This patch implements mode switching (resolution changing) for full-screen games.
Hopefully, this should be platform agnostic. Requires WITH_GHOST_SDL. This patch contains code from Quake 2 and bzflag. Tracker: [#29839]
This commit is contained in:
@@ -17,6 +17,11 @@
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*
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* Contributor(s): Campbell Barton
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*
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* Mode switching
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* Copyright (C) 1997-2001 Id Software, Inc.
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* Copyright (c) 1993-2011 Tim Riker
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* Copyright (C) 2012 Alex Fraser
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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@@ -47,7 +52,19 @@ GHOST_TSuccess GHOST_DisplayManagerSDL::getNumDisplaySettings(GHOST_TUns8 displa
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GHOST_TInt32& numSettings) const
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{
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GHOST_ASSERT(display < 1, "Only single display systems are currently supported.\n");
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numSettings= GHOST_TInt32(1);
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int i;
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SDL_Rect **vidmodes;
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vidmodes = SDL_ListModes(NULL, SDL_HWSURFACE | SDL_OPENGL |
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SDL_FULLSCREEN | SDL_HWPALETTE);
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if (!vidmodes) {
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fprintf(stderr, "Could not get available video modes: %s.\n",
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SDL_GetError());
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return GHOST_kFailure;
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}
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for (i = 0; vidmodes[i]; i++);
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numSettings = GHOST_TInt32(i);
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return GHOST_kSuccess;
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}
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@@ -56,18 +73,38 @@ GHOST_DisplayManagerSDL::getDisplaySetting(GHOST_TUns8 display,
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GHOST_TInt32 index,
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GHOST_DisplaySetting& setting) const
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{
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GHOST_ASSERT(display < 1, "Only single display systems are currently supported.\n");
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GHOST_ASSERT(index < 1, "Requested setting outside of valid range.\n");
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SDL_DisplayMode mode;
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SDL_GetDesktopDisplayMode(display, &mode);
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int i;
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SDL_Rect **vidmodes;
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/* NULL is passed in here to get the modes for the current bit depth.
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* Other bit depths may be possible; in that case, an SDL_PixelFormat struct
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* should be passed in. To get a complete profile, all possible bit depths
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* would need to be iterated over. - z0r */
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vidmodes = SDL_ListModes(NULL, SDL_HWSURFACE | SDL_OPENGL |
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SDL_FULLSCREEN | SDL_HWPALETTE);
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if (!vidmodes) {
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fprintf(stderr, "Could not get available video modes: %s.\n",
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SDL_GetError());
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return GHOST_kFailure;
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}
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for (i = 0; vidmodes[i]; i++);
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GHOST_ASSERT(index < i, "Requested setting outside of valid range.\n");
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setting.xPixels= mode.w;
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setting.yPixels= mode.h;
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setting.bpp= SDL_BYTESPERPIXEL(mode.format);
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/* assume 60 when unset */
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setting.frequency= mode.refresh_rate ? mode.refresh_rate : 60;
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setting.xPixels = vidmodes[index]->w;
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setting.yPixels = vidmodes[index]->h;
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SDL_Surface *surf;
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surf = SDL_GetVideoSurface();
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if (surf == NULL) {
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fprintf(stderr, "Getting display setting: %s\n", SDL_GetError());
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/* Just guess the bit depth */
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setting.bpp = 32;
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} else {
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setting.bpp = surf->format->BitsPerPixel;
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}
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/* Just guess the frequency :( */
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setting.frequency = 60;
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return GHOST_kSuccess;
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}
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@@ -76,17 +113,100 @@ GHOST_TSuccess
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GHOST_DisplayManagerSDL::getCurrentDisplaySetting(GHOST_TUns8 display,
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GHOST_DisplaySetting& setting) const
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{
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return getDisplaySetting(display,GHOST_TInt32(0),setting);
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SDL_Surface *surf;
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const SDL_VideoInfo *info;
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/* Note: not using SDL_GetDesktopDisplayMode because that does not return
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* the current mode. Try to use GetVideoSurface first, as it seems more
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* accurate. If that fails, try other methods. - z0r */
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surf = SDL_GetVideoSurface();
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if (surf != NULL) {
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setting.xPixels = surf->w;
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setting.yPixels = surf->h;
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setting.bpp = surf->format->BitsPerPixel;
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/* Just guess the frequency :( */
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setting.frequency = 60;
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} else {
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/* This may happen if the surface hasn't been created yet, e.g. on
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* application startup. */
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info = SDL_GetVideoInfo();
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setting.xPixels = info->current_w;
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setting.yPixels = info->current_h;
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setting.bpp = info->vfmt->BitsPerPixel;
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/* Just guess the frequency :( */
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setting.frequency = 60;
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}
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return GHOST_kSuccess;
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}
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GHOST_TSuccess
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GHOST_DisplayManagerSDL:: setCurrentDisplaySetting(GHOST_TUns8 display,
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const GHOST_DisplaySetting& setting)
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{
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// This is never going to work robustly in X
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// but it's currently part of the full screen interface
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// we fudge it for now.
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/*
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* Mode switching code ported from Quake 2 version 3.21 and bzflag version
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* 2.4.0:
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* ftp://ftp.idsoftware.com/idstuff/source/q2source-3.21.zip
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* See linux/gl_glx.c:GLimp_SetMode
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* http://wiki.bzflag.org/BZFlag_Source
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* See src/platform/SDLDisplay.cxx:SDLDisplay and createWindow
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*/
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SDL_Surface *surf;
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int best_fit, best_dist, dist, x, y;
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SDL_Rect **vidmodes = SDL_ListModes(NULL, SDL_HWSURFACE | SDL_OPENGL |
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SDL_FULLSCREEN | SDL_HWPALETTE);
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if (!vidmodes) {
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fprintf(stderr, "Could not get available video modes: %s.\n",
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SDL_GetError());
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}
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best_dist = 9999999;
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best_fit = -1;
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if (vidmodes == (SDL_Rect **) -1) {
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/* Any mode is OK. */
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x = setting.xPixels;
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y = setting.yPixels;
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} else {
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for (int i = 0; vidmodes[i]; i++) {
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if (setting.xPixels > vidmodes[i]->w ||
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setting.yPixels > vidmodes[i]->h)
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continue;
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x = setting.xPixels - vidmodes[i]->w;
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y = setting.yPixels - vidmodes[i]->h;
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dist = (x * x) + (y * y);
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if (dist < best_dist) {
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best_dist = dist;
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best_fit = i;
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}
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}
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if (best_fit == -1)
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return GHOST_kFailure;
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x = vidmodes[best_fit]->w;
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y = vidmodes[best_fit]->h;
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}
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# ifdef _DEBUG
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printf("Switching to video mode %dx%d\n", x, y);
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# endif
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// limit us to the main display
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static char singleDisplayEnv[] = "SDL_SINGLEDISPLAY=1";
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putenv(singleDisplayEnv);
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// change to the mode
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surf = SDL_SetVideoMode(x, y, setting.bpp, SDL_OPENGL | SDL_FULLSCREEN);
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if (surf == NULL) {
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fprintf(stderr, "Could not set video mode: %s.\n", SDL_GetError());
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return GHOST_kFailure;
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}
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return GHOST_kSuccess;
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}
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