Files
OpenRA/OpenRA.Platforms.Default/Sdl2PlatformWindow.cs
2018-06-13 18:45:21 +01:00

266 lines
8.3 KiB
C#

#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 SDL2;
namespace OpenRA.Platforms.Default
{
sealed class Sdl2PlatformWindow : ThreadAffine, IPlatformWindow
{
readonly IGraphicsContext context;
readonly Sdl2Input input;
public IGraphicsContext Context { get { return context; } }
internal readonly IntPtr 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 = new Sdl2GraphicsContext(this);
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 != null)
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);
}
public string GetClipboardText()
{
VerifyThreadAffinity();
return input.GetClipboardText();
}
public bool SetClipboardText(string text)
{
VerifyThreadAffinity();
return input.SetClipboardText(text);
}
}
}