#region Copyright & License Information /* * Copyright 2007-2020 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.Collections.Generic; using System.Diagnostics; using System.Globalization; using System.Linq; using System.Runtime.InteropServices; using OpenRA.Primitives; using SDL2; namespace OpenRA.Platforms.Default { sealed class Sdl2PlatformWindow : ThreadAffine, IPlatformWindow { readonly IGraphicsContext context; readonly Sdl2Input input; public IGraphicsContext Context { get { return context; } } readonly IntPtr window; bool disposed; readonly object syncObject = new object(); Size windowSize; Size surfaceSize; float windowScale = 1f; int2? lockedMousePosition; float scaleModifier; readonly GLProfile profile; readonly GLProfile[] supportedProfiles; internal IntPtr Window { get { lock (syncObject) return window; } } public Size NativeWindowSize { get { lock (syncObject) return windowSize; } } public Size EffectiveWindowSize { get { lock (syncObject) return new Size((int)(windowSize.Width / scaleModifier), (int)(windowSize.Height / scaleModifier)); } } public float NativeWindowScale { get { lock (syncObject) return windowScale; } } public float EffectiveWindowScale { get { lock (syncObject) return windowScale * scaleModifier; } } public Size SurfaceSize { get { lock (syncObject) return surfaceSize; } } public int CurrentDisplay { get { return SDL.SDL_GetWindowDisplayIndex(window); } } public int DisplayCount { get { return SDL.SDL_GetNumVideoDisplays(); } } public bool HasInputFocus { get; internal set; } public GLProfile GLProfile { get { lock (syncObject) return profile; } } public GLProfile[] SupportedGLProfiles { get { lock (syncObject) return supportedProfiles; } } public event Action OnWindowScaleChanged = (oldNative, oldEffective, newNative, newEffective) => { }; [DllImport("user32.dll")] static extern bool SetProcessDPIAware(); public Sdl2PlatformWindow(Size requestEffectiveWindowSize, WindowMode windowMode, float scaleModifier, int batchSize, int videoDisplay, GLProfile requestProfile, bool enableLegacyGL) { // Lock the Window/Surface properties until initialization is complete lock (syncObject) { this.scaleModifier = scaleModifier; // Disable legacy scaling on Windows if (Platform.CurrentPlatform == PlatformType.Windows) SetProcessDPIAware(); // Decide which OpenGL profile to use. // Prefer standard GL over GLES provided by the native driver var testProfiles = new List { GLProfile.ANGLE, GLProfile.Modern, GLProfile.Embedded }; if (enableLegacyGL) testProfiles.Add(GLProfile.Legacy); supportedProfiles = testProfiles .Where(CanCreateGLWindow) .ToArray(); if (!supportedProfiles.Any()) throw new InvalidOperationException("No supported OpenGL profiles were found."); profile = supportedProfiles.Contains(requestProfile) ? requestProfile : supportedProfiles.First(); // Note: This must be called after the CanCreateGLWindow checks above, // which needs to create and destroy its own SDL contexts as a workaround for specific buggy drivers SDL.SDL_Init(SDL.SDL_INIT_VIDEO); SetSDLAttributes(profile); Console.WriteLine("Using SDL 2 with OpenGL ({0}) renderer", profile); if (videoDisplay < 0 || videoDisplay >= DisplayCount) videoDisplay = 0; SDL.SDL_GetCurrentDisplayMode(videoDisplay, out var display); // Windows and Linux define window sizes in native pixel units. // Query the display/dpi scale so we can convert our requested effective size to pixels. // This is not necessary on macOS, which defines window sizes in effective units ("points"). if (Platform.CurrentPlatform == PlatformType.Windows) { // Launch the game with OPENRA_DISPLAY_SCALE to force a specific scaling factor // Otherwise fall back to Windows's DPI configuration var scaleVariable = Environment.GetEnvironmentVariable("OPENRA_DISPLAY_SCALE"); if (scaleVariable == null || !float.TryParse(scaleVariable, NumberStyles.Float, NumberFormatInfo.InvariantInfo, out windowScale) || windowScale <= 0) if (SDL.SDL_GetDisplayDPI(videoDisplay, out var ddpi, out _, out _) == 0) windowScale = ddpi / 96; } else if (Platform.CurrentPlatform == PlatformType.Linux) { // Launch the game with OPENRA_DISPLAY_SCALE to force a specific scaling factor // Otherwise fall back to GDK_SCALE or parsing the x11 DPI configuration var scaleVariable = Environment.GetEnvironmentVariable("OPENRA_DISPLAY_SCALE") ?? Environment.GetEnvironmentVariable("GDK_SCALE"); if (scaleVariable == null || !float.TryParse(scaleVariable, NumberStyles.Float, NumberFormatInfo.InvariantInfo, out windowScale) || windowScale <= 0) { // Attempt to automatically detect DPI try { var psi = new ProcessStartInfo("/usr/bin/xrdb", "-query"); psi.UseShellExecute = false; psi.RedirectStandardOutput = true; var p = Process.Start(psi); var lines = p.StandardOutput.ReadToEnd().Split('\n'); foreach (var line in lines) if (line.StartsWith("Xft.dpi") && int.TryParse(line.Substring(8), out var dpi)) windowScale = dpi / 96f; } catch { } } } Console.WriteLine("Desktop resolution: {0}x{1}", display.w, display.h); if (requestEffectiveWindowSize.Width == 0 && requestEffectiveWindowSize.Height == 0) { Console.WriteLine("No custom resolution provided, using desktop resolution"); surfaceSize = windowSize = new Size(display.w, display.h); } else surfaceSize = windowSize = new Size((int)(requestEffectiveWindowSize.Width * windowScale), (int)(requestEffectiveWindowSize.Height * windowScale)); 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_DISPLAY(videoDisplay), SDL.SDL_WINDOWPOS_CENTERED_DISPLAY(videoDisplay), windowSize.Width, windowSize.Height, windowFlags); // Work around an issue in macOS's GL backend where the window remains permanently black // (if dark mode is enabled) unless we drain the event queue before initializing GL if (Platform.CurrentPlatform == PlatformType.OSX) { while (SDL.SDL_PollEvent(out var e) != 0) { // We can safely ignore all mouse/keyboard events and window size changes // (these will be caught in the window setup below), but do need to process focus if (e.type == SDL.SDL_EventType.SDL_WINDOWEVENT) { switch (e.window.windowEvent) { case SDL.SDL_WindowEventID.SDL_WINDOWEVENT_FOCUS_LOST: HasInputFocus = false; break; case SDL.SDL_WindowEventID.SDL_WINDOWEVENT_FOCUS_GAINED: HasInputFocus = true; break; } } } } // 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. SDL.SDL_GL_GetDrawableSize(Window, out var width, out var height); surfaceSize = new Size(width, height); windowScale = width * 1f / windowSize.Width; } else 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) { SDL.SDL_GetWindowSize(Window, out var width, out var height); windowSize = surfaceSize = new Size(width, height); windowScale = 1; } } else if (windowMode == WindowMode.PseudoFullscreen) { SDL.SDL_SetWindowFullscreen(Window, (uint)SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP); SDL.SDL_SetHint(SDL.SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0"); } } // Run graphics rendering on a dedicated thread. // The calling thread will then have more time to process other tasks, since rendering happens in parallel. // If the calling thread is the main game thread, this means it can run more logic and render ticks. // This is disabled on Windows because it breaks the ability to minimize/restore the window from the taskbar for reasons that we dont understand. var threadedRenderer = Platform.CurrentPlatform != PlatformType.Windows || !Game.Settings.Graphics.DisableWindowsRenderThread; if (!threadedRenderer) { var ctx = new Sdl2GraphicsContext(this); ctx.InitializeOpenGL(); context = ctx; } else context = new ThreadedGraphicsContext(new Sdl2GraphicsContext(this), batchSize); context.SetVSyncEnabled(Game.Settings.Graphics.VSync); SDL.SDL_SetModState(SDL.SDL_Keymod.KMOD_NONE); input = new Sdl2Input(); } byte[] DoublePixelData(byte[] data, Size size) { var scaledData = new byte[4 * data.Length]; for (var y = 0; y < size.Height; y++) { for (var x = 0; x < size.Width; x++) { var a = 4 * (y * size.Width + x); var b = 8 * (2 * y * size.Width + x); var c = b + 8 * size.Width; for (var i = 0; i < 4; i++) scaledData[b + i] = scaledData[b + 4 + i] = scaledData[c + i] = scaledData[c + 4 + i] = data[a + i]; } } return scaledData; } public IHardwareCursor CreateHardwareCursor(string name, Size size, byte[] data, int2 hotspot, bool pixelDouble) { 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 && NativeWindowScale > 1.5f) { data = DoublePixelData(data, size); size = new Size(2 * size.Width, 2 * size.Height); hotspot *= 2; } // Scale all but the "default" cursor if requested by the player if (pixelDouble) { data = DoublePixelData(data, size); size = new Size(2 * size.Width, 2 * size.Height); hotspot *= 2; } 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); } } public void SetRelativeMouseMode(bool mode) { if (mode) { SDL.SDL_GetMouseState(out var x, out var y); lockedMousePosition = new int2(x, y); } else { if (lockedMousePosition.HasValue) SDL.SDL_WarpMouseInWindow(window, lockedMousePosition.Value.X, lockedMousePosition.Value.Y); lockedMousePosition = null; } } 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) { SDL.SDL_GL_GetDrawableSize(Window, out var width, out var height); if (width != SurfaceSize.Width || height != SurfaceSize.Height) { float oldScale; lock (syncObject) { oldScale = windowScale; surfaceSize = new Size(width, height); windowScale = width * 1f / windowSize.Width; } OnWindowScaleChanged(oldScale, oldScale * scaleModifier, windowScale, windowScale * scaleModifier); } } } public void Dispose() { if (disposed) return; disposed = true; context?.Dispose(); if (Window != IntPtr.Zero) SDL.SDL_DestroyWindow(Window); SDL.SDL_Quit(); } 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 PumpInput(IInputHandler inputHandler) { VerifyThreadAffinity(); input.PumpInput(this, inputHandler, lockedMousePosition); if (lockedMousePosition.HasValue) SDL.SDL_WarpMouseInWindow(window, lockedMousePosition.Value.X, lockedMousePosition.Value.Y); } public string GetClipboardText() { VerifyThreadAffinity(); return input.GetClipboardText(); } public bool SetClipboardText(string text) { VerifyThreadAffinity(); return input.SetClipboardText(text); } static void SetSDLAttributes(GLProfile profile) { SDL.SDL_GL_ResetAttributes(); 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); var useAngle = profile == GLProfile.ANGLE ? "1" : "0"; SDL.SDL_SetHint("SDL_OPENGL_ES_DRIVER", useAngle); switch (profile) { case GLProfile.Modern: SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_MINOR_VERSION, 2); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_PROFILE_MASK, (int)SDL.SDL_GLprofile.SDL_GL_CONTEXT_PROFILE_CORE); break; case GLProfile.ANGLE: case GLProfile.Embedded: SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_MINOR_VERSION, 0); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_PROFILE_MASK, (int)SDL.SDL_GLprofile.SDL_GL_CONTEXT_PROFILE_ES); break; case GLProfile.Legacy: SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_MAJOR_VERSION, 2); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_MINOR_VERSION, 1); break; } } static bool CanCreateGLWindow(GLProfile profile) { // Implementation inspired by TestIndividualGLVersion from Veldrid // Need to create and destroy its own SDL contexts as a workaround for specific buggy drivers SDL.SDL_Init(SDL.SDL_INIT_VIDEO); SetSDLAttributes(profile); var flags = SDL.SDL_WindowFlags.SDL_WINDOW_HIDDEN | SDL.SDL_WindowFlags.SDL_WINDOW_OPENGL; var window = SDL.SDL_CreateWindow("", 0, 0, 1, 1, flags); if (window == IntPtr.Zero || !string.IsNullOrEmpty(SDL.SDL_GetError())) { SDL.SDL_ClearError(); SDL.SDL_Quit(); return false; } var context = SDL.SDL_GL_CreateContext(window); if (context == IntPtr.Zero || SDL.SDL_GL_MakeCurrent(window, context) < 0) { SDL.SDL_ClearError(); SDL.SDL_DestroyWindow(window); SDL.SDL_Quit(); return false; } // Distinguish between ANGLE and native GLES var success = true; if (profile == GLProfile.ANGLE || profile == GLProfile.Embedded) { var isAngle = SDL.SDL_GL_ExtensionSupported("GL_ANGLE_texture_usage") == SDL.SDL_bool.SDL_TRUE; success = isAngle ^ (profile != GLProfile.ANGLE); } SDL.SDL_GL_DeleteContext(context); SDL.SDL_DestroyWindow(window); SDL.SDL_Quit(); return success; } public void SetScaleModifier(float scale) { var oldScaleModifier = scaleModifier; scaleModifier = scale; OnWindowScaleChanged(windowScale, windowScale * oldScaleModifier, windowScale, windowScale * scaleModifier); } } }