The Battle for Wesnoth  1.17.23+dev
video.hpp
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1 /*
2  Copyright (C) 2003 - 2023
3  by David White <dave@whitevine.net>
4  Part of the Battle for Wesnoth Project https://www.wesnoth.org/
5 
6  This program is free software; you can redistribute it and/or modify
7  it under the terms of the GNU General Public License as published by
8  the Free Software Foundation; either version 2 of the License, or
9  (at your option) any later version.
10  This program is distributed in the hope that it will be useful,
11  but WITHOUT ANY WARRANTY.
12 
13  See the COPYING file for more details.
14 */
15 
16 #pragma once
17 
18 #include "exceptions.hpp"
20 #include "sdl/point.hpp"
21 #include "sdl/rect.hpp"
22 #include "sdl/texture.hpp"
23 
24 #include <SDL2/SDL_render.h>
25 
26 #include <vector>
27 
28 class surface;
29 class texture;
30 
31 namespace video
32 {
33 
34 /******************/
35 /* Initialization */
36 /******************/
37 
38 /**
39  * For describing the type of faked display, if any.
40  *
41  * fake::no_window never tries to create a window, or draw anything.
42  * fake::no_draw does create an offscreen window, but does not draw to it.
43  * fake::hide_window creates a window as normal, but does not display it.
44  */
46 
47 /**
48  * Initialize the video subsystem.
49  *
50  * This must be called before attempting to use any video functions.
51  */
52 void init(fake fake_type = fake::none);
53 
54 /**
55  * Deinitialize the video subsystem.
56  *
57  * This flushes all texture caches and disconnects the SDL video subsystem.
58  */
59 void deinit();
60 
61 /**
62  * Update buffers to match current resolution and pixel scale settings.
63  *
64  * If @p autoupdate is true and buffers are changed by this call,
65  * a full redraw is also triggered.
66  *
67  * If nothing has changed, it will not generate any new buffers or queue
68  * the redraw.
69  */
70 void update_buffers(bool autoupdate = true);
71 
72 
73 /**********************************/
74 /* Unit-test and headless support */
75 /**********************************/
76 
77 /** The game is running headless. There is no window or renderer. */
78 bool headless();
79 
80 /** The game is running unit tests. There is a window and offscreen
81  * render buffer, but performing actual rendering is unnecessary. */
82 bool testing();
83 
84 
85 /***********************/
86 /* Windowing functions */
87 /***********************/
88 
89 /** Whether the game has set up a window to render into */
90 bool has_window();
91 
92 /** Whether we are currently in fullscreen mode */
93 bool is_fullscreen();
94 
95 /**
96  * Set the fullscreen state.
97  *
98  * If the setting matches the current fullscreen state, the window state
99  * will not be changed.
100  *
101  * If false and the window is fullscreen, the window will be restored to
102  * its last saved non-fullscreen configuration.
103  */
104 void set_fullscreen(bool);
105 
106 /**
107  * Toggle fullscreen mode.
108  *
109  * Equivalent to set_fullscreen(!is_fullscreen()).
110  */
111 void toggle_fullscreen();
112 
113 /**
114  * Set the window resolution.
115  *
116  * @todo this is no longer useful as fullscreen is always native resolution.
117  *
118  * @param resolution The new width and height.
119  *
120  * @returns Whether the resolution was successfully changed.
121  */
122 bool set_resolution(const point& resolution);
123 
124 /** The current window size in desktop coordinates. */
126 
127 /** Returns the list of available screen resolutions. */
128 std::vector<point> get_available_resolutions(bool include_current = false);
129 
130 /** The current video driver in use, or else "<not initialized>". */
131 std::string current_driver();
132 
133 /** A list of available video drivers. */
134 std::vector<std::string> enumerate_drivers();
135 
136 /**
137  * The refresh rate of the screen.
138  *
139  * If a refresh cannot be detected, this may return 0, or it may return a
140  * substitute value.
141  */
143 
144 /** True iff the window is not hidden. */
145 bool window_is_visible();
146 /** True iff the window has mouse or input focus */
147 bool window_has_focus();
148 /** True iff the window has mouse focus */
150 
151 /** Sets the title of the main window. */
152 void set_window_title(const std::string& title);
153 
154 /** Sets the icon of the main window. */
155 void set_window_icon(surface& icon);
156 
157 
158 /**********************/
159 /* Coordinate Systems */
160 /**********************/
161 
162 /**
163  * The game canvas area, in drawing coordinates.
164  *
165  * This is the "screen area", as seen by game systems, and as used for
166  * specifying where to draw things on-screen. It may differ, in high-dpi
167  * contexts, from input area, window area, and output area.
168  *
169  * Usually this is the only area game components should use or care about.
170  *
171  * The units it uses can be considered "pixels". Final output will be
172  * rendered in higher resolution automatically if and when appropriate.
173  */
174 rect game_canvas();
175 
176 /** The size of the game canvas, in drawing coordinates / game pixels. */
178 
179 /**
180  * The size of the current render target in drawing coordinates.
181  *
182  * This will be the same as game_canvas_size() unless the render target
183  * has been manually changed.
184  */
185 point draw_size();
186 
187 /**
188  * The current drawable area.
189  *
190  * Equivalent to {0, 0, draw_size().x, draw_size().y}.
191  */
192 rect draw_area();
193 
194 /**
195  * Returns the size of the final render target. This is irrelevant
196  * for most purposes. Use game_canvas_size() in stead.
197  */
199 
200 /** {0, 0, output_size().x, output_size().y} */
201 rect output_area();
202 
203 /**
204  * Returns the size of the window in display units / screen coordinates.
205  * This should match the value sent by window resize events, and also
206  * those used for setting resolution.
207  */
209 
210 /**
211  * Returns the input area of the window, in display coordinates.
212  *
213  * This can be slightly offset within the window, if the drawable area
214  * is not the same as the full window area. This will happen if output
215  * size is not a perfect multiple of the draw size.
216  *
217  * In general this will be almost, but not quite, equal to window_size().
218  *
219  * input_area() represents the portion of the window corresponding to
220  * game_canvas().
221  */
222 rect input_area();
223 
224 /**
225  * Get the current active pixel scale multiplier.
226  * This is equal to output_size() / game_canvas_size().
227  * Currently it is always integer, and the same in both dimensions.
228  *
229  * This may differ from preferences::pixel_scale() in some cases,
230  * For example if the window is too small to fit the desired scale.
231  *
232  * @returns The currently active pixel scale multiplier.
233  */
234 int get_pixel_scale();
235 
236 /**
237  * Convert coordinates in draw space to coordinates in render space.
238  */
239 rect to_output(const rect& draw_space_rect);
240 
241 
242 /******************/
243 /* Screen capture */
244 /******************/
245 // These functions are slow, and intended only for screenshots.
246 
247 /**
248  * Copy back a portion of the render target that is already drawn.
249  *
250  * This area is specified in draw coordinates, not render coordinates.
251  * Thus the size of the retrieved surface may not match the size of r.
252  *
253  * If not null, r will be automatically clipped to the drawing area.
254  *
255  * Note: This is a very slow function! Its use should be phased out
256  * for everything except maybe screenshots.
257  *
258  * @param r The portion of the render target to retrieve, in
259  * draw coordinates.
260  * If not null, this will be modified to reflect the
261  * portion of the draw area that has been returned.
262  */
263 surface read_pixels(SDL_Rect* r = nullptr);
264 
265 /**
266  * The same as read_pixels, but returns a low-resolution surface
267  * suitable for use with the old drawing system.
268  *
269  * This should be considered deprecated, and phased out ASAP.
270  */
271 surface read_pixels_low_res(SDL_Rect* r = nullptr);
272 
273 
274 /****************************/
275 /* Render target management */
276 /****************************/
277 
278 /**
279  * Set the render target, without any provided way of setting it back.
280  *
281  * End-users should not use this function directly. In stead use
282  * draw::set_render_target(), which returns a setter object which
283  * will automatically restore the render target upon leaving scope.
284  *
285  * @param t The new render target. This must be a texture created
286  * with SDL_TEXTUREACCESS_TARGET, or an empty texture to
287  * indicate the underlying window.
288  */
289 void force_render_target(const texture& t);
290 
291 /** Reset the render target to the main window / screen. */
292 void clear_render_target();
293 
294 /** Reset the render target to the primary render buffer. */
295 void reset_render_target();
296 
297 /** Get the current render target.
298  *
299  * Will return an empty texture if the render target is the underlying
300  * window.
301  */
303 
304 
305 /*******************/
306 /* Exception types */
307 /*******************/
308 
309 /** An error specifically indicating video subsystem problems. */
310 struct error : public game::error
311 {
312  error() : game::error("unspecified video subsystem error") {}
313  error(const std::string& msg) : game::error(msg) {}
314 };
315 
316 /** Type that can be thrown as an exception to quit to desktop. */
318 {
319 public:
322  {
323  }
324 
325 private:
327 };
328 
329 
330 /***************/
331 /* Diagnostics */
332 /***************/
333 
334 /**
335  * Provides diagnostic information about the current renderer for the @a build_info API.
336  */
337 std::vector<std::pair<std::string, std::string>> renderer_report();
338 
339 /**
340  * Retrieves the current game screen DPI for the @a build_info API.
341  */
342 std::pair<float, float> get_dpi();
343 
344 
345 /**************************/
346 /* Implementation details */
347 /**************************/
348 
349 /* This should only be used by draw.cpp for drawing, and texture.cpp for
350  * texture creation. Try not to use it for anything else. */
351 SDL_Renderer* get_renderer();
352 
353 /* This should not be used unless absolutely necessary. It's currently used
354  * for Windows tray notification and that's it. If it can be refactored out
355  * somehow then that would be best. */
356 SDL_Window* get_window();
357 
358 } // namespace video
double t
Definition: astarsearch.cpp:65
Base class for exceptions that want to be thrown 'through' lua.
Wrapper class to encapsulate creation and management of an SDL_Texture.
Definition: texture.hpp:33
Type that can be thrown as an exception to quit to desktop.
Definition: video.hpp:318
#define IMPLEMENT_LUA_JAILBREAK_EXCEPTION(type)
Helper macro for classes deriving from lua_jailbreak_exception.
point resolution()
Definition: general.cpp:392
bool window_has_mouse_focus()
True iff the window has mouse focus.
Definition: video.cpp:703
bool headless()
The game is running headless.
Definition: video.cpp:145
rect draw_area()
The current drawable area.
Definition: video.cpp:448
rect output_area()
{0, 0, output_size().x, output_size().y}
Definition: video.cpp:466
void set_window_title(const std::string &title)
Sets the title of the main window.
Definition: video.cpp:638
void clear_render_target()
Reset the render target to the main window / screen.
Definition: video.cpp:529
rect to_output(const rect &r)
Convert coordinates in draw space to coordinates in render space.
Definition: video.cpp:472
std::vector< std::pair< std::string, std::string > > renderer_report()
Provides diagnostic information about the current renderer for the build_info API.
Definition: video.cpp:867
void reset_render_target()
Reset the render target to the primary render buffer.
Definition: video.cpp:534
point output_size()
Returns the size of the final render target.
Definition: video.cpp:416
std::vector< point > get_available_resolutions(const bool include_current)
Returns the list of available screen resolutions.
Definition: video.cpp:708
void set_window_icon(surface &icon)
Sets the icon of the main window.
Definition: video.cpp:644
bool window_is_visible()
True iff the window is not hidden.
Definition: video.cpp:693
surface read_pixels_low_res(SDL_Rect *r)
The same as read_pixels, but returns a low-resolution surface suitable for use with the old drawing s...
Definition: video.cpp:624
surface read_pixels(SDL_Rect *r)
Copy back a portion of the render target that is already drawn.
Definition: video.cpp:584
void force_render_target(const texture &t)
Set the render target, without any provided way of setting it back.
Definition: video.cpp:498
point game_canvas_size()
The size of the game canvas, in drawing coordinates / game pixels.
Definition: video.cpp:438
SDL_Window * get_window()
Definition: video.cpp:659
bool window_has_focus()
True iff the window has mouse or input focus.
Definition: video.cpp:698
point window_size()
Returns the size of the window in display units / screen coordinates.
Definition: video.cpp:425
bool has_window()
Whether the game has set up a window to render into.
Definition: video.cpp:411
bool testing()
The game is running unit tests.
Definition: video.cpp:150
bool is_fullscreen()
Whether we are currently in fullscreen mode.
Definition: video.cpp:768
std::vector< std::string > enumerate_drivers()
A list of available video drivers.
Definition: video.cpp:670
rect game_canvas()
The game canvas area, in drawing coordinates.
Definition: video.cpp:433
std::pair< float, float > get_dpi()
Retrieves the current game screen DPI for the build_info API.
Definition: video.cpp:847
int get_pixel_scale()
Get the current active pixel scale multiplier.
Definition: video.cpp:487
point current_resolution()
The current window size in desktop coordinates.
Definition: video.cpp:760
void init(fake type)
Initialize the video subsystem.
Definition: video.cpp:86
void set_fullscreen(bool fullscreen)
Set the fullscreen state.
Definition: video.cpp:776
void deinit()
Deinitialize the video subsystem.
Definition: video.cpp:115
bool set_resolution(const point &resolution)
Set the window resolution.
Definition: video.cpp:805
int current_refresh_rate()
The refresh rate of the screen.
Definition: video.cpp:492
std::string current_driver()
The current video driver in use, or else "<not initialized>".
Definition: video.cpp:664
void toggle_fullscreen()
Toggle fullscreen mode.
Definition: video.cpp:800
SDL_Renderer * get_renderer()
Definition: video.cpp:650
void update_buffers(bool autoupdate)
Update buffers to match current resolution and pixel scale settings.
Definition: video.cpp:835
texture get_render_target()
Get the current render target.
Definition: video.cpp:539
fake
For describing the type of faked display, if any.
Definition: video.hpp:45
point draw_size()
The size of the current render target in drawing coordinates.
Definition: video.cpp:443
rect input_area()
Returns the input area of the window, in display coordinates.
Definition: video.cpp:482
static void msg(const char *act, debug_info &i, const char *to="", const char *result="")
Definition: debugger.cpp:110
Contains the SDL_Rect helper code.
Base class for all the errors encountered by the engine.
Definition: exceptions.hpp:29
Holds a 2D point.
Definition: point.hpp:25
An abstract description of a rectangle with integer coordinates.
Definition: rect.hpp:47
An error specifically indicating video subsystem problems.
Definition: video.hpp:311
error(const std::string &msg)
Definition: video.hpp:313