Files
jak-project/game/system/hid/display_manager.cpp
T
Tyler Wilding 2d64108af5 display: be more generous when filtering resolutions by refresh rate (#3974)
Some monitors are very specific about their reported refresh rates:
```
[54:37] [debug] [DISPLAY]: Skipping 640x480 as it requires 360.11hz but the monitor is currently set to 360hz
```

The current code truncated the display mode, but would compare against
the reported refresh rate. As per the log, they are obviously not equal.
- Retain the float component and only round it off when sending the
value to GOAL
- Make the comparison more generous, +/- 1.0hz
2025-07-02 22:57:57 -04:00

535 lines
21 KiB
C++

#include "display_manager.h"
#include <cmath>
#include <cstdlib>
#include "sdl_util.h"
#include "common/global_profiler/GlobalProfiler.h"
#include "fmt/format.h"
DisplayManager::DisplayManager(SDL_Window* window) : m_window(window) {
prof().instant_event("ROOT");
{
auto p = scoped_prof("display_manager::init");
// initialize settings
m_display_settings = game_settings::DisplaySettings();
#ifdef _WIN32
// Windows hint to disable OS level forced scaling and allow native resolution at non 100%
// scales
SetProcessDPIAware();
#endif
update_curr_display_info();
update_video_modes();
// TODO - might be a good idea to end if no monitor is connected but...?
// Load from file now (after initializing current window settings)
m_display_settings.load_settings();
// Adjust window / monitor position
initialize_window_position_from_settings();
set_display_mode(m_display_settings.display_mode, m_window_width, m_window_height);
}
}
DisplayManager::~DisplayManager() {
prof().instant_event("ROOT");
{
auto p = scoped_prof("display_manager::destroy");
if (m_display_settings.display_mode == game_settings::DisplaySettings::DisplayMode::Windowed) {
m_display_settings.window_xpos = m_window_xpos;
m_display_settings.window_ypos = m_window_ypos;
}
m_display_settings.save_settings();
}
}
void DisplayManager::initialize_window_position_from_settings() {
// Check that the display id is still valid
// Not to be confused with the new SDL_DisplayId, this is more like the display_index
if (m_display_settings.display_id >= m_current_display_modes.size()) {
lg::warn("[DISPLAY] Saved display ID is no longer valid, resetting to display 0");
m_display_settings.display_id = 0;
m_display_settings.window_xpos = 50;
m_display_settings.window_ypos = 50;
m_display_settings.save_settings();
}
SDL_Rect rect;
const auto sdl_display_id =
m_current_display_modes.at(m_display_settings.display_id).sdl_display_id;
if (!SDL_GetDisplayBounds(sdl_display_id, &rect)) {
sdl_util::log_error(
fmt::format("unable to get display bounds for display index: {}, display id {}",
m_display_settings.display_id, sdl_display_id));
} else {
// Adjust the settings if they are out of bounds
if (m_display_settings.window_xpos <= rect.x ||
m_display_settings.window_xpos + 50 >= rect.x + rect.w) {
lg::warn("[DISPLAY] Saved xpos is out of bounds, resetting");
m_display_settings.window_xpos = rect.x + 50;
m_display_settings.save_settings();
}
if (m_display_settings.window_ypos <= rect.y ||
m_display_settings.window_ypos + 50 > rect.y + rect.h) {
lg::warn("[DISPLAY] Saved ypos is out of bounds, resetting");
m_display_settings.window_ypos = rect.y + 50;
m_display_settings.save_settings();
}
}
SDL_SetWindowPosition(m_window, m_display_settings.window_xpos, m_display_settings.window_ypos);
}
void DisplayManager::process_sdl_event(const SDL_Event& event) {
const auto event_type = event.type;
if (event_type >= SDL_EVENT_WINDOW_FIRST && event_type <= SDL_EVENT_WINDOW_LAST) {
// https://wiki.libsdl.org/SDL3/SDL_WindowEvent
switch (event.window.type) {
case SDL_EVENT_WINDOW_MINIMIZED:
m_window_state = WindowState::Minimized;
break;
case SDL_EVENT_WINDOW_MAXIMIZED:
m_window_state = WindowState::Maximized;
break;
case SDL_EVENT_WINDOW_RESTORED:
m_window_state = WindowState::Restored;
break;
case SDL_EVENT_WINDOW_MOVED:
m_window_xpos = event.window.data1;
m_window_ypos = event.window.data2;
break;
case SDL_EVENT_WINDOW_RESIZED:
case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED:
m_window_width = event.window.data1;
m_window_height = event.window.data2;
break;
case SDL_EVENT_WINDOW_DISPLAY_CHANGED:
// NOTE - if the user changes the window to a display that doesn't support the same
// framerate we don't handle that
update_curr_display_info();
break;
case SDL_EVENT_WINDOW_MOUSE_ENTER:
if (m_input_manager && m_input_manager.value()->auto_hiding_cursor()) {
m_input_manager.value()->hide_cursor(true);
}
break;
case SDL_EVENT_WINDOW_MOUSE_LEAVE:
m_input_manager.value()->hide_cursor(false);
break;
}
} else if (event_type >= SDL_EVENT_DISPLAY_FIRST && event_type <= SDL_EVENT_DISPLAY_LAST) {
// https://wiki.libsdl.org/SDL3/SDL_DisplayEvent
switch (event.display.type) {
case SDL_EVENT_DISPLAY_ADDED:
case SDL_EVENT_DISPLAY_REMOVED:
update_curr_display_info();
update_video_modes();
break;
case SDL_EVENT_DISPLAY_ORIENTATION:
update_video_modes();
break;
}
}
}
void DisplayManager::process_ee_events() {
const std::lock_guard<std::mutex> lock(event_queue_mtx);
// Fully process any events from the EE
while (!ee_event_queue.empty()) {
const auto& evt = ee_event_queue.front();
switch (evt.type) {
case EEDisplayEventType::SET_WINDOW_SIZE:
set_window_size(std::get<int>(evt.param1), std::get<int>(evt.param2));
break;
case EEDisplayEventType::SET_DISPLAY_MODE:
set_display_mode(std::get<game_settings::DisplaySettings::DisplayMode>(evt.param1),
std::get<int>(evt.param2), std::get<int>(evt.param3));
break;
case EEDisplayEventType::SET_DISPLAY_ID:
set_display_id(std::get<int>(evt.param1));
break;
}
ee_event_queue.pop();
}
}
std::string DisplayManager::get_connected_display_name(int id) {
if (m_current_display_modes.size() > id) {
return m_current_display_modes.at(id).display_name;
}
return "";
}
int DisplayManager::get_active_display_refresh_rate() {
const auto display_index = get_active_display_index();
if (m_current_display_modes.size() > display_index) {
return round(m_current_display_modes.at(display_index).refresh_rate);
}
return 0;
}
int DisplayManager::get_screen_width() {
const auto display_index = get_active_display_index();
if (m_current_display_modes.size() > display_index) {
return m_current_display_modes.at(display_index).screen_width;
}
return 640;
}
int DisplayManager::get_screen_height() {
const auto display_index = get_active_display_index();
if (m_current_display_modes.size() > display_index) {
return m_current_display_modes.at(display_index).screen_height;
}
return 480;
}
int DisplayManager::get_num_resolutions(bool for_window_size) {
if (for_window_size) {
return m_available_window_sizes.size();
}
return m_available_resolutions.size();
}
Resolution DisplayManager::get_resolution(int id, bool for_window_size) {
if (for_window_size && id < (int)m_available_window_sizes.size()) {
return m_available_window_sizes.at(id);
} else if (id < (int)m_available_resolutions.size()) {
return m_available_resolutions.at(id);
}
return {0, 0, 0.0};
}
bool DisplayManager::is_supported_resolution(int width, int height) {
for (const auto& resolution : m_available_resolutions) {
if (resolution.width == width && resolution.height == height) {
return true;
}
}
lg::warn("[DISPLAY] {}x{} is not a supported resolution", width, height);
return false;
}
void DisplayManager::enqueue_set_window_size(int width, int height) {
const std::lock_guard<std::mutex> lock(event_queue_mtx);
ee_event_queue.push({EEDisplayEventType::SET_WINDOW_SIZE, width, height});
}
void DisplayManager::set_window_size(int width, int height) {
SDL_SetWindowSize(m_window, width, height);
}
void DisplayManager::enqueue_set_window_display_mode(
game_settings::DisplaySettings::DisplayMode mode,
const int window_width,
const int window_height) {
const std::lock_guard<std::mutex> lock(event_queue_mtx);
ee_event_queue.push({EEDisplayEventType::SET_DISPLAY_MODE, mode, window_width, window_height});
}
void DisplayManager::set_display_mode(game_settings::DisplaySettings::DisplayMode mode,
const int window_width,
const int window_height) {
lg::info("[DISPLAY] Setting to display mode: {}, with window_size: {},{}", static_cast<int>(mode),
window_width, window_height);
// https://wiki.libsdl.org/SDL3/SDL_SetWindowFullscreen
int result = 0;
switch (mode) {
case game_settings::DisplaySettings::DisplayMode::Windowed:
if (SDL_SetWindowFullscreen(m_window, false)) {
lg::info("[DISPLAY] windowed mode - resizing window to {}x{}", window_width, window_height);
if (!SDL_SetWindowSize(m_window, window_width, window_height)) {
sdl_util::log_error("unable to change window size");
}
// if we are changing from fullscreen/borderless back to windowed - make sure it's not
// annoyingly at the edge of the screen
if (m_display_settings.display_mode !=
game_settings::DisplaySettings::DisplayMode::Windowed &&
!SDL_SetWindowPosition(m_window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED)) {
sdl_util::log_error(fmt::format("unable to move window to center"));
break;
}
} else {
sdl_util::log_error("unable to change window to windowed mode");
}
break;
case game_settings::DisplaySettings::DisplayMode::Fullscreen: {
if (m_current_display_modes.size() <= get_active_display_index()) {
lg::error("Display index out of range, cannot switch to fullscreen");
break;
}
const auto current_display_mode = SDL_GetDesktopDisplayMode(
m_current_display_modes.at(get_active_display_index()).sdl_display_id);
if (!current_display_mode) {
sdl_util::log_error(fmt::format("unable to get current display mode for display index {}",
get_active_display_index()));
break;
}
if (!SDL_SetWindowFullscreenMode(m_window, current_display_mode)) {
sdl_util::log_error(fmt::format("unable to set fullscreen display mode"));
break;
}
if (!SDL_SetWindowFullscreen(m_window, true)) {
sdl_util::log_error(fmt::format("unable to enable fullscreen mode on window"));
break;
}
break;
}
case game_settings::DisplaySettings::DisplayMode::Borderless: {
// Move the window to the correct display first
SDL_Rect rect;
const auto sdl_display_id =
m_current_display_modes.at(m_display_settings.display_id).sdl_display_id;
if (!SDL_GetDisplayBounds(sdl_display_id, &rect)) {
sdl_util::log_error(
fmt::format("unable to get display bounds for display index: {}, display id {}",
m_display_settings.display_id, sdl_display_id));
break;
} else if (!SDL_SetWindowPosition(m_window, rect.x, rect.y)) {
sdl_util::log_error(
fmt::format("unable to move window before enabling borderless windowed mode"));
break;
}
if (!SDL_SyncWindow(m_window)) {
sdl_util::log_error(
fmt::format("failed waiting to move window before enabling borderless windowed mode"));
break;
}
if (!SDL_SetWindowFullscreenMode(m_window, NULL)) {
sdl_util::log_error(fmt::format("unable to set borderless fullscreen display mode"));
break;
}
if (!SDL_SetWindowFullscreen(m_window, true)) {
sdl_util::log_error(fmt::format("unable to enable borderless fullscreen mode on window"));
break;
}
break;
}
}
if (result != 0) {
sdl_util::log_error(
fmt::format("unable to change window display mode to {}", fmt::underlying(mode)));
} else {
// Set the mode, now that we've been successful
m_display_settings.display_mode = mode;
m_display_settings.save_settings();
}
}
void DisplayManager::toggle_display_mode() {
const auto current_mode = m_display_settings.display_mode;
// Store the current prefered fullscreen mode
if (current_mode != game_settings::DisplaySettings::DisplayMode::Windowed) {
m_previous_fullscreen_display_mode = current_mode;
}
lg::info("Current display mode: ");
switch (current_mode) {
case game_settings::DisplaySettings::DisplayMode::Fullscreen:
case game_settings::DisplaySettings::DisplayMode::Borderless:
lg::info("Fullscreen/Borderless\n");
lg::info("Switching to Windowed mode...\n");
enqueue_set_window_display_mode(game_settings::DisplaySettings::DisplayMode::Windowed, 0, 0);
break;
case game_settings::DisplaySettings::DisplayMode::Windowed:
lg::info("Windowed\n");
if (m_previous_fullscreen_display_mode ==
game_settings::DisplaySettings::DisplayMode::Fullscreen) {
lg::info("Switching to Fullscreen mode...\n");
} else if (m_previous_fullscreen_display_mode ==
game_settings::DisplaySettings::DisplayMode::Borderless) {
lg::info("Switching to Borderless mode...\n");
} else {
lg::info("Switching to unknown preferred mode...\n");
}
// TODO - we'd have to track the intended window size, that info is stored in the GOAL
// settings right now so clean this and a few other things up eventually when those settings
// are extracted out of there for now, just use the default window size.
enqueue_set_window_display_mode(m_previous_fullscreen_display_mode, 640, 480);
break;
default:
lg::info("Unknown display mode!\n");
break;
}
}
void DisplayManager::enqueue_set_display_id(int display_id) {
const std::lock_guard<std::mutex> lock(event_queue_mtx);
ee_event_queue.push({EEDisplayEventType::SET_DISPLAY_ID, display_id, {}});
}
void DisplayManager::set_display_id(int display_id) {
lg::info("[DISPLAY] Setting display id to: {}", display_id);
if (display_id >= (int)m_current_display_modes.size()) {
display_id = 0;
}
m_display_settings.display_id = display_id;
if (get_display_mode() != game_settings::DisplaySettings::DisplayMode::Windowed) {
set_display_mode((game_settings::DisplaySettings::DisplayMode)m_display_settings.display_mode,
0, 0);
}
m_display_settings.save_settings();
}
void DisplayManager::update_curr_display_info() {
lg::info("[DISPLAY] Updating current display info");
const auto current_sdl_display_id = SDL_GetDisplayForWindow(m_window);
if (current_sdl_display_id == 0) {
sdl_util::log_error("could not retrieve current window's sdl display id");
return;
}
int num_displays = 0;
const auto display_ids = SDL_GetDisplays(&num_displays);
if (num_displays < 0 || !display_ids) {
sdl_util::log_error("could not retrieve sdl display ids");
return;
}
int display_index = -1;
for (int i = 0; i < num_displays; i++) {
if (current_sdl_display_id == display_ids[i]) {
display_index = i;
break;
}
}
if (display_index == -1) {
sdl_util::log_error("could not retrieve current window's display index");
return;
}
m_display_settings.display_id = display_index;
lg::info("[DISPLAY] current display index is {}", m_display_settings.display_id);
SDL_GetWindowSizeInPixels(m_window, &m_window_width, &m_window_height);
SDL_GetWindowPosition(m_window, &m_window_xpos, &m_window_ypos);
// Update the scale of the display as well
// TODO - figure out how to do this on SDL
// https://github.com/libsdl-org/SDL/commit/ab81a559f43abc0858c96788f8e00bbb352287e8
m_window_scale_x = 1.0;
m_window_scale_y = 1.0;
}
void DisplayManager::update_video_modes() {
lg::info("[DISPLAY] Enumerating video modes");
int num_displays = 0;
const auto display_ids = SDL_GetDisplays(&num_displays);
if (num_displays < 0 || !display_ids) {
sdl_util::log_error("could not retrieve display ids");
return;
}
m_current_display_modes.clear();
for (int i = 0; i < num_displays; i++) {
SDL_DisplayID display_id = display_ids[i];
const auto curr_mode = SDL_GetCurrentDisplayMode(display_id);
if (!curr_mode) {
sdl_util::log_error(
fmt::format("couldn't retrieve current display mode for display id {}", display_id));
continue;
}
auto display_orient = SDL_GetCurrentDisplayOrientation(display_id);
Orientation orient = Orientation::Unknown;
switch (display_orient) {
case SDL_ORIENTATION_LANDSCAPE:
orient = Orientation::Landscape;
break;
case SDL_ORIENTATION_LANDSCAPE_FLIPPED:
orient = Orientation::LandscapeFlipped;
break;
case SDL_ORIENTATION_PORTRAIT:
orient = Orientation::Portrait;
break;
case SDL_ORIENTATION_PORTRAIT_FLIPPED:
orient = Orientation::PortraitFlipped;
break;
default:
orient = Orientation::Unknown;
}
std::string display_name_str = "";
const auto display_name = SDL_GetDisplayName(display_id);
if (display_name == NULL) {
sdl_util::log_error(fmt::format("couldn't retrieve display name with id {}", display_id));
} else {
display_name_str = display_name;
}
DisplayMode new_mode = {display_id, display_name_str, curr_mode->format,
curr_mode->w, curr_mode->h, curr_mode->refresh_rate,
orient};
m_current_display_modes.push_back(new_mode);
lg::info(
"[DISPLAY]: Found monitor {}, currently set to {}x{}@{}hz. Format: {}, Orientation: {}",
new_mode.display_name, new_mode.screen_width, new_mode.screen_height, new_mode.refresh_rate,
new_mode.sdl_pixel_format, static_cast<int>(new_mode.orientation));
}
update_resolutions();
}
void DisplayManager::update_resolutions() {
lg::info("[DISPLAY] Enumerating resolutions");
// Enumerate display's display modes to get the resolutions
const auto active_display_index = get_active_display_index();
if (active_display_index >= m_current_display_modes.size()) {
lg::error("Unable to enumerate resolutions, cant retrieve display mode");
}
const auto active_display_mode = m_current_display_modes.at(active_display_index);
const auto active_refresh_rate = active_display_mode.refresh_rate;
int num_display_modes = 0;
SDL_DisplayMode** modes =
SDL_GetFullscreenDisplayModes(active_display_mode.sdl_display_id, &num_display_modes);
if (!modes) {
sdl_util::log_error(
fmt::format("Unable to retrieve display modes for display id: {}", active_display_index));
return;
}
for (int i = 0; i < num_display_modes; i++) {
auto display_mode = modes[i];
if (!display_mode) {
sdl_util::log_error(fmt::format("unable to get display mode for display {}, index {}",
active_display_mode.sdl_display_id, i));
continue;
}
Resolution new_res = {
display_mode->w, display_mode->h,
static_cast<float>(display_mode->w) / static_cast<float>(display_mode->h)};
// Skip resolutions that aren't using the current refresh rate, they won't work.
// For example if your monitor is currently set to `60hz` and the monitor _could_ support
// resolution X but only at `30hz`...then there's no reason for us to consider it as an option.
if (std::abs(display_mode->refresh_rate - active_refresh_rate) < 1.0) {
lg::debug(
"[DISPLAY]: Skipping {}x{} as it requires {}hz but the monitor is currently set to {}hz",
display_mode->w, display_mode->h, display_mode->refresh_rate, active_refresh_rate);
// Allow it for windowed mode though
m_available_window_sizes.push_back(new_res);
continue;
}
lg::info("[DISPLAY]: {}x{} is supported", new_res.width, new_res.height);
m_available_resolutions.push_back(new_res);
m_available_window_sizes.push_back(new_res);
}
// Sort by area
std::sort(m_available_resolutions.begin(), m_available_resolutions.end(),
[](const Resolution& a, const Resolution& b) -> bool {
return a.width * a.height > b.width * b.height;
});
std::sort(m_available_window_sizes.begin(), m_available_window_sizes.end(),
[](const Resolution& a, const Resolution& b) -> bool {
return a.width * a.height > b.width * b.height;
});
// Remove duplicate resolutions
m_available_resolutions.erase(
std::unique(m_available_resolutions.begin(), m_available_resolutions.end(),
[](const Resolution& a, const Resolution& b) -> bool {
return (a.width == b.width && a.height == b.height);
}),
m_available_resolutions.end());
m_available_window_sizes.erase(
std::unique(m_available_window_sizes.begin(), m_available_window_sizes.end(),
[](const Resolution& a, const Resolution& b) -> bool {
return (a.width == b.width && a.height == b.height);
}),
m_available_window_sizes.end());
}