mirror of
https://github.com/open-goal/jak-project.git
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a7eee4fdc9
* fix typo * more typo * shorten discord rpc text * allow expanding enums after the fact (untested) * make `game_text` work similar to subtitles * update progress decomp * update some types + `do-not-decompile` in bitfield * fixes and fall back to original progress code * update `progress` decomp with new enums * update config files * fix enums and debug menu * always allocate (but not use) a lot of particles * small rework to display mode options * revert resolution/aspect-ratio symbol mess * begin the override stuff * make `progress-draw` more readable * more fixes * codacy good boy points * first step overriding code * finish progress overrides, game options menu fully functional! * minor fixes * Update game.gp * Update sparticle-launcher.gc * clang * change camera controls text * oops * some cleanup * derp * nice job * implement menu scrolling lol * make scrollable menus less cramped, fix arrows * make some carousell things i guess * add msaa carousell to test * oops * Update progress-pc.gc * make `pc-get-screen-size` (untested) * resolution menu * input fixes * return when selecting resolution * scroll fixes * Update progress-pc.gc * add "fit to screen" button * bug * complete resolutions menu * aspect ratio menu * subtitles language * subtitle speaker * final adjustments * ref test * fix tests * fix ref! * reduce redundancy a bit * fix mem leaks? * save settings on progress exit * fix init reorder * remove unused code * rename goal project-like files to the project extension * sha display toggle * aspect ratio settings fixes * dont store text db's in compiler * properly save+load native aspect stuff
93 lines
3 KiB
C++
93 lines
3 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 "pipelines/opengl.h"
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#include "gfx.h"
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#include <vector>
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#include <memory>
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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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class GfxDisplay {
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const char* m_title;
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const GfxRendererModule* m_renderer = nullptr;
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// NOT actual size! just backups
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int m_width;
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int m_height;
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// same here
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int m_xpos;
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int m_ypos;
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Gfx::DisplayMode m_fullscreen_mode = Gfx::DisplayMode::Windowed;
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Gfx::DisplayMode m_fullscreen_target_mode = Gfx::DisplayMode::Windowed;
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int m_fullscreen_screen;
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int m_fullscreen_target_screen;
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public:
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GfxDisplay(GLFWwindow* a_window); // OpenGL window constructor
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~GfxDisplay(); // destructor - this calls the renderer's function for getting rid of a window,
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// and we can then get rid of the GfxDisplay itself
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// all kinds of windows for the display
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union {
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void* window_generic_ptr = nullptr;
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GLFWwindow* window_glfw;
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};
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bool is_active() const { return window_generic_ptr != nullptr; }
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void set_renderer(GfxPipeline pipeline);
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void set_window(GLFWwindow* window);
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void set_title(const char* title);
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void set_size(int w, int h) { m_renderer->display_set_size(this, w, h); }
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void get_scale(float* x, float* y) { m_renderer->display_scale(this, x, y); }
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void get_screen_size(s64 vmode_idx, s32* w, s32* h, s32* c) {
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m_renderer->screen_size(this, vmode_idx, 0, w, h, c);
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}
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const char* title() const { return m_title; }
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bool fullscreen_pending() const { return m_fullscreen_mode != m_fullscreen_target_mode; }
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void fullscreen_flush() {
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m_renderer->set_fullscreen(this, 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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}
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void set_fullscreen(Gfx::DisplayMode 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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int fullscreen_mode() const { return m_fullscreen_mode; }
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int fullscreen_screen() const { return m_fullscreen_screen; }
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bool windowed() const { return m_fullscreen_mode == Gfx::DisplayMode::Windowed; }
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void backup_params();
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int width_backup() { return m_width; }
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int height_backup() { return m_height; }
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int xpos_backup() { return m_xpos; }
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int ypos_backup() { return m_ypos; }
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int width();
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int height();
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void render_graphics();
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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, int height, const char* title, GfxSettings& settings);
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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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