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#include "utils/display.h"
#include <algorithm>
#include <cmath>
#include <cstdint>
#include <utility>
#ifdef __vita__
#include <psp2/power.h>
#endif
#ifdef __3DS__
#include "platform/ctr/display.hpp"
#endif
#ifdef NXDK
#include <hal/video.h>
#endif
#include "DiabloUI/diabloui.h"
#include "control.h"
#include "controls/controller.h"
#ifndef USE_SDL1
#include "controls/devices/game_controller.h"
#endif
#include "controls/devices/joystick.h"
#include "controls/devices/kbcontroller.h"
#include "controls/game_controls.h"
#include "controls/touch/gamepad.h"
#include "engine/backbuffer_state.hpp"
#include "engine/dx.h"
#include "headless_mode.hpp"
#include "options.h"
#include "utils/log.hpp"
#include "utils/sdl_geometry.h"
#include "utils/sdl_wrap.h"
#include "utils/str_cat.hpp"
#ifdef USE_SDL1
#ifndef SDL1_VIDEO_MODE_BPP
#define SDL1_VIDEO_MODE_BPP 0
#endif
#ifndef SDL1_VIDEO_MODE_FLAGS
#define SDL1_VIDEO_MODE_FLAGS SDL_SWSURFACE
#endif
#endif
namespace devilution {
extern SDLSurfaceUniquePtr RendererTextureSurface; /** defined in dx.cpp */
SDL_Window *ghMainWnd;
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Size forceResolution;
uint16_t gnScreenWidth;
uint16_t gnScreenHeight;
uint16_t gnViewportHeight;
uint16_t GetScreenWidth()
{
return gnScreenWidth;
}
uint16_t GetScreenHeight()
{
return gnScreenHeight;
}
uint16_t GetViewportHeight()
{
return gnViewportHeight;
}
Rectangle UIRectangle;
const Rectangle &GetUIRectangle()
{
return UIRectangle;
}
namespace {
#ifndef USE_SDL1
void CalculatePreferredWindowSize(int &width, int &height)
{
SDL_DisplayMode mode;
if (SDL_GetDesktopDisplayMode(0, &mode) != 0) {
ErrSdl();
}
if (mode.w < mode.h) {
std::swap(mode.w, mode.h);
}
if (*GetOptions().Graphics.integerScaling) {
const int factor = std::min(mode.w / width, mode.h / height);
width = mode.w / factor;
height = mode.h / factor;
return;
}
const float wFactor = (float)mode.w / width;
const float hFactor = (float)mode.h / height;
if (wFactor > hFactor) {
width = mode.w * height / mode.h;
} else {
height = mode.h * width / mode.w;
}
}
#endif
void CalculateUIRectangle()
{
constexpr Size UISize { 640, 480 };
UIRectangle = {
{ (gnScreenWidth - UISize.width) / 2, (gnScreenHeight - UISize.height) / 2 },
UISize
};
}
Size GetPreferredWindowSize()
{
Size windowSize = forceResolution.width != 0 ? forceResolution : *GetOptions().Graphics.resolution;
#ifndef USE_SDL1
if (*GetOptions().Graphics.upscale && *GetOptions().Graphics.fitToScreen) {
CalculatePreferredWindowSize(windowSize.width, windowSize.height);
}
#endif
AdjustToScreenGeometry(windowSize);
return windowSize;
}
const auto OptionChangeHandlerResolution = (GetOptions().Graphics.resolution.SetValueChangedCallback(ResizeWindow), true);
const auto OptionChangeHandlerFullscreen = (GetOptions().Graphics.fullscreen.SetValueChangedCallback(SetFullscreenMode), true);
void OptionGrabInputChanged()
{
#ifdef USE_SDL1
SDL_WM_GrabInput(*GetOptions().Gameplay.grabInput ? SDL_GRAB_ON : SDL_GRAB_OFF);
#else
if (ghMainWnd != nullptr)
SDL_SetWindowGrab(ghMainWnd, *GetOptions().Gameplay.grabInput ? SDL_TRUE : SDL_FALSE);
#endif
}
const auto OptionChangeHandlerGrabInput = (GetOptions().Gameplay.grabInput.SetValueChangedCallback(OptionGrabInputChanged), true);
void UpdateAvailableResolutions()
{
GraphicsOptions &graphicsOptions = GetOptions().Graphics;
std::vector<Size> sizes;
const float scaleFactor = GetDpiScalingFactor();
// Add resolutions
bool supportsAnyResolution = false;
#ifdef USE_SDL1
auto *modes = SDL_ListModes(nullptr, SDL_FULLSCREEN | SDL_HWPALETTE);
// SDL_ListModes returns -1 if any resolution is allowed (for example returned on 3DS)
if (modes == (SDL_Rect **)-1) {
supportsAnyResolution = true;
} else if (modes != nullptr) {
for (size_t i = 0; modes[i] != nullptr; i++) {
if (modes[i]->w < modes[i]->h) {
std::swap(modes[i]->w, modes[i]->h);
}
sizes.emplace_back(Size {
static_cast<int>(modes[i]->w * scaleFactor),
static_cast<int>(modes[i]->h * scaleFactor) });
}
}
#else
int displayModeCount = SDL_GetNumDisplayModes(0);
for (int i = 0; i < displayModeCount; i++) {
SDL_DisplayMode mode;
if (SDL_GetDisplayMode(0, i, &mode) != 0) {
ErrSdl();
}
if (mode.w < mode.h) {
std::swap(mode.w, mode.h);
}
sizes.emplace_back(Size {
static_cast<int>(mode.w * scaleFactor),
static_cast<int>(mode.h * scaleFactor) });
}
supportsAnyResolution = *GetOptions().Graphics.upscale;
#endif
if (supportsAnyResolution && sizes.size() == 1) {
// Attempt to provide sensible options for 4:3 and the native aspect ratio
const int width = sizes[0].width;
const int height = sizes[0].height;
const int commonHeights[] = { 480, 540, 720, 960, 1080, 1440, 2160 };
for (const int commonHeight : commonHeights) {
if (commonHeight > height)
break;
sizes.emplace_back(Size { commonHeight * 4 / 3, commonHeight });
if (commonHeight * width % height == 0)
sizes.emplace_back(Size { commonHeight * width / height, commonHeight });
}
}
const Size configuredSize = *graphicsOptions.resolution;
// Ensures that the ini specified resolution is present in resolution list even if it doesn't match a monitor resolution (for example if played in window mode)
sizes.push_back(configuredSize);
// Ensures that the platform's preferred default resolution is always present
sizes.emplace_back(Size { DEFAULT_WIDTH, DEFAULT_HEIGHT });
// Ensures that the vanilla Diablo resolution is present on systems that would support it
if (supportsAnyResolution)
sizes.emplace_back(Size { 640, 480 });
#ifndef USE_SDL1
if (*graphicsOptions.fitToScreen) {
SDL_DisplayMode mode;
if (SDL_GetDesktopDisplayMode(0, &mode) != 0) {
ErrSdl();
}
for (auto &size : sizes) {
if (mode.h == 0) continue;
// Ensure that the ini specified resolution remains present in the resolution list
if (size.height == configuredSize.height)
size.width = configuredSize.width;
else
size.width = size.height * mode.w / mode.h;
}
}
#endif
// Sort by width then by height
c_sort(sizes, [](const Size &x, const Size &y) -> bool {
if (x.width == y.width)
return x.height > y.height;
return x.width > y.width;
});
// Remove duplicate entries
sizes.erase(std::unique(sizes.begin(), sizes.end()), sizes.end());
std::vector<std::pair<Size, std::string>> resolutions;
for (auto &size : sizes) {
#ifndef USE_SDL1
if (*graphicsOptions.fitToScreen) {
resolutions.emplace_back(size, StrCat(size.height, "p"));
continue;
}
#endif
resolutions.emplace_back(size, StrCat(size.width, "x", size.height));
}
graphicsOptions.resolution.setAvailableResolutions(std::move(resolutions));
}
#if !defined(USE_SDL1) || defined(__3DS__)
void ResizeWindowAndUpdateResolutionOptions()
{
ResizeWindow();
#ifndef __3DS__
UpdateAvailableResolutions();
#endif
}
const auto OptionChangeHandlerFitToScreen = (GetOptions().Graphics.fitToScreen.SetValueChangedCallback(ResizeWindowAndUpdateResolutionOptions), true);
#endif
#if SDL_VERSION_ATLEAST(2, 0, 0)
const auto OptionChangeHandlerScaleQuality = (GetOptions().Graphics.scaleQuality.SetValueChangedCallback(ReinitializeTexture), true);
const auto OptionChangeHandlerIntegerScaling = (GetOptions().Graphics.integerScaling.SetValueChangedCallback(ReinitializeIntegerScale), true);
const auto OptionChangeHandlerVSync = (GetOptions().Graphics.frameRateControl.SetValueChangedCallback(ReinitializeRenderer), true);
struct DisplayModeComparator {
Size size;
SDL_PixelFormatEnum pixelFormat;
// Is `a` better than `b`?
[[nodiscard]] bool operator()(const SDL_DisplayMode &a, const SDL_DisplayMode &b)
{
const int dwa = a.w - size.width;
const int dha = a.h - size.height;
const int dwb = b.w - size.width;
const int dhb = b.h - size.height;
// A mode that fits the target is always better than one that doesn't:
if (dha >= 0 && dwa >= 0 && (dhb < 0 || dwb < 0)) return true;
if (dhb >= 0 && dwb >= 0 && (dha < 0 || dwa < 0)) return false;
// Either both modes fit or they both don't.
// If they're the same size, prefer one with matching pixel format.
if (pixelFormat != SDL_PIXELFORMAT_UNKNOWN && a.h == b.h && a.w == b.w) {
if (a.format != b.format) {
if (a.format == pixelFormat) return true;
if (b.format == pixelFormat) return false;
}
}
// Prefer smallest height difference, or width difference if heights are the same.
return a.h != b.h ? std::abs(dha) < std::abs(dhb)
: std::abs(dwa) < std::abs(dwb);
}
};
#endif
} // namespace
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_DisplayMode GetNearestDisplayMode(Size preferredSize, SDL_PixelFormatEnum preferredPixelFormat)
{
SDL_DisplayMode nearestDisplayMode;
if (SDL_GetWindowDisplayMode(ghMainWnd, &nearestDisplayMode) != 0)
ErrSdl();
const int displayIndex = SDL_GetWindowDisplayIndex(ghMainWnd);
const int modeCount = SDL_GetNumDisplayModes(displayIndex);
// First, find the best mode among the modes with the requested pixel format.
std::vector<SDL_DisplayMode> modes;
modes.reserve(modeCount);
for (int modeIndex = 0; modeIndex < modeCount; modeIndex++) {
SDL_DisplayMode displayMode;
if (SDL_GetDisplayMode(displayIndex, modeIndex, &displayMode) != 0)
continue;
modes.push_back(displayMode);
}
if (!modes.empty()) {
nearestDisplayMode = *std::min_element(
modes.begin(), modes.end(), DisplayModeComparator { preferredSize, preferredPixelFormat });
}
LogVerbose("Nearest display mode to {}x{} is {}x{} {}bpp {}Hz",
preferredSize.width, preferredSize.height,
nearestDisplayMode.w, nearestDisplayMode.h,
SDL_BITSPERPIXEL(nearestDisplayMode.format),
nearestDisplayMode.refresh_rate);
return nearestDisplayMode;
}
#endif
void AdjustToScreenGeometry(Size windowSize)
{
gnScreenWidth = windowSize.width;
gnScreenHeight = windowSize.height;
CalculateUIRectangle();
CalculatePanelAreas();
}
float GetDpiScalingFactor()
{
#ifdef USE_SDL1
return 1.0F;
#else
if (renderer == nullptr)
return 1.0F;
int renderWidth;
int renderHeight;
SDL_GetRendererOutputSize(renderer, &renderWidth, &renderHeight);
int windowWidth;
int windowHeight;
SDL_GetWindowSize(ghMainWnd, &windowWidth, &windowHeight);
const float hfactor = static_cast<float>(renderWidth) / windowWidth;
const float vhfactor = static_cast<float>(renderHeight) / windowHeight;
return std::min(hfactor, vhfactor);
#endif
}
#ifdef USE_SDL1
void SetVideoMode(int width, int height, int bpp, uint32_t flags)
{
Log("Setting video mode {}x{} bpp={} flags=0x{:08X}", width, height, bpp, flags);
ghMainWnd = SDL_SetVideoMode(width, height, bpp, flags);
if (ghMainWnd == nullptr) {
ErrSdl();
}
const SDL_Surface *surface = SDL_GetVideoSurface();
if (surface == nullptr) {
ErrSdl();
}
Log("Video surface is now {}x{} bpp={} flags=0x{:08X}",
surface->w, surface->h, surface->format->BitsPerPixel, surface->flags);
}
void SetVideoModeToPrimary(bool fullscreen, int width, int height)
{
int flags = SDL1_VIDEO_MODE_FLAGS | SDL_HWPALETTE;
if (fullscreen)
flags |= SDL_FULLSCREEN;
#ifdef __3DS__
flags &= ~SDL_FULLSCREEN;
flags |= Get3DSScalingFlag(*GetOptions().Graphics.fitToScreen, width, height);
#endif
SetVideoMode(width, height, SDL1_VIDEO_MODE_BPP, flags);
if (OutputRequiresScaling())
Log("Using software scaling");
}
#endif
bool IsFullScreen()
{
#ifdef USE_SDL1
return (SDL_GetVideoSurface()->flags & SDL_FULLSCREEN) != 0;
#else
return (SDL_GetWindowFlags(ghMainWnd) & (SDL_WINDOW_FULLSCREEN | SDL_WINDOW_FULLSCREEN_DESKTOP)) != 0;
#endif
}
bool SpawnWindow(const char *lpWindowName)
{
#ifdef __vita__
scePowerSetArmClockFrequency(444);
#endif
#ifdef NXDK
{
Size windowSize = forceResolution.width != 0 ? forceResolution : *GetOptions().Graphics.resolution;
VIDEO_MODE xmode;
void *p = nullptr;
while (XVideoListModes(&xmode, 0, 0, &p)) {
if (windowSize.width >= xmode.width && windowSize.height == xmode.height)
break;
}
XVideoSetMode(xmode.width, xmode.height, xmode.bpp, xmode.refresh);
}
#endif
#if SDL_VERSION_ATLEAST(2, 0, 4)
SDL_SetHint(SDL_HINT_IME_INTERNAL_EDITING, "1");
#endif
#if SDL_VERSION_ATLEAST(2, 0, 6) && defined(__vita__)
SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0");
#endif
#if SDL_VERSION_ATLEAST(2, 0, 10)
SDL_SetHint(SDL_HINT_MOUSE_TOUCH_EVENTS, "0");
#endif
#if SDL_VERSION_ATLEAST(2, 0, 2)
SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0");
#endif
#if SDL_VERSION_ATLEAST(2, 0, 12)
SDL_SetHint(SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS, "0");
#endif
int initFlags = SDL_INIT_VIDEO | SDL_INIT_JOYSTICK;
#ifndef NOSOUND
initFlags |= SDL_INIT_AUDIO;
#endif
#ifndef USE_SDL1
initFlags |= SDL_INIT_GAMECONTROLLER;
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SDL_SetHint(SDL_HINT_ORIENTATIONS, "LandscapeLeft LandscapeRight");
#endif
if (SDL_Init(initFlags) <= -1) {
ErrSdl();
}
RegisterCustomEvents();
#ifndef USE_SDL1
if (GetOptions().Controller.szMapping[0] != '\0') {
SDL_GameControllerAddMapping(GetOptions().Controller.szMapping);
}
#endif
#ifdef USE_SDL1
// On SDL 1, there are no ADDED/REMOVED events.
// Always try to initialize the first joystick.
Joystick::Add(0);
#ifdef __SWITCH__
// TODO: There is a bug in SDL2 on Switch where it does not report controllers on startup (Jan 1, 2020)
GameController::Add(0);
#endif
#endif
Size windowSize = GetPreferredWindowSize();
#ifdef USE_SDL1
SDL_WM_SetCaption(lpWindowName, WINDOW_ICON_NAME);
SetVideoModeToPrimary(*GetOptions().Graphics.fullscreen, windowSize.width, windowSize.height);
if (*GetOptions().Gameplay.grabInput)
SDL_WM_GrabInput(SDL_GRAB_ON);
atexit(SDL_VideoQuit); // Without this video mode is not restored after fullscreen.
#else
int flags = SDL_WINDOW_ALLOW_HIGHDPI;
if (*GetOptions().Graphics.upscale) {
if (*GetOptions().Graphics.fullscreen) {
flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
}
flags |= SDL_WINDOW_RESIZABLE;
} else if (*GetOptions().Graphics.fullscreen) {
flags |= SDL_WINDOW_FULLSCREEN;
}
ghMainWnd = SDL_CreateWindow(lpWindowName, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, windowSize.width, windowSize.height, flags);
#if defined(DEVILUTIONX_DISPLAY_PIXELFORMAT)
SDL_DisplayMode nearestDisplayMode = GetNearestDisplayMode(windowSize, DEVILUTIONX_DISPLAY_PIXELFORMAT);
if (SDL_SetWindowDisplayMode(ghMainWnd, &nearestDisplayMode) != 0) {
ErrSdl();
}
#endif
// Note: https://github.com/libsdl-org/SDL/issues/962
// This is a solution to a problem related to SDL mouse grab.
// See https://github.com/diasurgical/devilutionX/issues/4251
if (ghMainWnd != nullptr)
SDL_SetWindowGrab(ghMainWnd, *GetOptions().Gameplay.grabInput ? SDL_TRUE : SDL_FALSE);
#endif
if (ghMainWnd == nullptr) {
ErrSdl();
}
int refreshRate = 60;
#ifndef USE_SDL1
SDL_DisplayMode mode;
SDL_GetDisplayMode(0, 0, &mode);
if (mode.refresh_rate != 0) {
refreshRate = mode.refresh_rate;
}
#endif
refreshDelay = 1000000 / refreshRate;
ReinitializeRenderer();
if (ghMainWnd != nullptr) {
UpdateAvailableResolutions();
return true;
}
return false;
}
#ifndef USE_SDL1
void ReinitializeTexture()
{
if (texture)
texture.reset();
if (renderer == nullptr)
return;
auto quality = StrCat(static_cast<int>(*GetOptions().Graphics.scaleQuality));
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, quality.c_str());
texture = SDLWrap::CreateTexture(renderer, DEVILUTIONX_DISPLAY_TEXTURE_FORMAT, SDL_TEXTUREACCESS_STREAMING, gnScreenWidth, gnScreenHeight);
}
void ReinitializeIntegerScale()
{
if (*GetOptions().Graphics.fitToScreen) {
ResizeWindow();
return;
}
if (renderer != nullptr && SDL_RenderSetIntegerScale(renderer, *GetOptions().Graphics.integerScaling ? SDL_TRUE : SDL_FALSE) < 0) {
ErrSdl();
}
}
#endif
void ReinitializeRenderer()
{
if (ghMainWnd == nullptr)
return;
#ifdef USE_SDL1
const SDL_Surface *surface = SDL_GetVideoSurface();
if (surface == nullptr) {
ErrSdl();
}
AdjustToScreenGeometry(Size(surface->w, surface->h));
#else
if (*GetOptions().Graphics.upscale) {
// We don't recreate the renderer, because this can result in a freezing (not refreshing) rendering
if (renderer == nullptr) {
renderer = SDL_CreateRenderer(ghMainWnd, -1, 0);
if (renderer == nullptr) {
ErrSdl();
}
}
#if SDL_VERSION_ATLEAST(2, 0, 18)
SDL_RenderSetVSync(renderer, *GetOptions().Graphics.frameRateControl == FrameRateControl::VerticalSync ? 1 : 0);
#endif
ReinitializeTexture();
if (SDL_RenderSetIntegerScale(renderer, *GetOptions().Graphics.integerScaling ? SDL_TRUE : SDL_FALSE) < 0) {
ErrSdl();
}
if (SDL_RenderSetLogicalSize(renderer, gnScreenWidth, gnScreenHeight) <= -1) {
ErrSdl();
}
Uint32 format;
if (SDL_QueryTexture(texture.get(), &format, nullptr, nullptr, nullptr) < 0)
ErrSdl();
RendererTextureSurface = SDLWrap::CreateRGBSurfaceWithFormat(0, gnScreenWidth, gnScreenHeight, SDL_BITSPERPIXEL(format), format);
} else {
Size windowSize = {};
SDL_GetWindowSize(ghMainWnd, &windowSize.width, &windowSize.height);
AdjustToScreenGeometry(windowSize);
}
#endif
}
void SetFullscreenMode()
{
#ifdef USE_SDL1
Uint32 flags = ghMainWnd->flags ^ SDL_FULLSCREEN;
if (*GetOptions().Graphics.fullscreen) {
flags |= SDL_FULLSCREEN;
}
ghMainWnd = SDL_SetVideoMode(0, 0, 0, flags);
if (ghMainWnd == NULL) {
ErrSdl();
}
#else
// When switching from windowed to "true fullscreen",
// update the display mode of the window before changing the
// fullscreen mode so that the display mode only has to change once
if (*GetOptions().Graphics.fullscreen && !*GetOptions().Graphics.upscale) {
const Size windowSize = GetPreferredWindowSize();
const SDL_DisplayMode displayMode = GetNearestDisplayMode(windowSize);
if (SDL_SetWindowDisplayMode(ghMainWnd, &displayMode) != 0) {
ErrSdl();
}
}
Uint32 flags = 0;
if (*GetOptions().Graphics.fullscreen) {
flags = *GetOptions().Graphics.upscale ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_FULLSCREEN;
}
if (SDL_SetWindowFullscreen(ghMainWnd, flags) != 0) {
ErrSdl();
}
if (!*GetOptions().Graphics.fullscreen) {
SDL_RestoreWindow(ghMainWnd); // Avoid window being maximized before resizing
const Size windowSize = GetPreferredWindowSize();
SDL_SetWindowSize(ghMainWnd, windowSize.width, windowSize.height);
}
if (!*GetOptions().Graphics.upscale) {
// Because "true fullscreen" is locked into specific resolutions based on the modes
// supported by the display, the resolution may have changed when fullscreen was toggled
ReinitializeRenderer();
CreateBackBuffer();
}
InitializeVirtualGamepad();
#endif
RedrawEverything();
}
void ResizeWindow()
{
if (ghMainWnd == nullptr)
return;
const Size windowSize = GetPreferredWindowSize();
#ifdef USE_SDL1
SetVideoModeToPrimary(*GetOptions().Graphics.fullscreen, windowSize.width, windowSize.height);
#else
// For "true fullscreen" windows, the window resizes automatically based on the display mode
const bool trueFullscreen = *GetOptions().Graphics.fullscreen && !*GetOptions().Graphics.upscale;
if (trueFullscreen) {
const SDL_DisplayMode displayMode = GetNearestDisplayMode(windowSize);
if (SDL_SetWindowDisplayMode(ghMainWnd, &displayMode) != 0)
ErrSdl();
}
// Handle switching between "fake fullscreen" and "true fullscreen" when upscale is toggled
const bool upscaleChanged = *GetOptions().Graphics.upscale != (renderer != nullptr);
if (upscaleChanged && *GetOptions().Graphics.fullscreen) {
const Uint32 flags = *GetOptions().Graphics.upscale ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_FULLSCREEN;
if (SDL_SetWindowFullscreen(ghMainWnd, flags) != 0)
ErrSdl();
if (!*GetOptions().Graphics.fullscreen)
SDL_RestoreWindow(ghMainWnd); // Avoid window being maximized before resizing
}
if (!trueFullscreen)
SDL_SetWindowSize(ghMainWnd, windowSize.width, windowSize.height);
#endif
ReinitializeRenderer();
#ifndef USE_SDL1
SDL_SetWindowResizable(ghMainWnd, renderer != nullptr ? SDL_TRUE : SDL_FALSE);
InitializeVirtualGamepad();
#endif
CreateBackBuffer();
RedrawEverything();
}
SDL_Surface *GetOutputSurface()
{
#ifdef USE_SDL1
SDL_Surface *ret = SDL_GetVideoSurface();
if (ret == nullptr)
ErrSdl();
return ret;
#else
if (renderer != nullptr)
return RendererTextureSurface.get();
SDL_Surface *ret = SDL_GetWindowSurface(ghMainWnd);
if (ret == nullptr)
ErrSdl();
return ret;
#endif
}
bool OutputRequiresScaling()
{
#ifdef USE_SDL1
if (HeadlessMode)
return false;
return gnScreenWidth != GetOutputSurface()->w || gnScreenHeight != GetOutputSurface()->h;
#else // SDL2, scaling handled by renderer.
return false;
#endif
}
void ScaleOutputRect(SDL_Rect *rect)
{
if (!OutputRequiresScaling())
return;
const SDL_Surface *surface = GetOutputSurface();
rect->x = rect->x * surface->w / gnScreenWidth;
rect->y = rect->y * surface->h / gnScreenHeight;
rect->w = rect->w * surface->w / gnScreenWidth;
rect->h = rect->h * surface->h / gnScreenHeight;
}
#ifdef USE_SDL1
namespace {
SDLSurfaceUniquePtr CreateScaledSurface(SDL_Surface *src)
{
SDL_Rect stretched_rect = MakeSdlRect(0, 0, src->w, src->h);
ScaleOutputRect(&stretched_rect);
SDLSurfaceUniquePtr stretched = SDLWrap::CreateRGBSurface(
SDL_SWSURFACE, stretched_rect.w, stretched_rect.h, src->format->BitsPerPixel,
src->format->Rmask, src->format->Gmask, src->format->Bmask, src->format->Amask);
if (SDL_HasColorKey(src)) {
SDL_SetColorKey(stretched.get(), SDL_SRCCOLORKEY, src->format->colorkey);
if (src->format->palette != NULL)
SDL_SetPalette(stretched.get(), SDL_LOGPAL, src->format->palette->colors, 0, src->format->palette->ncolors);
}
if (SDL_SoftStretch((src), NULL, stretched.get(), &stretched_rect) < 0)
ErrSdl();
return stretched;
}
} // namespace
#endif // USE_SDL1
SDLSurfaceUniquePtr ScaleSurfaceToOutput(SDLSurfaceUniquePtr surface)
{
#ifdef USE_SDL1
if (OutputRequiresScaling())
return CreateScaledSurface(surface.get());
#endif
return surface;
}
} // namespace devilution