jak-project/game/graphics/display.h
Tyler Wilding dec7da2110
game: windowed mode related fixes (#1778)
* game: restore windowed mode settings properly

* game: use the game version for saving settings/saves

* game: prevent windowed mode from being auto-centered on initial init

* game: save and restore window coordinates

* lint: formatting
2022-08-21 18:13:27 -04:00

115 lines
3.7 KiB
C++

#pragma once
/*!
* @file display.h
* Display for graphics. This is the game window, distinct from the runtime console.
*/
#include <memory>
#include <vector>
#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<std::shared_ptr<GfxDisplay>> g_displays;
int InitMainDisplay(int width,
int height,
const char* title,
GfxSettings& settings,
GameVersion version);
void KillDisplay(std::shared_ptr<GfxDisplay> display);
void KillMainDisplay();
std::shared_ptr<GfxDisplay> GetMainDisplay();
} // namespace Display