30 #include <TargetConditionals.h>
38 #include <SDL2/SDL_render.h>
45 SDL_Surface* Android_AP_getFrameBuffer();
50 #define LOG_DP LOG_STREAM(info, log_display)
51 #define ERR_DP LOG_STREAM(err, log_display)
52 #define WRN_DP LOG_STREAM(warn, log_display)
53 #define DBG_DP LOG_STREAM(debug, log_display)
58 std::unique_ptr<sdl::window> window;
64 texture current_render_target_ = {};
66 bool headless_ =
false;
67 bool testing_ =
false;
68 point test_resolution_ = {1024, 768};
69 int refresh_rate_ = 0;
70 point game_canvas_size_ = {0, 0};
73 rect input_area_ = {};
95 LOG_DP <<
"initializing video";
96 if(SDL_WasInit(SDL_INIT_VIDEO)) {
97 throw error(
"video subsystem already initialized");
99 if(SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) {
100 ERR_DP <<
"Could not initialize SDL_video: " << SDL_GetError();
101 throw error(
"Video initialization failed");
118 throw error(
"unrecognized fake type passed to video::init");
124 LOG_DP <<
"deinitializing video";
128 assert(SDL_WasInit(SDL_INIT_TIMER));
133 render_texture_.reset();
134 current_render_target_.reset();
140 if(SDL_WasInit(SDL_INIT_VIDEO)) {
141 LOG_DP <<
"quitting SDL video subsystem";
142 SDL_QuitSubSystem(SDL_INIT_VIDEO);
144 if(SDL_WasInit(SDL_INIT_VIDEO)) {
146 throw error(
"video subsystem still initialized after deinit");
162 LOG_DP <<
"running headless";
165 game_canvas_size_ = {800,600};
179 throw(
"trying to update test framebuffer with no window");
182 bool changed =
false;
186 if (render_texture_) {
188 SDL_QueryTexture(render_texture_,
nullptr,
nullptr, &
w, &
h);
189 if (
w != test_resolution_.x ||
h != test_resolution_.y) {
191 LOG_DP <<
"destroying old render texture";
192 render_texture_.reset();
195 if (!render_texture_) {
196 LOG_DP <<
"creating offscreen render texture";
197 render_texture_.assign(SDL_CreateTexture(
199 window->pixel_format(),
200 SDL_TEXTUREACCESS_TARGET,
201 test_resolution_.x, test_resolution_.y
203 LOG_DP <<
"updated render target to " << test_resolution_.x
204 <<
"x" << test_resolution_.y;
209 game_canvas_size_ = test_resolution_;
210 input_area_ = {{}, test_resolution_};
221 throw error(
"trying to update framebuffer with no window");
228 bool changed =
false;
231 SDL_SetRenderTarget(*window,
nullptr);
236 SDL_RenderSetIntegerScale(*window, SDL_TRUE);
239 point osize(window->get_output_size());
240 max_scale_ = std::min(
249 int def_scale = std::min(
252 scale = std::min(max_scale_, def_scale);
254 int min_scale = std::min(
262 if (pixel_scale_ !=
scale) {
263 pixel_scale_ =
scale;
268 point lsize(window->get_logical_size());
269 point wsize(window->get_size());
270 if (lsize.x != osize.x /
scale || lsize.y != osize.y /
scale) {
272 LOG_DP <<
"reducing pixel scale from desired "
277 LOG_DP <<
"overriding logical size";
278 LOG_DP <<
" old lsize: " << lsize;
279 LOG_DP <<
" old wsize: " << wsize;
280 LOG_DP <<
" old osize: " << osize;
281 window->set_logical_size(osize.x /
scale, osize.y /
scale);
282 lsize = window->get_logical_size();
283 wsize = window->get_size();
284 osize = window->get_output_size();
285 LOG_DP <<
" new lsize: " << lsize;
286 LOG_DP <<
" new wsize: " << wsize;
287 LOG_DP <<
" new osize: " << osize;
289 SDL_RenderGetScale(*window, &sx, &sy);
290 LOG_DP <<
" render scale: " << sx <<
", " << sy;
293 game_canvas_size_ = lsize;
296 if (render_texture_) {
298 SDL_QueryTexture(render_texture_,
nullptr,
nullptr, &
w, &
h);
299 if (
w != osize.x ||
h != osize.y) {
301 LOG_DP <<
"destroying old render texture";
302 render_texture_.reset();
305 render_texture_.set_draw_size(lsize);
308 if (!render_texture_) {
309 LOG_DP <<
"creating offscreen render texture";
310 render_texture_.assign(SDL_CreateTexture(
312 window->pixel_format(),
313 SDL_TEXTUREACCESS_TARGET,
317 render_texture_.set_draw_size(lsize);
325 input_area_ = {{}, wsize};
328 if (active_area.
size() != osize) {
329 LOG_DP <<
"render target offset: LT " << active_area.
origin() <<
" RB "
330 << osize - active_area.
size() - active_area.
origin();
333 (active_area.
origin() * wsize) / osize,
334 (active_area.
size() * wsize) / osize
336 LOG_DP <<
"input area: " << input_area_;
344 LOG_DP <<
"creating test window " << test_resolution_.x
345 <<
"x" << test_resolution_.y;
347 uint32_t window_flags = 0;
348 window_flags |= SDL_WINDOW_HIDDEN;
351 uint32_t renderer_flags = 0;
352 renderer_flags |= SDL_RENDERER_TARGETTEXTURE;
356 "", 0, 0, test_resolution_.x, test_resolution_.y,
357 window_flags, renderer_flags
367 SDL_SetHint(SDL_HINT_RENDER_DRIVER,
"opengles");
369 #if defined(__APPLE__) && TARGET_OS_IPHONE
374 const int x =
prefs::get().fullscreen() ? SDL_WINDOWPOS_UNDEFINED : SDL_WINDOWPOS_CENTERED;
375 const int y =
prefs::get().fullscreen() ? SDL_WINDOWPOS_UNDEFINED : SDL_WINDOWPOS_CENTERED;
382 uint32_t window_flags = 0;
385 window_flags |= SDL_WINDOW_RESIZABLE;
386 window_flags |= SDL_WINDOW_ALLOW_HIGHDPI;
389 window_flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
391 window_flags |= SDL_WINDOW_MAXIMIZED;
395 LOG_DP <<
"hiding main window";
396 window_flags |= SDL_WINDOW_HIDDEN;
399 uint32_t renderer_flags = SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE;
403 renderer_flags |= SDL_RENDERER_PRESENTVSYNC;
407 window.reset(
new sdl::window(
"", x, y,
w,
h, window_flags, renderer_flags));
411 assert(!render_texture_);
417 SDL_DisplayMode currentDisplayMode;
418 SDL_GetCurrentDisplayMode(window->get_display_index(), ¤tDisplayMode);
419 refresh_rate_ = currentDisplayMode.refresh_rate != 0 ? currentDisplayMode.refresh_rate : 60;
422 window->set_size(
w,
h);
436 return test_resolution_;
439 return window->get_output_size();
445 return test_resolution_;
447 return window->get_size();
452 return {0, 0, game_canvas_size_.x, game_canvas_size_.y};
457 return game_canvas_size_;
462 return current_render_target_.draw_size();
467 return {0, 0, current_render_target_.w(), current_render_target_.h()};
480 return (osize - (
scale * dsize)) / 2;
486 return {0, 0,
p.x,
p.y};
492 point dsize = current_render_target_.draw_size();
493 point osize = current_render_target_.get_raw_size();
516 return refresh_rate_;
522 if(
auto preferred =
prefs::get().refresh_rate(); preferred > 0) {
523 return std::min(preferred, refresh_rate_);
525 return refresh_rate_;
532 ERR_DP <<
"failed to set render target to "
533 <<
static_cast<void*
>(
t.get()) <<
' '
534 <<
t.draw_size() <<
" / " <<
t.get_raw_size();
535 ERR_DP <<
"last SDL error: " << SDL_GetError();
536 throw error(
"failed to set render target");
538 current_render_target_ =
t;
547 DBG_DP <<
"rendering to window / screen";
548 window->set_logical_size(game_canvas_size_);
549 }
else if (
t == render_texture_) {
550 DBG_DP <<
"rendering to primary buffer";
551 window->set_logical_size(game_canvas_size_);
553 DBG_DP <<
"rendering to custom target "
554 <<
static_cast<void*
>(
t.get()) <<
' '
555 <<
t.draw_size() <<
" / " <<
t.get_raw_size();
556 window->set_logical_size(
t.w(),
t.h());
574 assert(current_render_target_ == SDL_GetRenderTarget(
get_renderer()));
576 return current_render_target_;
584 if(headless_ || testing_) {
590 WRN_DP <<
"trying to render with no window";
596 if(SDL_GetRenderTarget(*window) != render_texture_) {
597 ERR_DP <<
"trying to render screen, but current render texture is "
598 <<
static_cast<void*
>(SDL_GetRenderTarget(*window))
599 <<
" | " <<
static_cast<void*
>(current_render_target_.get())
600 <<
". It should be " <<
static_cast<void*
>(render_texture_.get());
601 throw error(
"tried to render screen from wrong render target");
608 SDL_SetRenderDrawColor(*window, 0u, 0u, 0u, 0u);
611 SDL_RenderClear(*window);
614 SDL_RenderCopy(*window, render_texture_,
nullptr,
nullptr);
617 SDL_RenderPresent(*window);
626 WRN_DP <<
"trying to read pixels with no window";
631 texture& target = current_render_target_;
634 if (target != SDL_GetRenderTarget(*window)) {
635 SDL_Texture*
t = SDL_GetRenderTarget(*window);
636 ERR_DP <<
"render target " <<
static_cast<void*
>(target.
get())
638 <<
" doesn't match window render target "
639 <<
static_cast<void*
>(
t);
640 throw error(
"unexpected render target while reading pixels");
647 if (r_clipped != *r) {
648 DBG_DP <<
"modifying pixel read area from " << *r
649 <<
" to " << r_clipped;
659 SDL_RenderReadPixels(*window, &o,
s->format->format,
s->pixels,
s->pitch);
666 WRN_DP <<
"trying to read pixels with no window";
680 window->set_title(title);
686 window->set_icon(icon);
705 const char*
const drvname = SDL_GetCurrentVideoDriver();
706 return drvname ? drvname :
"<not initialized>";
711 std::vector<std::string> res;
712 int num_drivers = SDL_GetNumVideoDrivers();
714 for(
int n = 0;
n < num_drivers; ++
n) {
715 const char* drvname = SDL_GetVideoDriver(
n);
716 res.emplace_back(drvname ? drvname :
"<invalid driver>");
729 return window && (window->get_flags() & flags) != 0;
749 std::vector<point> result;
755 const int display_index = window->get_display_index();
757 const int modes = SDL_GetNumDisplayModes(display_index);
768 SDL_GetDisplayBounds(display_index, &bounds);
770 SDL_DisplayMode mode;
772 for(
int i = 0;
i < modes; ++
i) {
773 if(SDL_GetDisplayMode(display_index,
i, &mode) == 0) {
775 if(mode.w > bounds.w && mode.h > bounds.h) {
779 if(mode.w >= min_res.x && mode.h >= min_res.y) {
780 result.emplace_back(mode.w, mode.h);
786 result.push_back(min_res);
789 if(include_current) {
793 std::sort(result.begin(), result.end());
794 result.erase(std::unique(result.begin(), result.end()), result.end());
802 return test_resolution_;
804 return window->get_size();
812 return (window->get_flags() & SDL_WINDOW_FULLSCREEN_DESKTOP) != 0;
817 if (headless_ || testing_) {
824 window->full_screen();
851 throw error(
"tried to set resolution with no window");
855 LOG_DP <<
"resizing test resolution to " << resolution;
856 test_resolution_ = resolution;
861 window->set_size(resolution.x, resolution.y);
867 LOG_DP <<
"updating resolution to " << resolution;
880 LOG_DP <<
"updating video buffers";
888 float hdpi = 0.0f, vdpi = 0.0f;
889 if(window && SDL_GetDisplayDPI(window->get_display_index(),
nullptr, &hdpi, &vdpi) == 0) {
898 hdpi /= scale_factor;
899 vdpi /= scale_factor;
903 return { hdpi, vdpi };
908 std::vector<std::pair<std::string, std::string>> res;
912 if(window && (rnd = *window) && SDL_GetRendererInfo(rnd, &ri) == 0) {
913 std::string renderer_name = ri.name ? ri.name :
"<unknown>";
915 if(ri.flags & SDL_RENDERER_SOFTWARE) {
916 renderer_name +=
" (sw)";
919 if(ri.flags & SDL_RENDERER_ACCELERATED) {
920 renderer_name +=
" (hw)";
923 std::string renderer_max = std::to_string(ri.max_texture_width) +
925 std::to_string(ri.max_texture_height);
927 res.emplace_back(
"Renderer", renderer_name);
928 res.emplace_back(
"Maximum texture size", renderer_max);
929 res.emplace_back(
"VSync", ri.flags & SDL_RENDERER_PRESENTVSYNC ?
"on" :
"off");
void set_resolution(const point &res)
The wrapper class for the SDL_Window class.
Wrapper class to encapsulate creation and management of an SDL_Texture.
point draw_size() const
The size of the texture in draw-space.
point get_raw_size() const
The raw internal texture size.
SDL_Texture * get() const
Represents version numbers.
Interfaces for manipulating version numbers of engine, add-ons, etc.
Standard logging facilities (interface).
void install_keyboard_dismiss_toolbar()
CGFloat get_scale_factor(int display_index)
void invalidate_all()
Mark the entire screen as requiring redraw.
void flush_cache()
Purges all image caches.
const int min_window_height
const int max_pixel_scale
const int def_window_width
const int min_window_width
const int max_window_height
const int max_window_width
const int def_window_height
version_info get_version()
Returns the runtime SDL version.
std::size_t size(std::string_view str)
Length in characters of a UTF-8 string.
bool contains(const Container &container, const Value &value)
Returns true iff value is found in container.
bool window_has_mouse_focus()
True iff the window has mouse focus.
bool headless()
The game is running headless.
rect draw_area()
The current drawable area.
rect output_area()
{0, 0, output_size().x, output_size().y}
void set_window_title(const std::string &title)
Sets the title of the main window.
void clear_render_target()
Reset the render target to the main window / screen.
rect to_output(const rect &r)
Convert coordinates in draw space to coordinates in render space.
std::vector< std::pair< std::string, std::string > > renderer_report()
Provides diagnostic information about the current renderer for the build_info API.
static bool window_has_flags(uint32_t flags)
Tests whether the given flags are currently set on the SDL window.
static bool update_framebuffer()
void reset_render_target()
Reset the render target to the primary render buffer.
point output_size()
Returns the size of the final render target.
std::vector< point > get_available_resolutions(const bool include_current)
Returns the list of available screen resolutions.
static bool update_test_framebuffer()
Returns true if the buffer was changed.
void set_window_icon(surface &icon)
Sets the icon of the main window.
int get_max_pixel_scale()
bool window_is_visible()
True iff the window is not hidden.
void force_render_target(const texture &t)
Set the render target, without any provided way of setting it back.
point game_canvas_size()
The size of the game canvas, in drawing coordinates / game pixels.
SDL_Window * get_window()
bool window_has_focus()
True iff the window has mouse or input focus.
point window_size()
Returns the size of the window in display units / screen coordinates.
bool has_window()
Whether the game has set up a window to render into.
bool testing()
The game is running unit tests.
bool is_fullscreen()
Whether we are currently in fullscreen mode.
std::vector< std::string > enumerate_drivers()
A list of available video drivers.
rect game_canvas()
The game canvas area, in drawing coordinates.
std::pair< float, float > get_dpi()
Retrieves the current game screen DPI for the build_info API.
static point draw_offset()
int get_pixel_scale()
Get the current active pixel scale multiplier.
static void init_window(bool hidden=false)
point current_resolution()
The current window size in desktop coordinates.
int native_refresh_rate()
The native refresh rate of display, not taking any user preferences into account.
void init(fake type)
Initialize the video subsystem.
void set_fullscreen(bool fullscreen)
Set the fullscreen state.
void deinit()
Deinitialize the video subsystem.
bool set_resolution(const point &resolution)
Set the window resolution.
int current_refresh_rate()
The refresh rate of the screen.
surface read_pixels_low_res(rect *r)
The same as read_pixels, but returns a low-resolution surface suitable for use with the old drawing s...
std::string current_driver()
The current video driver in use, or else "<not initialized>".
surface read_pixels(rect *r)
Copy back a portion of the render target that is already drawn.
void toggle_fullscreen()
Toggle fullscreen mode.
SDL_Renderer * get_renderer()
void update_buffers(bool autoupdate)
Update buffers to match current resolution and pixel scale settings.
texture get_render_target()
Get the current render target.
fake
For describing the type of faked display, if any.
static void init_test_window()
point draw_size()
The size of the current render target in drawing coordinates.
rect input_area()
Returns the input area of the window, in display coordinates.
void scale(size_t factor, const uint32_t *src, uint32_t *trg, int srcWidth, int srcHeight, ColorFormat colFmt, const ScalerCfg &cfg=ScalerCfg(), int yFirst=0, int yLast=std::numeric_limits< int >::max())
Contains a wrapper class for the SDL_Window class.
An abstract description of a rectangle with integer coordinates.
void clip(const rect &r)
Clip this rectangle by the given rectangle.
constexpr point origin() const
constexpr point size() const
An error specifically indicating video subsystem problems.
static map_location::direction n
static map_location::direction s
surface scale_surface(const surface &surf, int w, int h)
Scale a surface using alpha-weighted modified bilinear filtering Note: causes artifacts with alpha gr...
static lg::log_domain log_display("display")