jak-project/game/system/hid/display_manager.cpp
Tyler Wilding d819d6da05
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game: cleanup some display settings related code, forbid invalid game-size resolutions (#3601)
Fixes https://github.com/open-goal/jak-project/issues/3563

These users have the following spamming in logs:
> OpenGL error 0x502 S8246 T824C: GL_INVALID_OPERATION error generated.
Source and destination dimensions must be identical with the current
filtering modes.

And the solution is to correctly set their game-size. The way this
change accomplishes that is by confirming whether or not the set
`game-size` is a valid resolution informed by SDL, if not, it defaults
to the monitor's currently set display mode's resolution.

This also moves the selected display id, and the display mode into the
C++ settings -- closer to where it's actually managed and used. I'm
tempted to do this eventually for the resolutions as well but that stuff
is much more burdensome. This hopefully simplifies debugging, reduces
startup flickering, and removes back-and-forth complexity. Hopefully
this makes debugging display related problems easier. It also adds a
bunch more logging to the related code.
2024-07-27 22:29:14 -04:00

395 lines
15 KiB
C++

#include "display_manager.h"
#include "sdl_util.h"
#include "common/global_profiler/GlobalProfiler.h"
#include "fmt/core.h"
#include "fmt/format.h"
DisplayManager::DisplayManager(SDL_Window* window) : m_window(window) {
prof().instant_event("ROOT");
{
auto p = scoped_prof("display_manager::init");
// initialize settings
m_display_settings = game_settings::DisplaySettings();
#ifdef _WIN32
// Windows hint to disable OS level forced scaling and allow native resolution at non 100%
// scales
SetProcessDPIAware();
#endif
update_curr_display_info();
update_video_modes();
// Load from file now (after initializing current window settings)
m_display_settings.load_settings();
// Adjust window / monitor position
initialize_window_position_from_settings();
set_display_mode(m_display_settings.display_mode);
}
}
DisplayManager::~DisplayManager() {
prof().instant_event("ROOT");
{
auto p = scoped_prof("display_manager::destroy");
if (m_display_settings.display_mode == game_settings::DisplaySettings::DisplayMode::Windowed) {
m_display_settings.window_xpos = m_window_xpos;
m_display_settings.window_ypos = m_window_ypos;
}
m_display_settings.save_settings();
}
}
void DisplayManager::initialize_window_position_from_settings() {
// Check that the display id is still valid
if (m_current_display_modes.find(m_display_settings.display_id) ==
m_current_display_modes.end()) {
lg::warn("[DISPLAY] Saved display ID is no longer valid, resetting to display 0");
m_display_settings.display_id = 0;
m_display_settings.window_xpos = 50;
m_display_settings.window_ypos = 50;
m_display_settings.save_settings();
}
SDL_Rect rect;
const auto ok = SDL_GetDisplayBounds(m_display_settings.display_id, &rect);
if (ok < 0) {
sdl_util::log_error(fmt::format("unable to get display bounds for display id {}",
m_display_settings.display_id));
} else {
// Adjust the settings if they are out of bounds
if (m_display_settings.window_xpos <= rect.x ||
m_display_settings.window_xpos + 50 >= rect.x + rect.w) {
lg::warn("[DISPLAY] Saved xpos is out of bounds, resetting");
m_display_settings.window_xpos = rect.x + 50;
m_display_settings.save_settings();
}
if (m_display_settings.window_ypos <= rect.y ||
m_display_settings.window_ypos + 50 > rect.y + rect.h) {
lg::warn("[DISPLAY] Saved ypos is out of bounds, resetting");
m_display_settings.window_ypos = rect.y + 50;
m_display_settings.save_settings();
}
}
SDL_SetWindowPosition(m_window, m_display_settings.window_xpos, m_display_settings.window_ypos);
}
void DisplayManager::process_sdl_event(const SDL_Event& event) {
const auto event_type = event.type;
if (event_type == SDL_WINDOWEVENT) {
// https://wiki.libsdl.org/SDL2/SDL_WindowEvent
// https://wiki.libsdl.org/SDL2/SDL_WindowEventID
switch (event.window.event) {
case SDL_WINDOWEVENT_MINIMIZED:
m_window_state = WindowState::Minimized;
break;
case SDL_WINDOWEVENT_MAXIMIZED:
m_window_state = WindowState::Maximized;
break;
case SDL_WINDOWEVENT_RESTORED:
m_window_state = WindowState::Restored;
break;
case SDL_WINDOWEVENT_MOVED:
m_window_xpos = event.window.data1;
m_window_ypos = event.window.data2;
break;
case SDL_WINDOWEVENT_RESIZED:
case SDL_WINDOWEVENT_SIZE_CHANGED:
m_window_width = event.window.data1;
m_window_height = event.window.data2;
break;
case SDL_WINDOWEVENT_DISPLAY_CHANGED:
// NOTE - if the user changes the window to a display that doesn't support the same
// framerate we don't handle that
update_curr_display_info();
break;
case SDL_WINDOWEVENT_ENTER:
if (m_input_manager && m_input_manager.value()->auto_hiding_cursor()) {
m_input_manager.value()->hide_cursor(true);
}
break;
case SDL_WINDOWEVENT_LEAVE:
m_input_manager.value()->hide_cursor(false);
break;
}
} else if (event_type == SDL_DISPLAYEVENT) {
// https://wiki.libsdl.org/SDL2/SDL_DisplayEventID
switch (event.display.event) {
case SDL_DISPLAYEVENT_CONNECTED:
case SDL_DISPLAYEVENT_DISCONNECTED:
update_curr_display_info();
update_video_modes();
break;
case SDL_DISPLAYEVENT_ORIENTATION:
update_video_modes();
break;
}
}
}
void DisplayManager::process_ee_events() {
const std::lock_guard<std::mutex> lock(event_queue_mtx);
// Fully process any events from the EE
while (!ee_event_queue.empty()) {
const auto& evt = ee_event_queue.front();
switch (evt.type) {
case EEDisplayEventType::SET_WINDOW_SIZE:
set_window_size(std::get<int>(evt.param1), std::get<int>(evt.param2));
break;
case EEDisplayEventType::SET_DISPLAY_MODE:
set_display_mode(std::get<game_settings::DisplaySettings::DisplayMode>(evt.param1));
break;
case EEDisplayEventType::SET_DISPLAY_ID:
set_display_id(std::get<int>(evt.param1));
break;
}
ee_event_queue.pop();
}
}
std::string DisplayManager::get_connected_display_name(int id) {
if (m_current_display_modes.find(id) != m_current_display_modes.end()) {
return m_current_display_modes.at(id).display_name;
}
return "";
}
int DisplayManager::get_active_display_refresh_rate() {
if (get_active_display_id() >= 0 &&
m_current_display_modes.find(get_active_display_id()) != m_current_display_modes.end()) {
return m_current_display_modes.at(get_active_display_id()).refresh_rate;
}
return 0;
}
int DisplayManager::get_screen_width() {
if (get_active_display_id() >= 0 &&
m_current_display_modes.find(get_active_display_id()) != m_current_display_modes.end()) {
return m_current_display_modes.at(get_active_display_id()).screen_width;
}
return 640;
}
int DisplayManager::get_screen_height() {
if (get_active_display_id() >= 0 &&
m_current_display_modes.find(get_active_display_id()) != m_current_display_modes.end()) {
return m_current_display_modes.at(get_active_display_id()).screen_height;
}
return 480;
}
Resolution DisplayManager::get_resolution(int id) {
if (id < (int)m_available_resolutions.size()) {
return m_available_resolutions.at(id);
}
return {0, 0, 0.0};
}
bool DisplayManager::is_supported_resolution(int width, int height) {
for (const auto resolution : m_available_resolutions) {
if (resolution.width == width && resolution.height == height) {
return true;
}
}
lg::warn("[DISPLAY] {}x{} is not a supported resolution", width, height);
return false;
}
void DisplayManager::enqueue_set_window_size(int width, int height) {
const std::lock_guard<std::mutex> lock(event_queue_mtx);
ee_event_queue.push({EEDisplayEventType::SET_WINDOW_SIZE, width, height});
}
void DisplayManager::set_window_size(int width, int height) {
SDL_SetWindowSize(m_window, width, height);
}
void DisplayManager::enqueue_set_window_display_mode(
game_settings::DisplaySettings::DisplayMode mode) {
const std::lock_guard<std::mutex> lock(event_queue_mtx);
ee_event_queue.push({EEDisplayEventType::SET_DISPLAY_MODE, mode, {}});
}
void DisplayManager::set_display_mode(game_settings::DisplaySettings::DisplayMode mode) {
lg::info("[DISPLAY] Setting to display mode: {}", static_cast<int>(mode));
// https://wiki.libsdl.org/SDL2/SDL_SetWindowFullscreen
int result = 0;
switch (mode) {
case game_settings::DisplaySettings::DisplayMode::Windowed:
result = SDL_SetWindowFullscreen(m_window, 0);
if (result == 0) {
lg::info("[DISPLAY] windowed mode - resizing window to {}x{}", m_window_width,
m_window_height);
SDL_SetWindowSize(m_window, m_window_width, m_window_height);
} else {
sdl_util::log_error("unable to change window to windowed mode");
}
break;
case game_settings::DisplaySettings::DisplayMode::Fullscreen:
case game_settings::DisplaySettings::DisplayMode::Borderless:
// 1. exit fullscreen
result = SDL_SetWindowFullscreen(m_window, 0);
if (result == 0) {
SDL_Rect display_bounds;
result = SDL_GetDisplayBounds(get_active_display_id(), &display_bounds);
if (result < 0) {
sdl_util::log_error(fmt::format("unable to get display bounds for display id {}",
get_active_display_id()));
} else {
// 2. move it to the right monitor
lg::info("[DISPLAY] preparing fullscreen - moving window to {},{} on display id {}",
display_bounds.x + 50, display_bounds.y + 50, get_active_display_id());
SDL_SetWindowPosition(m_window, display_bounds.x + 50, display_bounds.y + 50);
if (mode == game_settings::DisplaySettings::DisplayMode::Fullscreen) {
update_video_modes();
// If fullscreen, we have to resize the window to take up the full resolution
//
// Some people are weird and don't use the monitor's maximum supported resolution
// in which case, we use what the user actually has selected.
const auto& display_res = m_current_display_modes.at(get_active_display_id());
lg::info("[DISPLAY] preparing fullscreen - setting window resolution to {}x{}",
display_res.screen_width, display_res.screen_height);
set_window_size(display_res.screen_width, display_res.screen_height);
}
// 3. fullscreen it!
result = SDL_SetWindowFullscreen(
m_window, mode == game_settings::DisplaySettings::DisplayMode::Fullscreen
? SDL_WINDOW_FULLSCREEN
: SDL_WINDOW_FULLSCREEN_DESKTOP);
if (result < 0) {
sdl_util::log_error("unable to switch window fullscreen or borderless fullscreen");
}
}
} else {
sdl_util::log_error(
"unable to switch window to windowed mode in order to change fullscreen modes");
}
break;
}
if (result != 0) {
sdl_util::log_error(
fmt::format("unable to change window display mode to {}", fmt::underlying(mode)));
} else {
// Set the mode, now that we've been successful
m_display_settings.display_mode = mode;
m_display_settings.save_settings();
}
}
void DisplayManager::enqueue_set_display_id(int display_id) {
const std::lock_guard<std::mutex> lock(event_queue_mtx);
ee_event_queue.push({EEDisplayEventType::SET_DISPLAY_ID, display_id, {}});
}
void DisplayManager::set_display_id(int display_id) {
lg::info("[DISPLAY] Setting display id to: {}", display_id);
if (display_id >= (int)m_current_display_modes.size()) {
display_id = 0;
}
m_display_settings.display_id = display_id;
if (get_display_mode() != game_settings::DisplaySettings::DisplayMode::Windowed) {
set_display_mode((game_settings::DisplaySettings::DisplayMode)m_display_settings.display_mode);
}
m_display_settings.save_settings();
}
void DisplayManager::update_curr_display_info() {
lg::info("[DISPLAY] Updating current display info");
m_display_settings.display_id = SDL_GetWindowDisplayIndex(m_window);
if (get_active_display_id() < 0) {
sdl_util::log_error("could not retrieve current window's display index");
}
lg::info("[DISPLAY] current display id is {}", m_display_settings.display_id);
SDL_GL_GetDrawableSize(m_window, &m_window_width, &m_window_height);
SDL_GetWindowPosition(m_window, &m_window_xpos, &m_window_ypos);
// Update the scale of the display as well
// TODO - figure out how to do this on SDL
// https://github.com/libsdl-org/SDL/commit/ab81a559f43abc0858c96788f8e00bbb352287e8
m_window_scale_x = 1.0;
m_window_scale_y = 1.0;
}
void DisplayManager::update_video_modes() {
lg::info("[DISPLAY] Enumerating video modes");
const auto num_displays = SDL_GetNumVideoDisplays();
if (num_displays < 0) {
sdl_util::log_error("could not retrieve number of displays");
return;
}
m_current_display_modes.clear();
SDL_DisplayMode curr_mode;
for (int display_id = 0; display_id < num_displays; display_id++) {
const auto success = SDL_GetCurrentDisplayMode(display_id, &curr_mode);
if (success != 0) {
sdl_util::log_error(
fmt::format("couldn't retrieve current display mode for display id {}", display_id));
continue;
}
auto display_orient = SDL_GetDisplayOrientation(display_id);
Orientation orient = Orientation::Unknown;
switch (display_orient) {
case SDL_ORIENTATION_LANDSCAPE:
orient = Orientation::Landscape;
break;
case SDL_ORIENTATION_LANDSCAPE_FLIPPED:
orient = Orientation::LandscapeFlipped;
break;
case SDL_ORIENTATION_PORTRAIT:
orient = Orientation::Portrait;
break;
case SDL_ORIENTATION_PORTRAIT_FLIPPED:
orient = Orientation::PortraitFlipped;
break;
default:
orient = Orientation::Unknown;
}
std::string display_name_str = "";
const auto display_name = SDL_GetDisplayName(display_id);
if (display_name == NULL) {
sdl_util::log_error(fmt::format("couldn't retrieve display name with id {}", display_id));
} else {
display_name_str = display_name;
}
DisplayMode new_mode = {display_name_str, curr_mode.format, curr_mode.w,
curr_mode.h, curr_mode.refresh_rate, orient};
m_current_display_modes[display_id] = new_mode;
}
update_resolutions();
}
void DisplayManager::update_resolutions() {
lg::info("[DISPLAY] Enumerating resolutions");
// Enumerate display's display modes to get the resolutions
auto num_display_modes = SDL_GetNumDisplayModes(get_active_display_id());
SDL_DisplayMode curr_mode;
for (int i = 0; i < num_display_modes; i++) {
auto ok = SDL_GetDisplayMode(get_active_display_id(), i, &curr_mode);
if (ok != 0) {
sdl_util::log_error(fmt::format("unable to get display mode for display {}, index {}",
get_active_display_id(), i));
continue;
}
Resolution new_res = {curr_mode.w, curr_mode.h,
static_cast<float>(curr_mode.w) / static_cast<float>(curr_mode.h)};
m_available_resolutions.push_back(new_res);
}
// Sort by area
std::sort(m_available_resolutions.begin(), m_available_resolutions.end(),
[](const Resolution& a, const Resolution& b) -> bool {
return a.width * a.height > b.width * b.height;
});
// Remove duplicate resolutions
auto last = std::unique(m_available_resolutions.begin(), m_available_resolutions.end(),
[](const Resolution& a, const Resolution& b) -> bool {
return (a.width == b.width && a.height == b.height);
});
m_available_resolutions.erase(last, m_available_resolutions.end());
}