iconSurf =
SDL_CreateRGBSurfaceFrom(logo_rgba,
stride, stride, // height, width
8 * PixelStride, // depth
stride * PixelStride, // pitch
0x000000FF,
0x0000FF00,
0x00FF0000,
0xFF000000);
if (iconSurf)
{
SDL_SetWindowIcon(hwnd, iconSurf);
SDL_FreeSurface(iconSurf);
}
else
{
PRINT_DEBUG("Unable to set window logo: " << SDL_GetError() << endl);
}
}
#endif // GLVIS_USE_LOGO
}
void SdlMainThread::probeGLContextSupport(bool legacyGlOnly)
{
Uint32 win_flags_hidden = SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN;
#ifndef __EMSCRIPTEN__
if (!legacyGlOnly)
{
// Try and probe for a core/compatibility context. Needed for Mac OS X,
// which will only support OpenGL 2.1 if you don't create a core context.
PRINT_DEBUG("Testing if OpenGL core profile window can be created..." << flush);
// Try to create core profile context first
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
{
Handle testCore("",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
100, 100, win_flags_hidden);
if (testCore.isInitialized())
{
PRINT_DEBUG("success!" << endl);
return;
}
}
PRINT_DEBUG("failed." << endl);
PRINT_DEBUG("Testing if OpenGL compatibility profile window can be created..."
<< flush);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
{
Handle testCompat("",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
100, 100, win_flags_hidden);
if (testCompat.isInitialized())
{
PRINT_DEBUG("success!" << endl);
return;
}
}
PRINT_DEBUG("failed." << endl);
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, 0);
if (GetMultisample() > 0)
{
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, GetMultisample());
PRINT_DEBUG("Testing OpenGL with default profile and antialiasing..." << endl);
{
Handle testMsaa("",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
100, 100, win_flags_hidden);
if (testMsaa.isInitialized())
{
PRINT_DEBUG("success!" << endl);
return;
}
}
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
PRINT_DEBUG("failed." << endl);
}
PRINT_DEBUG("Opening OpenGL window with no flags.");
#else
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
SDL_GL_CONTEXT_PROFILE_ES);
PRINT_DEBUG("Testing for WebGL 2.0 context availability..." << flush);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
{
Handle testWebGl2("",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
100, 100, win_flags_hidden);
if (testWebGl2.isInitialized())
{
PRINT_DEBUG("success!" << endl);
return;
}
}
PRINT_DEBUG("failed." << endl);
PRINT_DEBUG("Testing for WebGL 1.0 context availability..." << flush);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
// Note that WebGL 2 support controllable antialiasing, while WebGL 1 only
// supports requesting multisampling at context creation time. The browser
// is free to ignore this flag.
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, GetMultisample());
{
Handle testWebGl("",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
100, 100, win_flags_hidden);
if (testWebGl.isInitialized())
{
PRINT_DEBUG("success!" << endl);
return;
}
}
#endif
}
const int default_dpi = 72;
void SdlMainThread::getDpi(const Handle& handle, int& w, int& h)
{
w = default_dpi;
h = default_dpi;
if (!handle.isInitialized())
{
PRINT_DEBUG("warning: unable to get dpi: handle is null" << endl);
return;
}
int disp = SDL_GetWindowDisplayIndex(handle.hwnd);
if (disp < 0)
{
PRINT_DEBUG("warning: problem getting display index: " << SDL_GetError()
<< endl);
PRINT_DEBUG("returning default dpi of " << default_dpi << endl);
return;
}
float f_w, f_h;
if (SDL_GetDisplayDPI(disp, NULL, &f_w, &f_h))
{
PRINT_DEBUG("warning: problem getting dpi, setting to " << default_dpi
<< ": " << SDL_GetError() << endl);
}
else
{
PRINT_DEBUG("Screen DPI: w = " << f_w << " ppi, h = " << f_h << " ppi");
w = f_w + 0.5f;
h = f_h + 0.5f;
PRINT_DEBUG(" (" << w << " x " << h << ')' << endl);
}
}
void SdlMainThread::createWindowImpl(CreateWindowCmd& cmd)
{
Uint32 win_flags = SDL_WINDOW_OPENGL;
// Hide window until we adjust its size for high-dpi displays
win_flags |= SDL_WINDOW_HIDDEN;
#ifndef __EMSCRIPTEN__
win_flags |= SDL_WINDOW_RESIZABLE;
#endif
if (GetUseHiDPI())
{
win_flags |= SDL_WINDOW_ALLOW_HIGHDPI;
}
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 24);
probeGLContextSupport(cmd.legacy_gl_only);
Handle new_handle(cmd.title,
cmd.x, cmd.y + title_height_offset,
cmd.w, cmd.h, win_flags);
// at this point, window should be up
if (!new_handle.isInitialized())
{
PRINT_DEBUG("failed." << endl);
cerr << "FATAL: window and/or OpenGL context creation failed." << endl;
// If not in server mode, this was the only window we were going to open.
if (!server_mode) { terminating = true; }
return;
}
else
{
PRINT_DEBUG("Handle for window created." << endl);
}
#ifndef __EMSCRIPTEN__
SDL_GL_SetSwapInterval(0);
#ifdef SDL_VIDEO_DRIVER_COCOA
if (GLEW_KHR_debug) { glEnable(GL_DEBUG_OUTPUT); }
#else
glEnable(GL_DEBUG_OUTPUT);
#endif
#endif
// Register window internally in the main thread so it can receive events
int wnd_id = SDL_GetWindowID(new_handle.hwnd);
hwnd_to_window[wnd_id] = cmd.wnd;
{
lock_guard<mutex> platform_lk{event_mtx};
if (!platform)
{
platform = SdlNativePlatform::Create(new_handle.hwnd);
try_create_platform = true;
}
event_cv.notify_all();
}
if (platform)
{
platform->RegisterWindow(new_handle.hwnd);
}
setWindowIcon(new_handle.hwnd);
if (num_windows == -1)
{
// Get the window titlebar height after creating the first window.
// Window coordinates are based on the client area, so placing a window
// at (0, 0) will hide the title bar on Windows.
SDL_GetWindowBordersSize(new_handle.hwnd, &title_height_offset, nullptr,
nullptr, nullptr);
SDL_SetWindowPosition(new_handle.hwnd, cmd.x, cmd.y + title_height_offset);
}
// Detect if we are using a high-dpi display and resize the window unless it
// was already resized by SDL's underlying backend.
if (GetUseHiDPI())
{
SdlWindow* wnd = cmd.wnd;
int scr_w, scr_h, pix_w, pix_h, wdpi, hdpi;
// SDL_GetWindowSize() -- size in "screen coordinates"
SDL_GetWindowSize(new_handle.hwnd, &scr_w, &scr_h);
// SDL_GL_GetDrawableSize() -- size in pixels
SDL_GL_GetDrawableSize(new_handle.hwnd, &pix_w, &pix_h);
wnd->high_dpi = false;
wnd->pixel_scale_x = wnd->pixel_scale_y = 1.0f;
float sdl_pixel_scale_x = 1.0f, sdl_pixel_scale_y = 1.0f;
// If "screen" and "pixel" sizes are different, assume high-dpi and no
// need to scale the window.
if (scr_w == pix_w && scr_h == pix_h)
{
getDpi(new_handle, wdpi, hdpi);
if (std::max(wdpi, hdpi) >= SdlWindow::high_dpi_threshold)
{
wnd->high_dpi = true;
wnd->pixel_scale_x = wnd->pixel_scale_y = 2.0f;
// the following two calls use 'pixel_scale_*'
SDL_SetWindowSize(new_handle.hwnd,
wnd->pixel_scale_x*cmd.w,
wnd->pixel_scale_y*cmd.h);
bool uc_x = SDL_WINDOWPOS_ISUNDEFINED(cmd.x) ||
SDL_WINDOWPOS_ISCENTERED(cmd.x);
bool uc_y = SDL_WINDOWPOS_ISUNDEFINED(cmd.y) ||
SDL_WINDOWPOS_ISCENTERED(cmd.y);
SDL_SetWindowPosition(new_handle.hwnd,
uc_x ? cmd.x : wnd->pixel_scale_x*cmd.x,
uc_y ? cmd.y : wnd->pixel_scale_y*cmd.y);
}
}
else
{
wnd->high_dpi = true;
// keep 'pixel_scale_*' = 1, scaling is done inside SDL
sdl_pixel_scale_x = float(pix_w)/scr_w;
sdl_pixel_scale_y = float(pix_h)/scr_h;
}
if (wnd->high_dpi)
{
cout << "High-dpi display detected: using window scaling: "
<< sdl_pixel_scale_x*wnd->pixel_scale_x << " x "
<< sdl_pixel_scale_y*wnd->pixel_scale_y << endl;
}
}
// Unset GL context in this thread
{
lock_guard<mutex> ctx_lock{gl_ctx_mtx};
#ifdef SDL_VIDEO_DRIVER_COCOA
// TODO: Temporary workaround - after merge, everyone should update to
// latest SDL
SdlCocoaPlatform* mac_platform
= dynamic_cast<SdlCocoaPlatform*>(platform.get());
if (mac_platform && mac_platform->UseThreadWorkaround())
{
mac_platform->ClearCurrentContext(wnd_id);
}
else
{
SDL_GL_MakeCurrent(new_handle.hwnd, nullptr);
}
#else
SDL_GL_MakeCurrent(new_handle.hwnd, nullptr);
#endif
}
SDL_ShowWindow(new_handle.hwnd);
SDL_RaiseWindow(new_handle.hwnd);
if (num_windows == -1)
{
num_windows = 0;
}
num_windows++;
cmd.out_handle.set_value(std::move(new_handle));
}
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