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https://github.com/open-goal/jak-project.git
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dec7da2110
* 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
115 lines
3.7 KiB
C++
115 lines
3.7 KiB
C++
#pragma once
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/*!
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* @file display.h
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* Display for graphics. This is the game window, distinct from the runtime console.
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*/
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#include <memory>
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#include <vector>
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#include "gfx.h"
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#include "common/util/Assert.h"
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// a GfxDisplay class is equivalent to a window that displays stuff. This holds an actual internal
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// window pointer used by whichever renderer. It also contains functions for setting and
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// retrieving certain window parameters.
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// specific renderers should override this class, the methods are abstract.
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class GfxDisplay {
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const char* m_title;
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int m_fullscreen_screen = -1;
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int m_fullscreen_target_screen = -1;
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bool m_imgui_visible;
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protected:
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bool m_main;
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// next mode
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GfxDisplayMode m_fullscreen_target_mode = GfxDisplayMode::Windowed;
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// current mode (start as -1 to force an initial fullscreen update)
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GfxDisplayMode m_fullscreen_mode = GfxDisplayMode::ForceUpdate;
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// previous mode (last frame)
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GfxDisplayMode m_last_fullscreen_mode = GfxDisplayMode::Windowed;
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// move it a bit away from the top, or the title bar can be hidden
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int m_last_windowed_xpos = 50;
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int m_last_windowed_ypos = 50;
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int m_last_windowed_width = 640;
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int m_last_windowed_height = 480;
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public:
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virtual ~GfxDisplay() {}
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virtual void* get_window() const = 0;
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virtual void set_size(int w, int h) = 0;
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virtual void update_fullscreen(GfxDisplayMode mode, int screen) = 0;
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virtual void get_scale(float* x, float* y) = 0;
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virtual int get_screen_vmode_count() = 0;
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virtual void get_screen_size(int vmode_idx, s32* w, s32* h) = 0;
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virtual int get_screen_rate(int vmode_idx) = 0;
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virtual int get_monitor_count() = 0;
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virtual void get_position(int* x, int* y) = 0;
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virtual void get_size(int* w, int* h) = 0;
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virtual void render() = 0;
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virtual void set_lock(bool lock) = 0;
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virtual bool minimized() = 0;
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virtual bool fullscreen_pending() {
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return fullscreen_mode() != m_fullscreen_target_mode ||
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m_fullscreen_screen != m_fullscreen_target_screen;
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}
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virtual void fullscreen_flush() {
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update_fullscreen(m_fullscreen_target_mode, m_fullscreen_target_screen);
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m_fullscreen_mode = m_fullscreen_target_mode;
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m_fullscreen_screen = m_fullscreen_target_screen;
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// hack, force a vsync update.
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Gfx::g_global_settings.old_vsync = !Gfx::g_global_settings.vsync;
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}
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bool is_active() const { return get_window() != nullptr; }
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void set_title(const char* title);
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const char* title() const { return m_title; }
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void set_fullscreen(GfxDisplayMode mode, int screen) {
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m_fullscreen_target_mode = mode;
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m_fullscreen_target_screen = screen;
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}
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void update_last_fullscreen_mode() { m_last_fullscreen_mode = fullscreen_mode(); }
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GfxDisplayMode last_fullscreen_mode() const { return m_last_fullscreen_mode; }
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GfxDisplayMode fullscreen_mode() { return m_fullscreen_mode; }
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int fullscreen_screen() const { return m_fullscreen_screen; }
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void set_imgui_visible(bool visible) { m_imgui_visible = visible; }
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bool is_imgui_visible() const { return m_imgui_visible; }
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bool windowed() { return fullscreen_mode() == GfxDisplayMode::Windowed; }
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int width();
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int height();
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struct DisplaySettings {
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int window_xpos;
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int window_ypos;
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};
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void save_display_settings();
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void restore_display_settings();
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};
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namespace Display {
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// a list of displays. the first one is the "main" display, all others are spectator-like extra
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// views.
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extern std::vector<std::shared_ptr<GfxDisplay>> g_displays;
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int InitMainDisplay(int width,
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int height,
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const char* title,
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GfxSettings& settings,
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GameVersion version);
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void KillDisplay(std::shared_ptr<GfxDisplay> display);
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void KillMainDisplay();
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std::shared_ptr<GfxDisplay> GetMainDisplay();
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} // namespace Display
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