#pragma once /*! * @file display.h * Display for graphics. This is the game window, distinct from the runtime console. */ #include #include #include "gfx.h" #include "common/util/Assert.h" // a GfxDisplay class is equivalent to a window that displays stuff. This holds an actual internal // window pointer used by whichever renderer. It also contains functions for setting and // retrieving certain window parameters. // specific renderers should override this class, the methods are abstract. class GfxDisplay { const char* m_title; int m_fullscreen_screen = -1; int m_fullscreen_target_screen = -1; bool m_imgui_visible; protected: bool m_main; // next mode GfxDisplayMode m_fullscreen_target_mode = GfxDisplayMode::Windowed; // current mode (start as -1 to force an initial fullscreen update) GfxDisplayMode m_fullscreen_mode = GfxDisplayMode::ForceUpdate; // previous mode (last frame) GfxDisplayMode m_last_fullscreen_mode = GfxDisplayMode::Windowed; // move it a bit away from the top, or the title bar can be hidden int m_last_windowed_xpos = 50; int m_last_windowed_ypos = 50; int m_last_windowed_width = 640; int m_last_windowed_height = 480; public: virtual ~GfxDisplay() {} virtual void* get_window() const = 0; virtual void set_size(int w, int h) = 0; virtual void update_fullscreen(GfxDisplayMode mode, int screen) = 0; virtual void get_scale(float* x, float* y) = 0; virtual int get_screen_vmode_count() = 0; virtual void get_screen_size(int vmode_idx, s32* w, s32* h) = 0; virtual int get_screen_rate(int vmode_idx) = 0; virtual int get_monitor_count() = 0; virtual void get_position(int* x, int* y) = 0; virtual void get_size(int* w, int* h) = 0; virtual void render() = 0; virtual void set_lock(bool lock) = 0; virtual bool minimized() = 0; virtual bool fullscreen_pending() { return fullscreen_mode() != m_fullscreen_target_mode || m_fullscreen_screen != m_fullscreen_target_screen; } virtual void fullscreen_flush() { update_fullscreen(m_fullscreen_target_mode, m_fullscreen_target_screen); m_fullscreen_mode = m_fullscreen_target_mode; m_fullscreen_screen = m_fullscreen_target_screen; // hack, force a vsync update. Gfx::g_global_settings.old_vsync = !Gfx::g_global_settings.vsync; } bool is_active() const { return get_window() != nullptr; } void set_title(const char* title); const char* title() const { return m_title; } void set_fullscreen(GfxDisplayMode mode, int screen) { m_fullscreen_target_mode = mode; m_fullscreen_target_screen = screen; } void update_last_fullscreen_mode() { m_last_fullscreen_mode = fullscreen_mode(); } GfxDisplayMode last_fullscreen_mode() const { return m_last_fullscreen_mode; } GfxDisplayMode fullscreen_mode() { return m_fullscreen_mode; } int fullscreen_screen() const { return m_fullscreen_screen; } void set_imgui_visible(bool visible) { m_imgui_visible = visible; } bool is_imgui_visible() const { return m_imgui_visible; } bool windowed() { return fullscreen_mode() == GfxDisplayMode::Windowed; } int width(); int height(); struct DisplaySettings { int window_xpos; int window_ypos; }; void save_display_settings(); void restore_display_settings(); }; namespace Display { // a list of displays. the first one is the "main" display, all others are spectator-like extra // views. extern std::vector> g_displays; int InitMainDisplay(int width, int height, const char* title, GfxSettings& settings, GameVersion version); void KillDisplay(std::shared_ptr display); void KillMainDisplay(); std::shared_ptr GetMainDisplay(); } // namespace Display