Files
jak-project/game/system/hid/display_manager.cpp
T
Tyler Wilding 8b7e0bde53 game: ensure the default game-size is also valid when initializing the pc-settings.gc file (#3624)
Also saves out the default `pc-settings.gc` file so it's less confusing
_and_ so we can request it from users to actually see what it's doing.

The fix in the last release was only to fix bad `game-size` values when
_loading_ the file. But if you don't have a file, it picks a default.

Right now it picks that default by:
1. Your largest reported resolution
2. If that fails, the one that is currently set

In reality this scenario can never really happen (if you have a set
resolution, it will be one of the reported ones). However what can
happen is for SDL to be misinformed by bad display/monitor drivers/the
OS and be given "supported" resolutions that aren't actually supported.
For example some users have a 4K resolution as their highest, despite
them using a 1080p monitor.

The solution is to not blindly assume the largest resolution is valid,
instead use the one the user already has set.

I'm also now filtering out resolutions by refresh rate, as perhaps this
also caused a problem. ie. the monitor supports a resolution if the
refresh rate is lowered, but it's currently set high (at 144hz for
example).
2024-08-03 14:57:07 -04:00

411 lines
16 KiB
C++

#include "display_manager.h"
#include "sdl_util.h"
#include "common/global_profiler/GlobalProfiler.h"
#include "fmt/core.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();
// 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);
}
}
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
if (m_current_display_modes.find(m_display_settings.display_id) ==
m_current_display_modes.end()) {
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 ok = SDL_GetDisplayBounds(m_display_settings.display_id, &rect);
if (ok < 0) {
sdl_util::log_error(fmt::format("unable to get display bounds for display id {}",
m_display_settings.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_WINDOWEVENT) {
// https://wiki.libsdl.org/SDL2/SDL_WindowEvent
// https://wiki.libsdl.org/SDL2/SDL_WindowEventID
switch (event.window.event) {
case SDL_WINDOWEVENT_MINIMIZED:
m_window_state = WindowState::Minimized;
break;
case SDL_WINDOWEVENT_MAXIMIZED:
m_window_state = WindowState::Maximized;
break;
case SDL_WINDOWEVENT_RESTORED:
m_window_state = WindowState::Restored;
break;
case SDL_WINDOWEVENT_MOVED:
m_window_xpos = event.window.data1;
m_window_ypos = event.window.data2;
break;
case SDL_WINDOWEVENT_RESIZED:
case SDL_WINDOWEVENT_SIZE_CHANGED:
m_window_width = event.window.data1;
m_window_height = event.window.data2;
break;
case SDL_WINDOWEVENT_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_WINDOWEVENT_ENTER:
if (m_input_manager && m_input_manager.value()->auto_hiding_cursor()) {
m_input_manager.value()->hide_cursor(true);
}
break;
case SDL_WINDOWEVENT_LEAVE:
m_input_manager.value()->hide_cursor(false);
break;
}
} else if (event_type == SDL_DISPLAYEVENT) {
// https://wiki.libsdl.org/SDL2/SDL_DisplayEventID
switch (event.display.event) {
case SDL_DISPLAYEVENT_CONNECTED:
case SDL_DISPLAYEVENT_DISCONNECTED:
update_curr_display_info();
update_video_modes();
break;
case SDL_DISPLAYEVENT_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));
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.find(id) != m_current_display_modes.end()) {
return m_current_display_modes.at(id).display_name;
}
return "";
}
int DisplayManager::get_active_display_refresh_rate() {
if (get_active_display_id() >= 0 &&
m_current_display_modes.find(get_active_display_id()) != m_current_display_modes.end()) {
return m_current_display_modes.at(get_active_display_id()).refresh_rate;
}
return 0;
}
int DisplayManager::get_screen_width() {
if (get_active_display_id() >= 0 &&
m_current_display_modes.find(get_active_display_id()) != m_current_display_modes.end()) {
return m_current_display_modes.at(get_active_display_id()).screen_width;
}
return 640;
}
int DisplayManager::get_screen_height() {
if (get_active_display_id() >= 0 &&
m_current_display_modes.find(get_active_display_id()) != m_current_display_modes.end()) {
return m_current_display_modes.at(get_active_display_id()).screen_height;
}
return 480;
}
Resolution DisplayManager::get_resolution(int id) {
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 std::lock_guard<std::mutex> lock(event_queue_mtx);
ee_event_queue.push({EEDisplayEventType::SET_DISPLAY_MODE, mode, {}});
}
void DisplayManager::set_display_mode(game_settings::DisplaySettings::DisplayMode mode) {
lg::info("[DISPLAY] Setting to display mode: {}", static_cast<int>(mode));
// https://wiki.libsdl.org/SDL2/SDL_SetWindowFullscreen
int result = 0;
switch (mode) {
case game_settings::DisplaySettings::DisplayMode::Windowed:
result = SDL_SetWindowFullscreen(m_window, 0);
if (result == 0) {
lg::info("[DISPLAY] windowed mode - resizing window to {}x{}", m_window_width,
m_window_height);
SDL_SetWindowSize(m_window, m_window_width, m_window_height);
} else {
sdl_util::log_error("unable to change window to windowed mode");
}
break;
case game_settings::DisplaySettings::DisplayMode::Fullscreen:
case game_settings::DisplaySettings::DisplayMode::Borderless:
// 1. exit fullscreen
result = SDL_SetWindowFullscreen(m_window, 0);
if (result == 0) {
SDL_Rect display_bounds;
result = SDL_GetDisplayBounds(get_active_display_id(), &display_bounds);
if (result < 0) {
sdl_util::log_error(fmt::format("unable to get display bounds for display id {}",
get_active_display_id()));
} else {
// 2. move it to the right monitor
lg::info("[DISPLAY] preparing fullscreen - moving window to {},{} on display id {}",
display_bounds.x + 50, display_bounds.y + 50, get_active_display_id());
SDL_SetWindowPosition(m_window, display_bounds.x + 50, display_bounds.y + 50);
if (mode == game_settings::DisplaySettings::DisplayMode::Fullscreen) {
update_video_modes();
// If fullscreen, we have to resize the window to take up the full resolution
//
// Some people are weird and don't use the monitor's maximum supported resolution
// in which case, we use what the user actually has selected.
const auto& display_res = m_current_display_modes.at(get_active_display_id());
lg::info("[DISPLAY] preparing fullscreen - setting window resolution to {}x{}",
display_res.screen_width, display_res.screen_height);
set_window_size(display_res.screen_width, display_res.screen_height);
}
// 3. fullscreen it!
result = SDL_SetWindowFullscreen(
m_window, mode == game_settings::DisplaySettings::DisplayMode::Fullscreen
? SDL_WINDOW_FULLSCREEN
: SDL_WINDOW_FULLSCREEN_DESKTOP);
if (result < 0) {
sdl_util::log_error("unable to switch window fullscreen or borderless fullscreen");
}
}
} else {
sdl_util::log_error(
"unable to switch window to windowed mode in order to change fullscreen modes");
}
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::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);
}
m_display_settings.save_settings();
}
void DisplayManager::update_curr_display_info() {
lg::info("[DISPLAY] Updating current display info");
m_display_settings.display_id = SDL_GetWindowDisplayIndex(m_window);
if (get_active_display_id() < 0) {
sdl_util::log_error("could not retrieve current window's display index");
}
lg::info("[DISPLAY] current display id is {}", m_display_settings.display_id);
SDL_GL_GetDrawableSize(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");
const auto num_displays = SDL_GetNumVideoDisplays();
if (num_displays < 0) {
sdl_util::log_error("could not retrieve number of displays");
return;
}
m_current_display_modes.clear();
SDL_DisplayMode curr_mode;
for (int display_id = 0; display_id < num_displays; display_id++) {
const auto success = SDL_GetCurrentDisplayMode(display_id, &curr_mode);
if (success != 0) {
sdl_util::log_error(
fmt::format("couldn't retrieve current display mode for display id {}", display_id));
continue;
}
auto display_orient = SDL_GetDisplayOrientation(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_name_str, curr_mode.format, curr_mode.w,
curr_mode.h, curr_mode.refresh_rate, orient};
m_current_display_modes[display_id] = 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_id = get_active_display_id();
const auto active_refresh_rate = m_current_display_modes[active_display_id].refresh_rate;
auto num_display_modes = SDL_GetNumDisplayModes(active_display_id);
SDL_DisplayMode curr_mode;
for (int i = 0; i < num_display_modes; i++) {
auto ok = SDL_GetDisplayMode(active_display_id, i, &curr_mode);
if (ok != 0) {
sdl_util::log_error(
fmt::format("unable to get display mode for display {}, index {}", active_display_id, i));
continue;
}
// 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 (curr_mode.refresh_rate != active_refresh_rate) {
lg::debug(
"[DISPLAY]: Skipping {}x{} as it requires {}hz but the monitor is currently set to {}hz",
curr_mode.w, curr_mode.h, curr_mode.refresh_rate, active_refresh_rate);
continue;
}
Resolution new_res = {curr_mode.w, curr_mode.h,
static_cast<float>(curr_mode.w) / static_cast<float>(curr_mode.h)};
lg::info("[DISPLAY]: {}x{} is supported", new_res.width, new_res.height);
m_available_resolutions.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;
});
// Remove duplicate resolutions
auto last = 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.erase(last, m_available_resolutions.end());
}