533 lines
17 KiB
C#
533 lines
17 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Globalization;
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using System.Linq;
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using System.Runtime.InteropServices;
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using OpenRA.Primitives;
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using SDL2;
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namespace OpenRA.Platforms.Default
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{
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sealed class Sdl2PlatformWindow : ThreadAffine, IPlatformWindow
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{
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readonly IGraphicsContext context;
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readonly Sdl2Input input;
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public IGraphicsContext Context => context;
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readonly IntPtr window;
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bool disposed;
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readonly object syncObject = new object();
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Size windowSize;
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Size surfaceSize;
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float windowScale = 1f;
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int2? lockedMousePosition;
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float scaleModifier;
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readonly GLProfile profile;
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readonly GLProfile[] supportedProfiles;
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internal IntPtr Window
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{
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get
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{
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lock (syncObject)
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return window;
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}
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}
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public Size NativeWindowSize
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{
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get
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{
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lock (syncObject)
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return windowSize;
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}
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}
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public Size EffectiveWindowSize
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{
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get
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{
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lock (syncObject)
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return new Size((int)(windowSize.Width / scaleModifier), (int)(windowSize.Height / scaleModifier));
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}
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}
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public float NativeWindowScale
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{
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get
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{
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lock (syncObject)
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return windowScale;
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}
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}
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public float EffectiveWindowScale
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{
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get
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{
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lock (syncObject)
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return windowScale * scaleModifier;
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}
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}
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public Size SurfaceSize
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{
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get
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{
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lock (syncObject)
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return surfaceSize;
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}
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}
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public int CurrentDisplay => SDL.SDL_GetWindowDisplayIndex(window);
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public int DisplayCount => SDL.SDL_GetNumVideoDisplays();
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public bool HasInputFocus { get; internal set; }
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public GLProfile GLProfile
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{
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get
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{
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lock (syncObject)
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return profile;
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}
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}
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public GLProfile[] SupportedGLProfiles
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{
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get
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{
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lock (syncObject)
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return supportedProfiles;
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}
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}
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public event Action<float, float, float, float> OnWindowScaleChanged = (oldNative, oldEffective, newNative, newEffective) => { };
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[DllImport("user32.dll")]
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static extern bool SetProcessDPIAware();
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public Sdl2PlatformWindow(Size requestEffectiveWindowSize, WindowMode windowMode,
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float scaleModifier, int batchSize, int videoDisplay, GLProfile requestProfile, bool enableLegacyGL)
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{
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// Lock the Window/Surface properties until initialization is complete
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lock (syncObject)
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{
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this.scaleModifier = scaleModifier;
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// Disable legacy scaling on Windows
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if (Platform.CurrentPlatform == PlatformType.Windows)
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SetProcessDPIAware();
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// Decide which OpenGL profile to use.
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// Prefer standard GL over GLES provided by the native driver
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var testProfiles = new List<GLProfile> { GLProfile.ANGLE, GLProfile.Modern, GLProfile.Embedded };
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if (enableLegacyGL)
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testProfiles.Add(GLProfile.Legacy);
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supportedProfiles = testProfiles
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.Where(CanCreateGLWindow)
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.ToArray();
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if (!supportedProfiles.Any())
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throw new InvalidOperationException("No supported OpenGL profiles were found.");
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profile = supportedProfiles.Contains(requestProfile) ? requestProfile : supportedProfiles.First();
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// Note: This must be called after the CanCreateGLWindow checks above,
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// which needs to create and destroy its own SDL contexts as a workaround for specific buggy drivers
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SDL.SDL_Init(SDL.SDL_INIT_VIDEO);
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SetSDLAttributes(profile);
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Console.WriteLine("Using SDL 2 with OpenGL ({0}) renderer", profile);
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if (videoDisplay < 0 || videoDisplay >= DisplayCount)
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videoDisplay = 0;
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SDL.SDL_GetCurrentDisplayMode(videoDisplay, out var display);
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// Windows and Linux define window sizes in native pixel units.
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// Query the display/dpi scale so we can convert our requested effective size to pixels.
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// This is not necessary on macOS, which defines window sizes in effective units ("points").
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if (Platform.CurrentPlatform == PlatformType.Windows)
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{
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// Launch the game with OPENRA_DISPLAY_SCALE to force a specific scaling factor
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// Otherwise fall back to Windows's DPI configuration
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var scaleVariable = Environment.GetEnvironmentVariable("OPENRA_DISPLAY_SCALE");
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if (scaleVariable == null || !float.TryParse(scaleVariable, NumberStyles.Float, NumberFormatInfo.InvariantInfo, out windowScale) || windowScale <= 0)
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if (SDL.SDL_GetDisplayDPI(videoDisplay, out var ddpi, out _, out _) == 0)
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windowScale = ddpi / 96;
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}
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else if (Platform.CurrentPlatform == PlatformType.Linux)
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{
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// Launch the game with OPENRA_DISPLAY_SCALE to force a specific scaling factor
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// Otherwise fall back to GDK_SCALE or parsing the x11 DPI configuration
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var scaleVariable = Environment.GetEnvironmentVariable("OPENRA_DISPLAY_SCALE") ?? Environment.GetEnvironmentVariable("GDK_SCALE");
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if (scaleVariable == null || !float.TryParse(scaleVariable, NumberStyles.Float, NumberFormatInfo.InvariantInfo, out windowScale) || windowScale <= 0)
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{
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// Attempt to automatically detect DPI
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try
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{
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var psi = new ProcessStartInfo("/usr/bin/xrdb", "-query");
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psi.UseShellExecute = false;
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psi.RedirectStandardOutput = true;
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var p = Process.Start(psi);
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var lines = p.StandardOutput.ReadToEnd().Split('\n');
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foreach (var line in lines)
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if (line.StartsWith("Xft.dpi") && int.TryParse(line.Substring(8), out var dpi))
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windowScale = dpi / 96f;
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}
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catch { }
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}
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}
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Console.WriteLine("Desktop resolution: {0}x{1}", display.w, display.h);
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if (requestEffectiveWindowSize.Width == 0 && requestEffectiveWindowSize.Height == 0)
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{
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Console.WriteLine("No custom resolution provided, using desktop resolution");
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surfaceSize = windowSize = new Size(display.w, display.h);
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}
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else
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surfaceSize = windowSize = new Size((int)(requestEffectiveWindowSize.Width * windowScale), (int)(requestEffectiveWindowSize.Height * windowScale));
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Console.WriteLine("Using resolution: {0}x{1}", windowSize.Width, windowSize.Height);
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var windowFlags = SDL.SDL_WindowFlags.SDL_WINDOW_OPENGL | SDL.SDL_WindowFlags.SDL_WINDOW_ALLOW_HIGHDPI;
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// HiDPI doesn't work properly on OSX with (legacy) fullscreen mode
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if (Platform.CurrentPlatform == PlatformType.OSX && windowMode == WindowMode.Fullscreen)
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SDL.SDL_SetHint(SDL.SDL_HINT_VIDEO_HIGHDPI_DISABLED, "1");
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window = SDL.SDL_CreateWindow("OpenRA", SDL.SDL_WINDOWPOS_CENTERED_DISPLAY(videoDisplay), SDL.SDL_WINDOWPOS_CENTERED_DISPLAY(videoDisplay),
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windowSize.Width, windowSize.Height, windowFlags);
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// Work around an issue in macOS's GL backend where the window remains permanently black
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// (if dark mode is enabled) unless we drain the event queue before initializing GL
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if (Platform.CurrentPlatform == PlatformType.OSX)
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{
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while (SDL.SDL_PollEvent(out var e) != 0)
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{
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// We can safely ignore all mouse/keyboard events and window size changes
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// (these will be caught in the window setup below), but do need to process focus
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if (e.type == SDL.SDL_EventType.SDL_WINDOWEVENT)
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{
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switch (e.window.windowEvent)
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{
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case SDL.SDL_WindowEventID.SDL_WINDOWEVENT_FOCUS_LOST:
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HasInputFocus = false;
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break;
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case SDL.SDL_WindowEventID.SDL_WINDOWEVENT_FOCUS_GAINED:
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HasInputFocus = true;
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break;
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}
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}
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}
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}
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// Enable high resolution rendering for Retina displays
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if (Platform.CurrentPlatform == PlatformType.OSX)
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{
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// OSX defines the window size in "points", with a device-dependent number of pixels per point.
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// The window scale is simply the ratio of GL pixels / window points.
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SDL.SDL_GL_GetDrawableSize(Window, out var width, out var height);
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surfaceSize = new Size(width, height);
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windowScale = width * 1f / windowSize.Width;
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}
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else
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windowSize = new Size((int)(surfaceSize.Width / windowScale), (int)(surfaceSize.Height / windowScale));
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Console.WriteLine("Using window scale {0:F2}", windowScale);
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if (Game.Settings.Game.LockMouseWindow)
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GrabWindowMouseFocus();
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else
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ReleaseWindowMouseFocus();
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if (windowMode == WindowMode.Fullscreen)
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{
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SDL.SDL_SetWindowFullscreen(Window, (uint)SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN);
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// Fullscreen mode on OSX will ignore the configured display resolution
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// and instead always picks an arbitrary scaled resolution choice that may
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// not match the window size, leading to graphical and input issues.
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// We work around this by force disabling HiDPI and resetting the window and
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// surface sizes to match the size that is forced by SDL.
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// This is usually not what the player wants, but is the best we can consistently do.
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if (Platform.CurrentPlatform == PlatformType.OSX)
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{
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SDL.SDL_GetWindowSize(Window, out var width, out var height);
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windowSize = surfaceSize = new Size(width, height);
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windowScale = 1;
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}
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}
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else if (windowMode == WindowMode.PseudoFullscreen)
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{
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SDL.SDL_SetWindowFullscreen(Window, (uint)SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP);
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SDL.SDL_SetHint(SDL.SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0");
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}
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}
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// Run graphics rendering on a dedicated thread.
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// The calling thread will then have more time to process other tasks, since rendering happens in parallel.
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// If the calling thread is the main game thread, this means it can run more logic and render ticks.
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// This is disabled on Windows because it breaks the ability to minimize/restore the window from the taskbar for reasons that we dont understand.
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var threadedRenderer = Platform.CurrentPlatform != PlatformType.Windows || !Game.Settings.Graphics.DisableWindowsRenderThread;
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if (!threadedRenderer)
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{
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var ctx = new Sdl2GraphicsContext(this);
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ctx.InitializeOpenGL();
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context = ctx;
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}
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else
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context = new ThreadedGraphicsContext(new Sdl2GraphicsContext(this), batchSize);
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context.SetVSyncEnabled(Game.Settings.Graphics.VSync);
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SDL.SDL_SetModState(SDL.SDL_Keymod.KMOD_NONE);
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input = new Sdl2Input();
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}
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byte[] DoublePixelData(byte[] data, Size size)
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{
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var scaledData = new byte[4 * data.Length];
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for (var y = 0; y < size.Height; y++)
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{
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for (var x = 0; x < size.Width; x++)
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{
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var a = 4 * (y * size.Width + x);
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var b = 8 * (2 * y * size.Width + x);
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var c = b + 8 * size.Width;
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for (var i = 0; i < 4; i++)
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scaledData[b + i] = scaledData[b + 4 + i] = scaledData[c + i] = scaledData[c + 4 + i] = data[a + i];
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}
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}
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return scaledData;
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}
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public IHardwareCursor CreateHardwareCursor(string name, Size size, byte[] data, int2 hotspot, bool pixelDouble)
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{
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VerifyThreadAffinity();
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try
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{
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// Pixel double the cursor on non-OSX if the window scale is large enough
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// OSX does this for us automatically
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if (Platform.CurrentPlatform != PlatformType.OSX && NativeWindowScale > 1.5f)
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{
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data = DoublePixelData(data, size);
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size = new Size(2 * size.Width, 2 * size.Height);
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hotspot *= 2;
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}
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// Scale all but the "default" cursor if requested by the player
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if (pixelDouble)
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{
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data = DoublePixelData(data, size);
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size = new Size(2 * size.Width, 2 * size.Height);
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hotspot *= 2;
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}
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return new Sdl2HardwareCursor(size, data, hotspot);
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}
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catch (Exception ex)
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{
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throw new Sdl2HardwareCursorException("Failed to create hardware cursor `{0}` - {1}".F(name, ex.Message), ex);
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}
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}
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public void SetHardwareCursor(IHardwareCursor cursor)
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{
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VerifyThreadAffinity();
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if (cursor is Sdl2HardwareCursor c)
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{
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SDL.SDL_ShowCursor((int)SDL.SDL_bool.SDL_TRUE);
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SDL.SDL_SetCursor(c.Cursor);
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}
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else
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SDL.SDL_ShowCursor((int)SDL.SDL_bool.SDL_FALSE);
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}
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public void SetRelativeMouseMode(bool mode)
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{
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if (mode)
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{
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SDL.SDL_GetMouseState(out var x, out var y);
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lockedMousePosition = new int2(x, y);
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}
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else
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{
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if (lockedMousePosition.HasValue)
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SDL.SDL_WarpMouseInWindow(window, lockedMousePosition.Value.X, lockedMousePosition.Value.Y);
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lockedMousePosition = null;
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}
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}
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internal void WindowSizeChanged()
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{
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// The ratio between pixels and points can change when moving between displays in OSX
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// We need to recalculate our scale to account for the potential change in the actual rendered area
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if (Platform.CurrentPlatform == PlatformType.OSX)
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{
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SDL.SDL_GL_GetDrawableSize(Window, out var width, out var height);
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if (width != SurfaceSize.Width || height != SurfaceSize.Height)
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{
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float oldScale;
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lock (syncObject)
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{
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oldScale = windowScale;
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surfaceSize = new Size(width, height);
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windowScale = width * 1f / windowSize.Width;
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}
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OnWindowScaleChanged(oldScale, oldScale * scaleModifier, windowScale, windowScale * scaleModifier);
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}
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}
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}
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public void Dispose()
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{
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if (disposed)
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return;
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disposed = true;
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context?.Dispose();
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if (Window != IntPtr.Zero)
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SDL.SDL_DestroyWindow(Window);
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SDL.SDL_Quit();
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}
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public void GrabWindowMouseFocus()
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{
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VerifyThreadAffinity();
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SDL.SDL_SetWindowGrab(Window, SDL.SDL_bool.SDL_TRUE);
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}
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public void ReleaseWindowMouseFocus()
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{
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VerifyThreadAffinity();
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SDL.SDL_SetWindowGrab(Window, SDL.SDL_bool.SDL_FALSE);
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}
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public void PumpInput(IInputHandler inputHandler)
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{
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VerifyThreadAffinity();
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input.PumpInput(this, inputHandler, lockedMousePosition);
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if (lockedMousePosition.HasValue)
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SDL.SDL_WarpMouseInWindow(window, lockedMousePosition.Value.X, lockedMousePosition.Value.Y);
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}
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public string GetClipboardText()
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{
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VerifyThreadAffinity();
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return input.GetClipboardText();
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}
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public bool SetClipboardText(string text)
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{
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VerifyThreadAffinity();
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return input.SetClipboardText(text);
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}
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static void SetSDLAttributes(GLProfile profile)
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{
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SDL.SDL_GL_ResetAttributes();
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SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_DOUBLEBUFFER, 1);
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SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_RED_SIZE, 8);
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SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_GREEN_SIZE, 8);
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SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_BLUE_SIZE, 8);
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SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_ALPHA_SIZE, 0);
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var useAngle = profile == GLProfile.ANGLE ? "1" : "0";
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SDL.SDL_SetHint("SDL_OPENGL_ES_DRIVER", useAngle);
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switch (profile)
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{
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case GLProfile.Modern:
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SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_MINOR_VERSION, 2);
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SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_PROFILE_MASK, (int)SDL.SDL_GLprofile.SDL_GL_CONTEXT_PROFILE_CORE);
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break;
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case GLProfile.ANGLE:
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case GLProfile.Embedded:
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SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_MINOR_VERSION, 0);
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SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_PROFILE_MASK, (int)SDL.SDL_GLprofile.SDL_GL_CONTEXT_PROFILE_ES);
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break;
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case GLProfile.Legacy:
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SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_MINOR_VERSION, 1);
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break;
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}
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}
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static bool CanCreateGLWindow(GLProfile profile)
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{
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// Implementation inspired by TestIndividualGLVersion from Veldrid
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// Need to create and destroy its own SDL contexts as a workaround for specific buggy drivers
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SDL.SDL_Init(SDL.SDL_INIT_VIDEO);
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SetSDLAttributes(profile);
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var flags = SDL.SDL_WindowFlags.SDL_WINDOW_HIDDEN | SDL.SDL_WindowFlags.SDL_WINDOW_OPENGL;
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var window = SDL.SDL_CreateWindow("", 0, 0, 1, 1, flags);
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if (window == IntPtr.Zero || !string.IsNullOrEmpty(SDL.SDL_GetError()))
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{
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SDL.SDL_ClearError();
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SDL.SDL_Quit();
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return false;
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}
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var context = SDL.SDL_GL_CreateContext(window);
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if (context == IntPtr.Zero || SDL.SDL_GL_MakeCurrent(window, context) < 0)
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{
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SDL.SDL_ClearError();
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SDL.SDL_DestroyWindow(window);
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SDL.SDL_Quit();
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return false;
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}
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// Distinguish between ANGLE and native GLES
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var success = true;
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if (profile == GLProfile.ANGLE || profile == GLProfile.Embedded)
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{
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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);
|
|
}
|
|
}
|
|
}
|