mirror of
https://github.com/love2d/love-android.git
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623 lines
14 KiB
C++
623 lines
14 KiB
C++
/**
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* Copyright (c) 2006-2013 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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// LOVE
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#include "common/config.h"
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#include "graphics/Graphics.h"
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#include "Window.h"
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// C++
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#include <iostream>
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#include <vector>
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#include <algorithm>
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namespace love
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{
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namespace window
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{
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namespace sdl
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{
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Window::Window()
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: windowTitle("")
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, created(false)
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, mouseGrabbed(false)
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, window(0)
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, context(0)
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{
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if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
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throw love::Exception("%s", SDL_GetError());
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}
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Window::~Window()
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{
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if (curMode.icon)
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curMode.icon->release();
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if (window)
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SDL_DestroyWindow(window);
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if (context)
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SDL_GL_DeleteContext(context);
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SDL_QuitSubSystem(SDL_INIT_VIDEO);
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}
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Window::_currentMode::_currentMode()
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: width(800)
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, height(600)
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, attribs()
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, icon(0)
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{
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}
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bool Window::setWindow(int width, int height, WindowAttributes *attribs)
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{
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graphics::Graphics *gfx = (graphics::Graphics *) Module::findInstance("love.graphics.");
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if (gfx)
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gfx->unSetMode();
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WindowAttributes f;
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if (attribs)
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f = *attribs;
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f.minwidth = std::max(f.minwidth, 1);
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f.minheight = std::max(f.minheight, 1);
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f.display = std::min(std::max(f.display, 0), getDisplayCount());
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// Use the desktop resolution if a width or height of 0 is specified.
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if (width == 0 || height == 0)
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{
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SDL_DisplayMode mode = {};
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SDL_GetDesktopDisplayMode(f.display, &mode);
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width = mode.w;
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height = mode.h;
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}
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Uint32 sdlflags = SDL_WINDOW_OPENGL;
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if (f.fullscreen)
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{
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if (f.fstype == FULLSCREEN_TYPE_DESKTOP)
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sdlflags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
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else
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{
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sdlflags |= SDL_WINDOW_FULLSCREEN;
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// Fullscreen window creation will bug out if no mode can be used.
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SDL_DisplayMode mode = {0, width, height, 0, 0};
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if (SDL_GetClosestDisplayMode(f.display, &mode, &mode) == 0)
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return false;
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}
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}
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if (f.resizable)
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sdlflags |= SDL_WINDOW_RESIZABLE;
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if (f.borderless)
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sdlflags |= SDL_WINDOW_BORDERLESS;
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// Destroy and recreate the window if the dimensions or flags have changed.
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if (window)
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{
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int curdisplay = SDL_GetWindowDisplayIndex(window);
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Uint32 wflags = SDL_GetWindowFlags(window);
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wflags &= (SDL_WINDOW_OPENGL | SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_RESIZABLE | SDL_WINDOW_BORDERLESS);
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if (sdlflags != wflags || width != curMode.width || height != curMode.height
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|| f.display != curdisplay || f.fsaa != curMode.attribs.fsaa)
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{
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SDL_DestroyWindow(window);
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window = 0;
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// The old window may have generated pending events which are no
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// longer relevant. Destroy them all!
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SDL_FlushEvent(SDL_WINDOWEVENT);
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}
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}
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int centeredpos = SDL_WINDOWPOS_CENTERED_DISPLAY(f.display);
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int uncenteredpos = SDL_WINDOWPOS_UNDEFINED_DISPLAY(f.display);
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if (!window)
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{
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// In Windows and Linux, some GL attributes are set on window creation.
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setWindowGLAttributes(f.fsaa);
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const char *title = windowTitle.c_str();
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int pos = f.centered ? centeredpos : uncenteredpos;
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window = SDL_CreateWindow(title, pos, pos, width, height, sdlflags);
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if (!window && f.fsaa > 0)
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{
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// FSAA might have caused the failure, disable it and try again.
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
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window = SDL_CreateWindow(title, pos, pos, width, height, sdlflags);
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f.fsaa = 0;
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}
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// Make sure the window keeps any previously set icon.
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if (window && curMode.icon)
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setIcon(curMode.icon);
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}
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if (!window)
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{
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displayError("Could not create window", SDL_GetError());
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return false;
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}
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// Enforce minimum window dimensions.
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SDL_SetWindowMinimumSize(window, f.minwidth, f.minheight);
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if (f.centered && !f.fullscreen)
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SDL_SetWindowPosition(window, centeredpos, centeredpos);
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SDL_RaiseWindow(window);
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if (!setContext(f.fsaa, f.vsync))
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{
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created = false;
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return false;
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}
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created = true;
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updateAttributes(f);
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if (gfx)
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{
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if (!gfx->setMode(curMode.width, curMode.height))
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displayError("Could not set graphics mode", "Unsupported OpenGL version?");
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}
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// Make sure the mouse keeps its previous grab setting.
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setMouseGrab(mouseGrabbed);
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return true;
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}
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bool Window::onWindowResize(int width, int height)
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{
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if (!window)
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return false;
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curMode.width = width;
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curMode.height = height;
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return true;
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}
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bool Window::setContext(int fsaa, bool vsync)
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{
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// We would normally only need to recreate the context if FSAA changes or
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// SDL_GL_MakeCurrent is unsuccessful, but in Windows MakeCurrent can
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// sometimes claim success but the context will actually be trashed.
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if (context)
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{
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SDL_GL_DeleteContext(context);
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context = 0;
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}
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// Make sure the proper attributes are set.
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setWindowGLAttributes(fsaa);
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context = SDL_GL_CreateContext(window);
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if (!context && fsaa > 0)
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{
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// FSAA might have caused the failure, disable it and try again.
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
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context = SDL_GL_CreateContext(window);
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}
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if (!context)
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{
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displayError("Could not create OpenGL context", SDL_GetError());
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return false;
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}
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// Set vertical synchronization.
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SDL_GL_SetSwapInterval(vsync ? 1 : 0);
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// Verify FSAA setting.
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int buffers;
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int samples;
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SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &buffers);
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SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &samples);
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// Don't fail because of this, but issue a warning.
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if ((!buffers && fsaa) || (samples != fsaa))
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{
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std::cerr << "Warning, FSAA setting failed! (Result: buffers: " << buffers << ", samples: " << samples << ")" << std::endl;
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fsaa = (buffers > 0) ? samples : 0;
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}
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curMode.attribs.fsaa = fsaa;
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curMode.attribs.vsync = SDL_GL_GetSwapInterval() != 0;
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return true;
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}
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void Window::setWindowGLAttributes(int fsaa) const
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{
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// Set GL window attributes.
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 1);
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// FSAA.
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, (fsaa > 0) ? 1 : 0);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, (fsaa > 0) ? fsaa : 0);
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const char *glesHint = SDL_GetHint("LOVE_GRAPHICS_USE_OPENGLES");
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if (glesHint && *glesHint == '1')
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{
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// Use OpenGL ES 2+.
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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}
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else
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{
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// Use desktop OpenGL.
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, 0);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); // default
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
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}
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}
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void Window::updateAttributes(const WindowAttributes &newattribs)
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{
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Uint32 wflags = SDL_GetWindowFlags(window);
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// Set the new display mode as the current display mode.
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SDL_GetWindowSize(window, &curMode.width, &curMode.height);
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if ((wflags & SDL_WINDOW_FULLSCREEN_DESKTOP) == SDL_WINDOW_FULLSCREEN_DESKTOP)
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{
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curMode.attribs.fullscreen = true;
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curMode.attribs.fstype = FULLSCREEN_TYPE_DESKTOP;
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}
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else if ((wflags & SDL_WINDOW_FULLSCREEN) == SDL_WINDOW_FULLSCREEN)
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{
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curMode.attribs.fullscreen = true;
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curMode.attribs.fstype = FULLSCREEN_TYPE_NORMAL;
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}
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else
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{
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curMode.attribs.fullscreen = false;
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curMode.attribs.fstype = newattribs.fstype;
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}
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// The min width/height is set to 0 internally in SDL when in fullscreen.
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if (curMode.attribs.fullscreen)
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{
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curMode.attribs.minwidth = newattribs.minwidth;
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curMode.attribs.minheight = newattribs.minheight;
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}
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else
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SDL_GetWindowMinimumSize(window, &curMode.attribs.minwidth, &curMode.attribs.minheight);
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curMode.attribs.resizable = (wflags & SDL_WINDOW_RESIZABLE) != 0;
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curMode.attribs.borderless = (wflags & SDL_WINDOW_BORDERLESS) != 0;
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curMode.attribs.centered = newattribs.centered;
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curMode.attribs.display = std::max(SDL_GetWindowDisplayIndex(window), 0);
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// Only minimize on focus loss if the window is in exclusive-fullscreen
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// mode (mimics behaviour of SDL 2.0.2+).
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// In OS X we always disable this to prevent dock minimization weirdness.
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#ifndef LOVE_MACOSX
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if (curMode.attribs.fullscreen && curMode.attribs.fstype == FULLSCREEN_TYPE_NORMAL)
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SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "1");
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else
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#endif
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SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0");
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}
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void Window::displayError(const std::string &title, const std::string &text) const
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{
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std::cerr << title << ": " << text << std::endl;
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if (!window)
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return;
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, title.c_str(), text.c_str(), window);
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}
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void Window::getWindow(int &width, int &height, WindowAttributes &attribs)
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{
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// Window position may be different from creation - update display index.
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if (window)
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curMode.attribs.display = std::max(SDL_GetWindowDisplayIndex(window), 0);
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width = curMode.width;
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height = curMode.height;
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attribs = curMode.attribs;
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}
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bool Window::setFullscreen(bool fullscreen, Window::FullscreenType fstype)
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{
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if (!window)
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return false;
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WindowAttributes newattribs = curMode.attribs;
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newattribs.fullscreen = fullscreen;
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newattribs.fstype = fstype;
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Uint32 sdlflags = 0;
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if (fullscreen)
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{
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if (fstype == FULLSCREEN_TYPE_DESKTOP)
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sdlflags = SDL_WINDOW_FULLSCREEN_DESKTOP;
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else
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{
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sdlflags = SDL_WINDOW_FULLSCREEN;
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SDL_DisplayMode mode = {};
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mode.w = curMode.width;
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mode.h = curMode.height;
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SDL_GetClosestDisplayMode(SDL_GetWindowDisplayIndex(window), &mode, &mode);
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SDL_SetWindowDisplayMode(window, &mode);
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}
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}
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if (SDL_SetWindowFullscreen(window, sdlflags) == 0)
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{
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SDL_GL_MakeCurrent(window, context);
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updateAttributes(newattribs);
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// Update the viewport size now instead of waiting for event polling.
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graphics::Graphics *gfx = (graphics::Graphics *) Module::findInstance("love.graphics.");
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if (gfx)
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gfx->setViewportSize(curMode.width, curMode.height);
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return true;
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}
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return false;
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}
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bool Window::setFullscreen(bool fullscreen)
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{
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return setFullscreen(fullscreen, curMode.attribs.fstype);
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}
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int Window::getDisplayCount() const
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{
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return SDL_GetNumVideoDisplays();
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}
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typedef Window::WindowSize WindowSize;
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std::vector<WindowSize> Window::getFullscreenSizes(int displayindex) const
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{
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std::vector<WindowSize> sizes;
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SDL_DisplayMode mode = {};
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std::vector<WindowSize>::const_iterator it;
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for (int i = 0; i < SDL_GetNumDisplayModes(displayindex); i++)
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{
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SDL_GetDisplayMode(displayindex, i, &mode);
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// SDL2's display mode list has multiple entries for modes of the same
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// size with different bits per pixel, so we need to filter those out.
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bool alreadyhassize = false;
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for (it = sizes.begin(); it != sizes.end(); ++it)
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{
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if (it->width == mode.w && it->height == mode.h)
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{
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alreadyhassize = true;
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break;
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}
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}
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if (!alreadyhassize)
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{
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WindowSize w = {mode.w, mode.h};
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sizes.push_back(w);
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}
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}
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return sizes;
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}
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int Window::getWidth() const
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{
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return curMode.width;
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}
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int Window::getHeight() const
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{
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return curMode.height;
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}
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void Window::getDesktopDimensions(int displayindex, int &width, int &height) const
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{
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if (displayindex >= 0 && displayindex < getDisplayCount())
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{
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SDL_DisplayMode mode = {};
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SDL_GetDesktopDisplayMode(displayindex, &mode);
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width = mode.w;
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height = mode.h;
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}
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else
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{
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width = 0;
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height = 0;
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}
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}
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bool Window::isCreated() const
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{
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return created;
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}
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void Window::setWindowTitle(const std::string &title)
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{
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windowTitle = title;
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if (window)
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SDL_SetWindowTitle(window, title.c_str());
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}
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const std::string &Window::getWindowTitle() const
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{
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return windowTitle;
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}
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bool Window::setIcon(love::image::ImageData *imgd)
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{
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if (!imgd)
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return false;
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imgd->retain();
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if (curMode.icon)
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curMode.icon->release();
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curMode.icon = imgd;
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if (!window)
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return false;
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Uint32 rmask, gmask, bmask, amask;
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#ifdef LOVE_BIG_ENDIAN
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rmask = 0xFF000000;
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gmask = 0x00FF0000;
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bmask = 0x0000FF00;
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amask = 0x000000FF;
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#else
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rmask = 0x000000FF;
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gmask = 0x0000FF00;
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bmask = 0x00FF0000;
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amask = 0xFF000000;
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#endif
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int w = imgd->getWidth();
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int h = imgd->getHeight();
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int pitch = imgd->getWidth() * 4;
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SDL_Surface *sdlicon = 0;
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{
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// We don't want another thread modifying the ImageData mid-copy.
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love::thread::Lock lock(imgd->getMutex());
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sdlicon = SDL_CreateRGBSurfaceFrom(imgd->getData(), w, h, 32, pitch, rmask, gmask, bmask, amask);
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}
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if (!sdlicon)
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return false;
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SDL_SetWindowIcon(window, sdlicon);
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SDL_FreeSurface(sdlicon);
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return true;
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}
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|
|
|
love::image::ImageData *Window::getIcon()
|
|
{
|
|
return curMode.icon;
|
|
}
|
|
|
|
void Window::swapBuffers()
|
|
{
|
|
SDL_GL_SwapWindow(window);
|
|
}
|
|
|
|
bool Window::hasFocus() const
|
|
{
|
|
return (window && SDL_GetKeyboardFocus() == window);
|
|
}
|
|
|
|
bool Window::hasMouseFocus() const
|
|
{
|
|
return (window && SDL_GetMouseFocus() == window);
|
|
}
|
|
|
|
bool Window::isVisible() const
|
|
{
|
|
return window && (SDL_GetWindowFlags(window) & SDL_WINDOW_SHOWN) != 0;
|
|
}
|
|
|
|
void Window::setMouseVisible(bool visible)
|
|
{
|
|
SDL_ShowCursor(visible ? SDL_ENABLE : SDL_DISABLE);
|
|
}
|
|
|
|
bool Window::getMouseVisible() const
|
|
{
|
|
return (SDL_ShowCursor(SDL_QUERY) == SDL_ENABLE);
|
|
}
|
|
|
|
void Window::setMouseGrab(bool grab)
|
|
{
|
|
mouseGrabbed = grab;
|
|
if (window)
|
|
SDL_SetWindowGrab(window, (SDL_bool) grab);
|
|
}
|
|
|
|
bool Window::isMouseGrabbed() const
|
|
{
|
|
if (window)
|
|
return (bool) SDL_GetWindowGrab(window);
|
|
else
|
|
return mouseGrabbed;
|
|
}
|
|
|
|
const void *Window::getHandle() const
|
|
{
|
|
return window;
|
|
}
|
|
|
|
love::window::Window *Window::createSingleton()
|
|
{
|
|
if (!singleton)
|
|
singleton = new Window();
|
|
else
|
|
singleton->retain();
|
|
|
|
return singleton;
|
|
}
|
|
|
|
love::window::Window *Window::getSingleton()
|
|
{
|
|
return singleton;
|
|
}
|
|
|
|
const char *Window::getName() const
|
|
{
|
|
return "love.window.sdl";
|
|
}
|
|
|
|
} // sdl
|
|
} // window
|
|
} // love
|