Rename IGraphicsDevice to IPlatformWindow.
This commit is contained in:
476
OpenRA.Platforms.Default/Sdl2PlatformWindow.cs
Normal file
476
OpenRA.Platforms.Default/Sdl2PlatformWindow.cs
Normal file
@@ -0,0 +1,476 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you 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. For more
|
||||
* information, see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Drawing;
|
||||
using System.Runtime.InteropServices;
|
||||
using OpenRA.Graphics;
|
||||
using SDL2;
|
||||
|
||||
namespace OpenRA.Platforms.Default
|
||||
{
|
||||
sealed class Sdl2PlatformWindow : ThreadAffine, IPlatformWindow
|
||||
{
|
||||
readonly Sdl2Input input;
|
||||
|
||||
IntPtr context, window;
|
||||
bool disposed;
|
||||
|
||||
public Size WindowSize { get; private set; }
|
||||
public float WindowScale { get; private set; }
|
||||
|
||||
internal Size SurfaceSize { get; private set; }
|
||||
public event Action<float, float> OnWindowScaleChanged = (before, after) => { };
|
||||
|
||||
[DllImport("user32.dll")]
|
||||
static extern bool SetProcessDPIAware();
|
||||
|
||||
public Sdl2PlatformWindow(Size windowSize, WindowMode windowMode)
|
||||
{
|
||||
Console.WriteLine("Using SDL 2 with OpenGL renderer");
|
||||
WindowSize = windowSize;
|
||||
|
||||
// Disable legacy scaling on Windows
|
||||
if (Platform.CurrentPlatform == PlatformType.Windows && !Game.Settings.Graphics.DisableWindowsDPIScaling)
|
||||
SetProcessDPIAware();
|
||||
|
||||
SDL.SDL_Init(SDL.SDL_INIT_NOPARACHUTE | SDL.SDL_INIT_VIDEO);
|
||||
SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_DOUBLEBUFFER, 1);
|
||||
SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_RED_SIZE, 8);
|
||||
SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_GREEN_SIZE, 8);
|
||||
SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_BLUE_SIZE, 8);
|
||||
SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_ALPHA_SIZE, 0);
|
||||
|
||||
SDL.SDL_DisplayMode display;
|
||||
SDL.SDL_GetCurrentDisplayMode(0, out display);
|
||||
|
||||
Console.WriteLine("Desktop resolution: {0}x{1}", display.w, display.h);
|
||||
if (WindowSize.Width == 0 && WindowSize.Height == 0)
|
||||
{
|
||||
Console.WriteLine("No custom resolution provided, using desktop resolution");
|
||||
WindowSize = new Size(display.w, display.h);
|
||||
}
|
||||
|
||||
Console.WriteLine("Using resolution: {0}x{1}", WindowSize.Width, WindowSize.Height);
|
||||
|
||||
var windowFlags = SDL.SDL_WindowFlags.SDL_WINDOW_OPENGL | SDL.SDL_WindowFlags.SDL_WINDOW_ALLOW_HIGHDPI;
|
||||
|
||||
// HiDPI doesn't work properly on OSX with (legacy) fullscreen mode
|
||||
if (Platform.CurrentPlatform == PlatformType.OSX && windowMode == WindowMode.Fullscreen)
|
||||
SDL.SDL_SetHint(SDL.SDL_HINT_VIDEO_HIGHDPI_DISABLED, "1");
|
||||
|
||||
window = SDL.SDL_CreateWindow("OpenRA", SDL.SDL_WINDOWPOS_CENTERED, SDL.SDL_WINDOWPOS_CENTERED,
|
||||
WindowSize.Width, WindowSize.Height, windowFlags);
|
||||
|
||||
SurfaceSize = WindowSize;
|
||||
WindowScale = 1;
|
||||
|
||||
// Enable high resolution rendering for Retina displays
|
||||
if (Platform.CurrentPlatform == PlatformType.OSX)
|
||||
{
|
||||
// OSX defines the window size in "points", with a device-dependent number of pixels per point.
|
||||
// The window scale is simply the ratio of GL pixels / window points.
|
||||
int width, height;
|
||||
SDL.SDL_GL_GetDrawableSize(window, out width, out height);
|
||||
SurfaceSize = new Size(width, height);
|
||||
WindowScale = width * 1f / WindowSize.Width;
|
||||
}
|
||||
else if (Platform.CurrentPlatform == PlatformType.Windows)
|
||||
{
|
||||
float ddpi, hdpi, vdpi;
|
||||
if (!Game.Settings.Graphics.DisableWindowsDPIScaling && SDL.SDL_GetDisplayDPI(0, out ddpi, out hdpi, out vdpi) == 0)
|
||||
{
|
||||
WindowScale = ddpi / 96;
|
||||
WindowSize = new Size((int)(SurfaceSize.Width / WindowScale), (int)(SurfaceSize.Height / WindowScale));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
float scale = 1;
|
||||
var scaleVariable = Environment.GetEnvironmentVariable("OPENRA_DISPLAY_SCALE");
|
||||
if (scaleVariable != null && float.TryParse(scaleVariable, out scale))
|
||||
{
|
||||
WindowScale = scale;
|
||||
WindowSize = new Size((int)(SurfaceSize.Width / WindowScale), (int)(SurfaceSize.Height / WindowScale));
|
||||
}
|
||||
}
|
||||
|
||||
Console.WriteLine("Using window scale {0:F2}", WindowScale);
|
||||
|
||||
if (Game.Settings.Game.LockMouseWindow)
|
||||
GrabWindowMouseFocus();
|
||||
else
|
||||
ReleaseWindowMouseFocus();
|
||||
|
||||
if (windowMode == WindowMode.Fullscreen)
|
||||
{
|
||||
SDL.SDL_SetWindowFullscreen(window, (uint)SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN);
|
||||
|
||||
// Fullscreen mode on OSX will ignore the configured display resolution
|
||||
// and instead always picks an arbitrary scaled resolution choice that may
|
||||
// not match the window size, leading to graphical and input issues.
|
||||
// We work around this by force disabling HiDPI and resetting the window and
|
||||
// surface sizes to match the size that is forced by SDL.
|
||||
// This is usually not what the player wants, but is the best we can consistently do.
|
||||
if (Platform.CurrentPlatform == PlatformType.OSX)
|
||||
{
|
||||
int width, height;
|
||||
SDL.SDL_GetWindowSize(window, out width, out height);
|
||||
WindowSize = SurfaceSize = new Size(width, height);
|
||||
WindowScale = 1;
|
||||
}
|
||||
}
|
||||
else if (windowMode == WindowMode.PseudoFullscreen)
|
||||
{
|
||||
// Work around a visual glitch in OSX: the window is offset
|
||||
// partially offscreen if the dock is at the left of the screen
|
||||
if (Platform.CurrentPlatform == PlatformType.OSX)
|
||||
SDL.SDL_SetWindowPosition(window, 0, 0);
|
||||
|
||||
SDL.SDL_SetWindowFullscreen(window, (uint)SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP);
|
||||
SDL.SDL_SetHint(SDL.SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0");
|
||||
}
|
||||
|
||||
context = SDL.SDL_GL_CreateContext(window);
|
||||
if (context == IntPtr.Zero || SDL.SDL_GL_MakeCurrent(window, context) < 0)
|
||||
throw new InvalidOperationException("Can not create OpenGL context. (Error: {0})".F(SDL.SDL_GetError()));
|
||||
|
||||
OpenGL.Initialize();
|
||||
|
||||
OpenGL.glEnableVertexAttribArray(Shader.VertexPosAttributeIndex);
|
||||
OpenGL.CheckGLError();
|
||||
OpenGL.glEnableVertexAttribArray(Shader.TexCoordAttributeIndex);
|
||||
OpenGL.CheckGLError();
|
||||
OpenGL.glEnableVertexAttribArray(Shader.TexMetadataAttributeIndex);
|
||||
OpenGL.CheckGLError();
|
||||
|
||||
SDL.SDL_SetModState(SDL.SDL_Keymod.KMOD_NONE);
|
||||
input = new Sdl2Input();
|
||||
}
|
||||
|
||||
public IHardwareCursor CreateHardwareCursor(string name, Size size, byte[] data, int2 hotspot)
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
try
|
||||
{
|
||||
// Pixel double the cursor on non-OSX if the window scale is large enough
|
||||
// OSX does this for us automatically
|
||||
if (Platform.CurrentPlatform != PlatformType.OSX && WindowScale > 1.5)
|
||||
{
|
||||
var scaledData = new byte[4 * data.Length];
|
||||
for (var y = 0; y < size.Height * 4; y += 4)
|
||||
{
|
||||
for (var x = 0; x < size.Width * 4; x += 4)
|
||||
{
|
||||
var a = 4 * (y * size.Width + x);
|
||||
var b = 4 * ((y + 1) * size.Width + x);
|
||||
for (var i = 0; i < 4; i++)
|
||||
{
|
||||
scaledData[2 * a + i] = scaledData[2 * a + 4 + i] = data[a + i];
|
||||
scaledData[2 * b + i] = scaledData[2 * b + 4 + i] = data[b + i];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
size = new Size(2 * size.Width, 2 * size.Height);
|
||||
data = scaledData;
|
||||
}
|
||||
|
||||
return new Sdl2HardwareCursor(size, data, hotspot);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
throw new Sdl2HardwareCursorException("Failed to create hardware cursor `{0}` - {1}".F(name, ex.Message), ex);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetHardwareCursor(IHardwareCursor cursor)
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
var c = cursor as Sdl2HardwareCursor;
|
||||
if (c == null)
|
||||
SDL.SDL_ShowCursor((int)SDL.SDL_bool.SDL_FALSE);
|
||||
else
|
||||
{
|
||||
SDL.SDL_ShowCursor((int)SDL.SDL_bool.SDL_TRUE);
|
||||
SDL.SDL_SetCursor(c.Cursor);
|
||||
}
|
||||
}
|
||||
|
||||
internal void WindowSizeChanged()
|
||||
{
|
||||
// The ratio between pixels and points can change when moving between displays in OSX
|
||||
// We need to recalculate our scale to account for the potential change in the actual rendered area
|
||||
if (Platform.CurrentPlatform == PlatformType.OSX)
|
||||
{
|
||||
int width, height;
|
||||
SDL.SDL_GL_GetDrawableSize(window, out width, out height);
|
||||
|
||||
if (width != SurfaceSize.Width || height != SurfaceSize.Height)
|
||||
{
|
||||
var oldScale = WindowScale;
|
||||
SurfaceSize = new Size(width, height);
|
||||
WindowScale = width * 1f / WindowSize.Width;
|
||||
|
||||
OnWindowScaleChanged(oldScale, WindowScale);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (disposed)
|
||||
return;
|
||||
|
||||
disposed = true;
|
||||
if (context != IntPtr.Zero)
|
||||
{
|
||||
SDL.SDL_GL_DeleteContext(context);
|
||||
context = IntPtr.Zero;
|
||||
}
|
||||
|
||||
if (window != IntPtr.Zero)
|
||||
{
|
||||
SDL.SDL_DestroyWindow(window);
|
||||
window = IntPtr.Zero;
|
||||
}
|
||||
|
||||
SDL.SDL_Quit();
|
||||
}
|
||||
|
||||
static int ModeFromPrimitiveType(PrimitiveType pt)
|
||||
{
|
||||
switch (pt)
|
||||
{
|
||||
case PrimitiveType.PointList: return OpenGL.GL_POINTS;
|
||||
case PrimitiveType.LineList: return OpenGL.GL_LINES;
|
||||
case PrimitiveType.TriangleList: return OpenGL.GL_TRIANGLES;
|
||||
}
|
||||
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public void DrawPrimitives(PrimitiveType pt, int firstVertex, int numVertices)
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
OpenGL.glDrawArrays(ModeFromPrimitiveType(pt), firstVertex, numVertices);
|
||||
OpenGL.CheckGLError();
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
OpenGL.glClearColor(0, 0, 0, 1);
|
||||
OpenGL.CheckGLError();
|
||||
OpenGL.glClear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT);
|
||||
OpenGL.CheckGLError();
|
||||
}
|
||||
|
||||
public void EnableDepthBuffer()
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
OpenGL.glClear(OpenGL.GL_DEPTH_BUFFER_BIT);
|
||||
OpenGL.CheckGLError();
|
||||
OpenGL.glEnable(OpenGL.GL_DEPTH_TEST);
|
||||
OpenGL.CheckGLError();
|
||||
OpenGL.glDepthFunc(OpenGL.GL_LEQUAL);
|
||||
OpenGL.CheckGLError();
|
||||
}
|
||||
|
||||
public void DisableDepthBuffer()
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
OpenGL.glDisable(OpenGL.GL_DEPTH_TEST);
|
||||
OpenGL.CheckGLError();
|
||||
}
|
||||
|
||||
public void ClearDepthBuffer()
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
OpenGL.glClear(OpenGL.GL_DEPTH_BUFFER_BIT);
|
||||
OpenGL.CheckGLError();
|
||||
}
|
||||
|
||||
public void SetBlendMode(BlendMode mode)
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
OpenGL.glBlendEquation(OpenGL.GL_FUNC_ADD);
|
||||
OpenGL.CheckGLError();
|
||||
|
||||
switch (mode)
|
||||
{
|
||||
case BlendMode.None:
|
||||
OpenGL.glDisable(OpenGL.GL_BLEND);
|
||||
break;
|
||||
case BlendMode.Alpha:
|
||||
OpenGL.glEnable(OpenGL.GL_BLEND);
|
||||
OpenGL.CheckGLError();
|
||||
OpenGL.glBlendFunc(OpenGL.GL_ONE, OpenGL.GL_ONE_MINUS_SRC_ALPHA);
|
||||
break;
|
||||
case BlendMode.Additive:
|
||||
case BlendMode.Subtractive:
|
||||
OpenGL.glEnable(OpenGL.GL_BLEND);
|
||||
OpenGL.CheckGLError();
|
||||
OpenGL.glBlendFunc(OpenGL.GL_ONE, OpenGL.GL_ONE);
|
||||
if (mode == BlendMode.Subtractive)
|
||||
{
|
||||
OpenGL.CheckGLError();
|
||||
OpenGL.glBlendEquation(OpenGL.GL_FUNC_REVERSE_SUBTRACT);
|
||||
}
|
||||
|
||||
break;
|
||||
case BlendMode.Multiply:
|
||||
OpenGL.glEnable(OpenGL.GL_BLEND);
|
||||
OpenGL.CheckGLError();
|
||||
OpenGL.glBlendFunc(OpenGL.GL_DST_COLOR, OpenGL.GL_ONE_MINUS_SRC_ALPHA);
|
||||
OpenGL.CheckGLError();
|
||||
break;
|
||||
case BlendMode.Multiplicative:
|
||||
OpenGL.glEnable(OpenGL.GL_BLEND);
|
||||
OpenGL.CheckGLError();
|
||||
OpenGL.glBlendFunc(OpenGL.GL_ZERO, OpenGL.GL_SRC_COLOR);
|
||||
break;
|
||||
case BlendMode.DoubleMultiplicative:
|
||||
OpenGL.glEnable(OpenGL.GL_BLEND);
|
||||
OpenGL.CheckGLError();
|
||||
OpenGL.glBlendFunc(OpenGL.GL_DST_COLOR, OpenGL.GL_SRC_COLOR);
|
||||
break;
|
||||
}
|
||||
|
||||
OpenGL.CheckGLError();
|
||||
}
|
||||
|
||||
public void GrabWindowMouseFocus()
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
SDL.SDL_SetWindowGrab(window, SDL.SDL_bool.SDL_TRUE);
|
||||
}
|
||||
|
||||
public void ReleaseWindowMouseFocus()
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
SDL.SDL_SetWindowGrab(window, SDL.SDL_bool.SDL_FALSE);
|
||||
}
|
||||
|
||||
public void EnableScissor(int left, int top, int width, int height)
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
|
||||
if (width < 0)
|
||||
width = 0;
|
||||
|
||||
if (height < 0)
|
||||
height = 0;
|
||||
|
||||
var bottom = WindowSize.Height - (top + height);
|
||||
if (WindowSize != SurfaceSize)
|
||||
{
|
||||
left = (int)Math.Round(WindowScale * left);
|
||||
bottom = (int)Math.Round(WindowScale * bottom);
|
||||
width = (int)Math.Round(WindowScale * width);
|
||||
height = (int)Math.Round(WindowScale * height);
|
||||
}
|
||||
|
||||
OpenGL.glScissor(left, bottom, width, height);
|
||||
OpenGL.CheckGLError();
|
||||
OpenGL.glEnable(OpenGL.GL_SCISSOR_TEST);
|
||||
OpenGL.CheckGLError();
|
||||
}
|
||||
|
||||
public void DisableScissor()
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
OpenGL.glDisable(OpenGL.GL_SCISSOR_TEST);
|
||||
OpenGL.CheckGLError();
|
||||
}
|
||||
|
||||
public Bitmap TakeScreenshot()
|
||||
{
|
||||
var rect = new Rectangle(Point.Empty, SurfaceSize);
|
||||
var bitmap = new Bitmap(rect.Width, rect.Height, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
|
||||
var data = bitmap.LockBits(rect,
|
||||
System.Drawing.Imaging.ImageLockMode.WriteOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
|
||||
|
||||
OpenGL.glPushClientAttrib(OpenGL.GL_CLIENT_PIXEL_STORE_BIT);
|
||||
|
||||
OpenGL.glPixelStoref(OpenGL.GL_PACK_ROW_LENGTH, data.Stride / 4f);
|
||||
OpenGL.glPixelStoref(OpenGL.GL_PACK_ALIGNMENT, 1);
|
||||
|
||||
OpenGL.glReadPixels(rect.X, rect.Y, rect.Width, rect.Height, OpenGL.GL_BGRA, OpenGL.GL_UNSIGNED_BYTE, data.Scan0);
|
||||
OpenGL.glFinish();
|
||||
|
||||
OpenGL.glPopClientAttrib();
|
||||
|
||||
bitmap.UnlockBits(data);
|
||||
|
||||
// OpenGL standard defines the origin in the bottom left corner which is why this is upside-down by default.
|
||||
bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY);
|
||||
|
||||
return bitmap;
|
||||
}
|
||||
|
||||
public void Present()
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
SDL.SDL_GL_SwapWindow(window);
|
||||
}
|
||||
|
||||
public void PumpInput(IInputHandler inputHandler)
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
input.PumpInput(this, inputHandler);
|
||||
}
|
||||
|
||||
public string GetClipboardText()
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
return input.GetClipboardText();
|
||||
}
|
||||
|
||||
public bool SetClipboardText(string text)
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
return input.SetClipboardText(text);
|
||||
}
|
||||
|
||||
public IVertexBuffer<Vertex> CreateVertexBuffer(int size)
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
return new VertexBuffer<Vertex>(size);
|
||||
}
|
||||
|
||||
public ITexture CreateTexture()
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
return new Texture();
|
||||
}
|
||||
|
||||
public ITexture CreateTexture(Bitmap bitmap)
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
return new Texture(bitmap);
|
||||
}
|
||||
|
||||
public IFrameBuffer CreateFrameBuffer(Size s)
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
return new FrameBuffer(s);
|
||||
}
|
||||
|
||||
public IShader CreateShader(string name)
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
return new Shader(name);
|
||||
}
|
||||
|
||||
public string GLVersion { get { return OpenGL.Version; } }
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user