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sdl: make window resizable, enable high DPI
Tested on Linux, MacOS, and Windows. On MacOS and Windows, we constrain the window's aspect ratio by adjusting the size when responding to resize events. On Linux, I've not found a way to do so, that doesn't result in fairly stuttery behavior and weird jumpy behavior of the resize handle, possibly depending on your window manager. So, black bars are displayed around the content. Maybe someone, at some point, finds a way. (SDL3 seems to have SDL_SetWindowAspectRatio) When the window is in fullscreen, black bars are display necessarily, of course, on all systems, unless the player GUI has exactly the same aspect ratio as the screen... Change-Id: I535e6617497611ea57a4c19e08e552f990859cfe
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5 changed files with 127 additions and 30 deletions
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@ -23,9 +23,99 @@
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#include "lcd-sdl.h"
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#include "sim-ui-defines.h"
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#include "system.h" /* for MIN() and MAX() */
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#include "misc.h"
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double display_zoom = 1;
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static bool window_needs_update;
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void sdl_get_window_dimensions(int *w, int *h)
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{
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if (background)
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{
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*w = UI_WIDTH;
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*h = UI_HEIGHT;
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}
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else
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{
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#ifdef HAVE_REMOTE_LCD
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if (showremote)
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{
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*w = SIM_LCD_WIDTH > SIM_REMOTE_WIDTH ? SIM_LCD_WIDTH : SIM_REMOTE_WIDTH;
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*h = SIM_LCD_HEIGHT + SIM_REMOTE_HEIGHT;
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}
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else
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#endif
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{
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*w = SIM_LCD_WIDTH;
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*h = SIM_LCD_HEIGHT;
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}
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}
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}
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static inline void sdl_render(void)
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{
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SDL_Texture *sdlTexture = SDL_CreateTextureFromSurface(sdlRenderer, gui_surface);
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SDL_RenderClear(sdlRenderer);
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SDL_RenderCopy(sdlRenderer, sdlTexture, NULL, NULL);
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SDL_RenderPresent(sdlRenderer);
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SDL_DestroyTexture(sdlTexture);
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}
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#define SNAP_MARGIN 50
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int sdl_update_window(void)
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{
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if (!window_needs_update)
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return false;
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window_needs_update = false;
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#if defined (__APPLE__) || defined(__WIN32) /* Constrain aspect ratio */
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if (!(SDL_GetWindowFlags(window) & (SDL_WINDOW_MAXIMIZED | SDL_WINDOW_FULLSCREEN)))
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{
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float aspect_ratio;
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int w, h;
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sdl_get_window_dimensions(&w, &h);
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aspect_ratio = (float) h / w;
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int original_height = h;
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int original_width = w;
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SDL_GetWindowSize(window, &w, &h);
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if (w != original_width || h != original_height)
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{
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if (abs(original_width - w) < SNAP_MARGIN)
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{
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w = original_width;
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h = original_height;
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}
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else
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h = w * aspect_ratio;
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SDL_SetWindowSize(window, w, h);
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}
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}
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#endif
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sdl_render();
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return true;
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}
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void sdl_window_needs_update(void)
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{
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window_needs_update = true;
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/* For MacOS and Windows, we're on a main or
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display thread already, and can immediately
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update the window.
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On Linux, we have to defer the update, until
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it is handled by the main thread later. */
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#if defined (__APPLE__) || defined(__WIN32)
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sdl_update_window();
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#endif
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}
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void sdl_update_rect(SDL_Surface *surface, int x_start, int y_start, int width,
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int height, int max_x, int max_y,
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unsigned long (*getpixel)(int, int))
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@ -117,15 +207,12 @@ void sdl_gui_update(SDL_Surface *surface, int x_start, int y_start, int width,
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uint8_t alpha;
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if (SDL_GetSurfaceAlphaMod(surface,&alpha) == 0 && alpha < 255)
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SDL_FillRect(gui_surface, &dest, 0);
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SDL_FillRect(gui_surface, &dest, 0); /* alpha needs a black background */
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SDL_BlitSurface(surface, &src, gui_surface, &dest); /* alpha needs a black background */
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SDL_BlitSurface(surface, &src, gui_surface, &dest);
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SDL_Texture *sdlTexture = SDL_CreateTextureFromSurface(sdlRenderer, gui_surface);
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SDL_RenderClear(sdlRenderer);
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SDL_RenderCopy(sdlRenderer, sdlTexture, NULL, NULL);
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SDL_RenderPresent(sdlRenderer);
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SDL_DestroyTexture(sdlTexture);
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if (!sdl_update_window()) /* already calls sdl_render itself */
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sdl_render();
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}
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/* set a range of bitmap indices to a gradient from startcolour to endcolour */
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