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/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018
Vladimír Vondruš <mosra@centrum.cz>
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
#include "Sdl2Application.h"
#include <cstring>
#include <SDL.h>
#ifndef CORRADE_TARGET_EMSCRIPTEN
#include <tuple>
#else
#include <emscripten/emscripten.h>
#endif
#include "Magnum/Math/Range.h"
#include "Magnum/Platform/ScreenedApplication.hpp"
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
#include "Magnum/Platform/Implementation/dpiScaling.hpp"
#ifdef MAGNUM_TARGET_GL
#include "Magnum/GL/Version.h"
#include "Magnum/Platform/GLContext.h"
#endif
namespace Magnum { namespace Platform {
namespace {
/*
* Fix up the modifiers -- we want >= operator to work properly on Shift,
* Ctrl, Alt, but SDL generates different event for left / right keys, thus
* (modifiers >= Shift) would pass only if both left and right were pressed,
* which is usually not what the developers wants.
*/
Sdl2Application::InputEvent::Modifiers fixedModifiers(Uint16 mod) {
Sdl2Application::InputEvent::Modifiers modifiers(static_cast<Sdl2Application::InputEvent::Modifier>(mod));
if(modifiers & Sdl2Application::InputEvent::Modifier::Shift) modifiers |= Sdl2Application::InputEvent::Modifier::Shift;
if(modifiers & Sdl2Application::InputEvent::Modifier::Ctrl) modifiers |= Sdl2Application::InputEvent::Modifier::Ctrl;
if(modifiers & Sdl2Application::InputEvent::Modifier::Alt) modifiers |= Sdl2Application::InputEvent::Modifier::Alt;
if(modifiers & Sdl2Application::InputEvent::Modifier::Super) modifiers |= Sdl2Application::InputEvent::Modifier::Alt;
return modifiers;
}
}
Sdl2Application::Sdl2Application(const Arguments& arguments): Sdl2Application{arguments, Configuration{}} {}
Sdl2Application::Sdl2Application(const Arguments& arguments, const Configuration& configuration): Sdl2Application{arguments, NoCreate} {
create(configuration);
}
#ifdef MAGNUM_TARGET_GL
Sdl2Application::Sdl2Application(const Arguments& arguments, const Configuration& configuration, const GLConfiguration& glConfiguration): Sdl2Application{arguments, NoCreate} {
create(configuration, glConfiguration);
}
#endif
Sdl2Application::Sdl2Application(const Arguments& arguments, NoCreateT):
#ifndef CORRADE_TARGET_EMSCRIPTEN
_minimalLoopPeriod{0},
#endif
#ifdef MAGNUM_TARGET_GL
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
_glContext{nullptr},
#endif
_flags{Flag::Redraw}
{
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
Utility::Arguments args{Implementation::windowScalingArguments()};
#ifdef MAGNUM_TARGET_GL
_context.reset(new GLContext{NoCreate, args, arguments.argc, arguments.argv});
#else
args.parse(arguments.argc, arguments.argv);
#endif
if(SDL_Init(SDL_INIT_VIDEO) < 0) {
Error() << "Cannot initialize SDL.";
std::exit(1);
}
#ifdef SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR /* Available since 2.0.8 */
SDL_SetHint(SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR, "0");
#endif
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
/* Save command-line arguments */
if(args.value("log") == "verbose") _verboseLog = true;
const std::string dpiScaling = args.value("dpi-scaling");
if(dpiScaling == "default")
_commandLineDpiScalingPolicy = Implementation::Sdl2DpiScalingPolicy::Default;
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
#ifdef CORRADE_TARGET_APPLE
else if(dpiScaling == "framebuffer")
_commandLineDpiScalingPolicy = Implementation::Sdl2DpiScalingPolicy::Framebuffer;
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
#endif
#ifndef CORRADE_TARGET_APPLE
#if !defined(CORRADE_TARGET_EMSCRIPTEN) && !defined(CORRADE_TARGET_ANDROID)
else if(dpiScaling == "virtual")
_commandLineDpiScalingPolicy = Implementation::Sdl2DpiScalingPolicy::Virtual;
#endif
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
else if(dpiScaling == "physical")
_commandLineDpiScalingPolicy = Implementation::Sdl2DpiScalingPolicy::Physical;
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
#endif
else if(dpiScaling.find_first_of(" \t\n") != std::string::npos)
_commandLineDpiScaling = args.value<Vector2>("dpi-scaling");
else
_commandLineDpiScaling = Vector2{args.value<Float>("dpi-scaling")};
}
void Sdl2Application::create() {
create(Configuration{});
}
void Sdl2Application::create(const Configuration& configuration) {
if(!tryCreate(configuration)) std::exit(1);
}
#ifdef MAGNUM_TARGET_GL
void Sdl2Application::create(const Configuration& configuration, const GLConfiguration& glConfiguration) {
if(!tryCreate(configuration, glConfiguration)) std::exit(1);
}
#endif
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
Vector2 Sdl2Application::dpiScaling(const Configuration& configuration) const {
std::ostream* verbose = _verboseLog ? Debug::output() : nullptr;
/* Print a helpful warning in case some extra steps are needed for HiDPI
support */
#ifdef CORRADE_TARGET_APPLE
if(!Implementation::isAppleBundleHiDpiEnabled())
Warning{} << "Platform::Sdl2Application: warning: the executable is not a HiDPI-enabled app bundle";
#elif defined(CORRADE_TARGET_WINDOWS)
/** @todo */
#endif
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
/* Use values from the configuration only if not overriden on command line.
In any case explicit scaling has a precedence before the policy. */
Implementation::Sdl2DpiScalingPolicy dpiScalingPolicy{};
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
if(!_commandLineDpiScaling.isZero()) {
Debug{verbose} << "Platform::Sdl2Application: user-defined DPI scaling" << _commandLineDpiScaling.x();
return _commandLineDpiScaling;
} else if(UnsignedByte(_commandLineDpiScalingPolicy)) {
dpiScalingPolicy = _commandLineDpiScalingPolicy;
} else if(!configuration.dpiScaling().isZero()) {
Debug{verbose} << "Platform::Sdl2Application: app-defined DPI scaling" << _commandLineDpiScaling.x();
return configuration.dpiScaling();
} else {
dpiScalingPolicy = configuration.dpiScalingPolicy();
}
/* There's no choice on Apple, it's all controlled by the plist file. So
unless someone specified custom scaling via config or command-line
above, return the default. */
#ifdef CORRADE_TARGET_APPLE
return Vector2{1.0f};
/* Otherwise there's a choice between virtual and physical DPI scaling */
#else
/* Try to get virtual DPI scaling first, if supported and requested */
#if !defined(CORRADE_TARGET_EMSCRIPTEN) && !defined(CORRADE_TARGET_ANDROID)
if(dpiScalingPolicy == Implementation::Sdl2DpiScalingPolicy::Virtual) {
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
/* Use Xft.dpi on X11 */
#ifdef _MAGNUM_PLATFORM_USE_X11
const Vector2 dpiScaling{Implementation::x11DpiScaling()};
if(!dpiScaling.isZero()) {
Debug{verbose} << "Platform::Sdl2Application: virtual DPI scaling" << dpiScaling.x();
return dpiScaling;
}
/* Otherwise ¯\_(ツ)_/¯ */
#else
Debug{verbose} << "Platform::Sdl2Application: sorry, virtual DPI scaling not implemented on this platform yet, falling back to physical DPI scaling";
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
#endif
}
#endif
/* At this point, either the virtual DPI query failed or a physical DPI
scaling is requested */
#if !defined(CORRADE_TARGET_EMSCRIPTEN) && !defined(CORRADE_TARGET_ANDROID)
CORRADE_INTERNAL_ASSERT(dpiScalingPolicy == Implementation::Sdl2DpiScalingPolicy::Virtual || dpiScalingPolicy == Implementation::Sdl2DpiScalingPolicy::Physical);
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
#else
CORRADE_INTERNAL_ASSERT(dpiScalingPolicy == Implementation::Sdl2DpiScalingPolicy::Physical);
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
#endif
/* Take device pixel ratio on Emscripten */
#ifdef CORRADE_TARGET_EMSCRIPTEN
const Vector2 dpiScaling{Implementation::emscriptenDpiScaling()};
Debug{verbose} << "Platform::Sdl2Application: physical DPI scaling" << dpiScaling.x();
return dpiScaling;
/* Take display DPI elsewhere. Enable only on Linux for now, I need to
test this properly on Windows first. Also only since SDL 2.0.4. */
#elif defined(CORRADE_TARGET_UNIX) && SDL_VERSION_ATLEAST(2, 0, 4)
Vector2 dpi;
if(SDL_GetDisplayDPI(0, nullptr, &dpi.x(), &dpi.y()) == 0) {
const Vector2 dpiScaling{dpi/96.0f};
Debug{verbose} << "Platform::Sdl2Application: physical DPI scaling" << dpiScaling;
return dpiScaling;
}
Warning{} << "Platform::Sdl2Application: can't get physical display DPI, falling back to no scaling:" << SDL_GetError();
return Vector2{1.0f};
/* Not implemented otherwise */
#else
Debug{verbose} << "Platform::Sdl2Application: sorry, physical DPI scaling not implemented on this platform yet";
return Vector2{1.0f};
#endif
#endif
}
bool Sdl2Application::tryCreate(const Configuration& configuration) {
#ifdef MAGNUM_TARGET_GL
if(!(configuration.windowFlags() & Configuration::WindowFlag::Contextless))
return tryCreate(configuration, GLConfiguration{});
#endif
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
/* Scale window based on DPI */
_dpiScaling = dpiScaling(configuration);
const Vector2i scaledWindowSize = configuration.size()*_dpiScaling;
#ifndef CORRADE_TARGET_EMSCRIPTEN
/* Create window */
if(!(_window = SDL_CreateWindow(
#ifndef CORRADE_TARGET_IOS
configuration.title().data(),
#else
nullptr,
#endif
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
scaledWindowSize.x(), scaledWindowSize.y(),
SDL_WINDOW_ALLOW_HIGHDPI|Uint32(configuration.windowFlags() & ~Configuration::WindowFlag::Contextless))))
{
Error() << "Platform::Sdl2Application::tryCreate(): cannot create window:" << SDL_GetError();
return false;
}
#else
/* Emscripten-specific initialization */
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
if(!(_glContext = SDL_SetVideoMode(scaledWindowSize.x(), scaledWindowSize.y(), 24, SDL_OPENGL|SDL_HWSURFACE|SDL_DOUBLEBUF))) {
Error() << "Platform::Sdl2Application::tryCreate(): cannot create window:" << SDL_GetError();
return false;
}
#endif
return true;
}
#ifdef MAGNUM_TARGET_GL
bool Sdl2Application::tryCreate(const Configuration& configuration, const GLConfiguration&
#ifndef MAGNUM_BUILD_DEPRECATED
glConfiguration
#else
_glConfiguration
#endif
) {
#ifdef MAGNUM_BUILD_DEPRECATED
GLConfiguration glConfiguration{_glConfiguration};
CORRADE_IGNORE_DEPRECATED_PUSH
#ifndef CORRADE_TARGET_EMSCRIPTEN
#ifndef MAGNUM_TARGET_GLES
if(configuration.flags() && glConfiguration.flags() == GLConfiguration::Flag::ForwardCompatible)
glConfiguration.setFlags(configuration.flags()|GLConfiguration::Flag::ForwardCompatible);
#else
if(configuration.flags() && !glConfiguration.flags())
glConfiguration.setFlags(configuration.flags());
#endif
if(configuration.version() != GL::Version::None && glConfiguration.version() == GL::Version::None)
glConfiguration.setVersion(configuration.version());
#endif
if(configuration.sampleCount() && !glConfiguration.sampleCount())
glConfiguration.setSampleCount(configuration.sampleCount());
#ifndef CORRADE_TARGET_EMSCRIPTEN
if(configuration.isSRGBCapable() && !glConfiguration.isSRGBCapable())
glConfiguration.setSRGBCapable(configuration.isSRGBCapable());
#endif
CORRADE_IGNORE_DEPRECATED_POP
#endif
CORRADE_ASSERT(_context->version() == GL::Version::None, "Platform::Sdl2Application::tryCreate(): context already created", false);
/* Enable double buffering, set up buffer sizes */
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, glConfiguration.colorBufferSize().r());
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, glConfiguration.colorBufferSize().g());
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, glConfiguration.colorBufferSize().b());
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, glConfiguration.colorBufferSize().a());
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, glConfiguration.depthBufferSize());
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, glConfiguration.stencilBufferSize());
/* Multisampling */
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, glConfiguration.sampleCount() > 1 ? 1 : 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, glConfiguration.sampleCount());
#ifndef CORRADE_TARGET_EMSCRIPTEN
/* sRGB */
SDL_GL_SetAttribute(SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, glConfiguration.isSrgbCapable());
#endif
/** @todo Remove when Emscripten has proper SDL2 support */
#ifndef CORRADE_TARGET_EMSCRIPTEN
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
/* Scale window based on DPI */
_dpiScaling = dpiScaling(configuration);
const Vector2i scaledWindowSize = configuration.size()*_dpiScaling;
/* Set context version, if user-specified */
if(glConfiguration.version() != GL::Version::None) {
Int major, minor;
std::tie(major, minor) = version(glConfiguration.version());
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor);
#ifndef MAGNUM_TARGET_GLES
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, glConfiguration.version() >= GL::Version::GL310 ?
SDL_GL_CONTEXT_PROFILE_CORE : SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
#else
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
#endif
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, int(glConfiguration.flags()));
/* Request usable version otherwise */
} else {
#ifndef MAGNUM_TARGET_GLES
/* First try to create core context. This is needed mainly on macOS and
Mesa, as support for recent OpenGL versions isn't implemented in
compatibility contexts (which are the default). At least GL 3.2 is
needed on macOS, at least GL 3.1 is needed on Mesa. Bite the bullet
and try 3.1 also elsewhere. */
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
#ifdef CORRADE_TARGET_APPLE
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
#else
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
#endif
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, int(glConfiguration.flags()));
#else
/* For ES the major context version is compile-time constant */
#ifdef MAGNUM_TARGET_GLES3
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
#elif defined(MAGNUM_TARGET_GLES2)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
#else
#error unsupported OpenGL ES version
#endif
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
#endif
}
/* Create window. Hide it by default so we don't have distracting window
blinking in case we have to destroy it again right away */
if(!(_window = SDL_CreateWindow(
#ifndef CORRADE_TARGET_IOS
configuration.title().data(),
#else
nullptr,
#endif
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
scaledWindowSize.x(), scaledWindowSize.y(),
SDL_WINDOW_OPENGL|SDL_WINDOW_HIDDEN|SDL_WINDOW_ALLOW_HIGHDPI|Uint32(configuration.windowFlags()))))
{
Error() << "Platform::Sdl2Application::tryCreate(): cannot create window:" << SDL_GetError();
return false;
}
/* Create context */
_glContext = SDL_GL_CreateContext(_window);
#ifndef MAGNUM_TARGET_GLES
/* Fall back to (forward compatible) GL 2.1, if version is not
user-specified and either core context creation fails or we are on
8 years ago
binary NVidia/AMD drivers on Linux/Windows or Intel Windows drivers.
Instead of creating forward-compatible context with highest available
version, they force the version to the one specified, which is
completely useless behavior. */
#ifndef CORRADE_TARGET_APPLE
constexpr static const char nvidiaVendorString[] = "NVIDIA Corporation";
#ifdef CORRADE_TARGET_WINDOWS
constexpr static const char intelVendorString[] = "Intel";
#endif
constexpr static const char amdVendorString[] = "ATI Technologies Inc.";
const char* vendorString;
#endif
if(glConfiguration.version() == GL::Version::None && (!_glContext
#ifndef CORRADE_TARGET_APPLE
/* Sorry about the UGLY code, HOPEFULLY THERE WON'T BE MORE WORKAROUNDS */
|| (vendorString = reinterpret_cast<const char*>(glGetString(GL_VENDOR)),
(std::strncmp(vendorString, nvidiaVendorString, sizeof(nvidiaVendorString)) == 0 ||
#ifdef CORRADE_TARGET_WINDOWS
std::strncmp(vendorString, intelVendorString, sizeof(intelVendorString)) == 0 ||
#endif
std::strncmp(vendorString, amdVendorString, sizeof(amdVendorString)) == 0)
&& !_context->isDriverWorkaroundDisabled("no-forward-compatible-core-context"))
#endif
)) {
8 years ago
/* Don't print any warning when doing the workaround, because the bug
will be there probably forever */
if(!_glContext) Warning()
<< "Platform::Sdl2Application::tryCreate(): cannot create core context:"
<< SDL_GetError() << "(falling back to compatibility context)";
else SDL_GL_DeleteContext(_glContext);
SDL_DestroyWindow(_window);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
/** @todo or keep the fwcompat? */
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, int(glConfiguration.flags() & ~GLConfiguration::Flag::ForwardCompatible));
if(!(_window = SDL_CreateWindow(configuration.title().data(),
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
scaledWindowSize.x(), scaledWindowSize.y(),
SDL_WINDOW_OPENGL|SDL_WINDOW_HIDDEN|SDL_WINDOW_ALLOW_HIGHDPI|Uint32(configuration.windowFlags()&~Configuration::WindowFlag::Contextless))))
{
Error() << "Platform::Sdl2Application::tryCreate(): cannot create window:" << SDL_GetError();
return false;
}
/* Create compatibility context */
_glContext = SDL_GL_CreateContext(_window);
}
#endif
/* Cannot create context (or fallback compatibility context on desktop) */
if(!_glContext) {
Error() << "Platform::Sdl2Application::tryCreate(): cannot create context:" << SDL_GetError();
SDL_DestroyWindow(_window);
_window = nullptr;
return false;
}
#ifdef CORRADE_TARGET_IOS
/* iOS has zero initial GL_VIEWPORT size, get drawable size and put it back
in so all other code can assume that the viewport is set to sane values.
Fortunately on iOS we also don't have to load any function pointers so
it's safe to do the glViewport() call as it is linked statically. */
{
const Vector2i viewport = framebufferSize();
glViewport(0, 0, viewport.x(), viewport.y());
}
#endif
/* Emscripten-specific initialization */
#else
/* Get CSS canvas size. This is used later to detect canvas resizes and
fire viewport events, because Emscripten doesn't do that. Related info:
https://github.com/kripken/emscripten/issues/1731 */
/** @todo don't hardcode "module" here, make it configurable from outside */
{
Vector2d canvasSize;
emscripten_get_element_css_size("module", &canvasSize.x(), &canvasSize.y());
_lastKnownCanvasSize = Vector2i{canvasSize};
}
/* By default Emscripten creates a 300x150 canvas. That's so freaking
random I'm getting mad. Use the real (CSS pixels) canvas size instead,
if the size is not hardcoded from the configuration. This is then
multiplied by the DPI scaling. */
Vector2i windowSize;
if(!configuration.size().isZero()) {
windowSize = configuration.size();
} else {
windowSize = _lastKnownCanvasSize;
Debug{_verboseLog ? Debug::output() : nullptr} << "Platform::Sdl2Application::tryCreate(): autodetected canvas size" << windowSize;
}
_dpiScaling = dpiScaling(configuration);
const Vector2i scaledWindowSize = windowSize*_dpiScaling;
Uint32 flags = SDL_OPENGL|SDL_HWSURFACE|SDL_DOUBLEBUF;
if(configuration.windowFlags() & Configuration::WindowFlag::Resizable) {
_flags |= Flag::Resizable;
/* Actually not sure if this makes any difference:
https://github.com/kripken/emscripten/issues/1731 */
flags |= SDL_RESIZABLE;
}
if(!(_glContext = SDL_SetVideoMode(scaledWindowSize.x(), scaledWindowSize.y(), 24, flags))) {
Error() << "Platform::Sdl2Application::tryCreate(): cannot create context:" << SDL_GetError();
return false;
}
#endif
/* Destroy everything also when the Magnum context creation fails */
if(!_context->tryCreate()) {
#ifndef CORRADE_TARGET_EMSCRIPTEN
SDL_GL_DeleteContext(_glContext);
SDL_DestroyWindow(_window);
_window = nullptr;
#else
SDL_FreeSurface(_glContext);
#endif
return false;
}
#ifndef CORRADE_TARGET_EMSCRIPTEN
/* Show the window once we are sure that everything is okay */
if(!(configuration.windowFlags() & Configuration::WindowFlag::Hidden))
SDL_ShowWindow(_window);
#endif
/* Return true if the initialization succeeds */
return true;
}
#endif
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
Vector2i Sdl2Application::windowSize() const {
Vector2i size;
#ifndef CORRADE_TARGET_EMSCRIPTEN
CORRADE_ASSERT(_window, "Platform::Sdl2Application::windowSize(): no window opened", {});
SDL_GetWindowSize(_window, &size.x(), &size.y());
#else
CORRADE_ASSERT(_glContext, "Platform::Sdl2Application::windowSize(): no window opened", {});
emscripten_get_canvas_element_size(nullptr, &size.x(), &size.y());
#endif
return size;
}
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
Vector2i Sdl2Application::framebufferSize() const {
Vector2i size;
#ifndef CORRADE_TARGET_EMSCRIPTEN
CORRADE_ASSERT(_window, "Platform::Sdl2Application::framebufferSize(): no window opened", {});
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
SDL_GL_GetDrawableSize(_window, &size.x(), &size.y());
#else
CORRADE_ASSERT(_glContext, "Platform::Sdl2Application::framebufferSize(): no window opened", {});
emscripten_get_canvas_element_size(nullptr, &size.x(), &size.y());
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
#endif
return size;
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
}
#ifdef CORRADE_TARGET_EMSCRIPTEN
void Sdl2Application::setContainerCssClass(const std::string& cssClass) {
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wdollar-in-identifier-extension"
EM_ASM_({document.getElementById('container').className = Pointer_stringify($0, $1);}, cssClass.data(), cssClass.size());
#pragma GCC diagnostic pop
}
#endif
void Sdl2Application::swapBuffers() {
#ifndef CORRADE_TARGET_EMSCRIPTEN
SDL_GL_SwapWindow(_window);
#else
SDL_Flip(_glContext);
#endif
}
Int Sdl2Application::swapInterval() const {
return SDL_GL_GetSwapInterval();
}
bool Sdl2Application::setSwapInterval(const Int interval) {
if(SDL_GL_SetSwapInterval(interval) == -1) {
Error() << "Platform::Sdl2Application::setSwapInterval(): cannot set swap interval:" << SDL_GetError();
_flags &= ~Flag::VSyncEnabled;
return false;
}
if(SDL_GL_GetSwapInterval() != interval) {
Error() << "Platform::Sdl2Application::setSwapInterval(): swap interval setting ignored by the driver";
_flags &= ~Flag::VSyncEnabled;
return false;
}
_flags |= Flag::VSyncEnabled;
return true;
}
Sdl2Application::~Sdl2Application() {
#ifdef MAGNUM_TARGET_GL
_context.reset();
#ifndef CORRADE_TARGET_EMSCRIPTEN
SDL_GL_DeleteContext(_glContext);
#else
SDL_FreeSurface(_glContext);
#endif
#endif
#ifndef CORRADE_TARGET_EMSCRIPTEN
SDL_DestroyWindow(_window);
#endif
SDL_Quit();
}
int Sdl2Application::exec() {
#ifndef CORRADE_TARGET_EMSCRIPTEN
while(!(_flags & Flag::Exit)) mainLoopIteration();
#else
emscripten_set_main_loop_arg([](void* arg) {
static_cast<Sdl2Application*>(arg)->mainLoopIteration();
}, this, 0, true);
#endif
return 0;
}
void Sdl2Application::exit() {
#ifndef CORRADE_TARGET_EMSCRIPTEN
_flags |= Flag::Exit;
#else
emscripten_cancel_main_loop();
#endif
}
void Sdl2Application::mainLoopIteration() {
#ifndef CORRADE_TARGET_EMSCRIPTEN
const UnsignedInt timeBefore = _minimalLoopPeriod ? SDL_GetTicks() : 0;
#endif
#ifdef CORRADE_TARGET_EMSCRIPTEN
/* The resize event is not fired on window resize, so poll for the canvas
size here. But only if the window was requested to be resizable, to
avoid resizing the canvas when the user doesn't want that. Related
issue: https://github.com/kripken/emscripten/issues/1731 */
if(_flags & Flag::Resizable) {
/** @todo don't hardcode "module" here, make it configurable from outside */
Vector2d canvasSize;
emscripten_get_element_css_size("module", &canvasSize.x(), &canvasSize.y());
const Vector2i canvasSizei{canvasSize};
if(canvasSizei != _lastKnownCanvasSize) {
_lastKnownCanvasSize = canvasSizei;
const Vector2i size = _dpiScaling*canvasSizei;
emscripten_set_canvas_element_size(nullptr, size.x(), size.y());
ViewportEvent e{size, size, _dpiScaling};
viewportEvent(e);
_flags |= Flag::Redraw;
}
}
#endif
SDL_Event event;
while(SDL_PollEvent(&event)) {
switch(event.type) {
case SDL_WINDOWEVENT:
switch(event.window.event) {
case SDL_WINDOWEVENT_RESIZED: {
#ifdef CORRADE_TARGET_EMSCRIPTEN
/* If anybody sees this assert, then emscripten finally
implemented resize events. Praise them for that.
https://github.com/kripken/emscripten/issues/1731 */
CORRADE_ASSERT_UNREACHABLE();
#else
ViewportEvent e{{event.window.data1, event.window.data2}, framebufferSize(), _dpiScaling};
/** @todo handle also WM_DPICHANGED events when a window is moved between displays with different DPI */
viewportEvent(e);
_flags |= Flag::Redraw;
#endif
} break;
case SDL_WINDOWEVENT_EXPOSED:
_flags |= Flag::Redraw;
break;
} break;
case SDL_KEYDOWN:
case SDL_KEYUP: {
KeyEvent e(static_cast<KeyEvent::Key>(event.key.keysym.sym), fixedModifiers(event.key.keysym.mod), event.key.repeat != 0);
event.type == SDL_KEYDOWN ? keyPressEvent(e) : keyReleaseEvent(e);
} break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP: {
MouseEvent e(static_cast<MouseEvent::Button>(event.button.button), {event.button.x, event.button.y}
#ifndef CORRADE_TARGET_EMSCRIPTEN
, event.button.clicks
#endif
);
event.type == SDL_MOUSEBUTTONDOWN ? mousePressEvent(e) : mouseReleaseEvent(e);
} break;
case SDL_MOUSEWHEEL: {
MouseScrollEvent e{{Float(event.wheel.x), Float(event.wheel.y)}};
mouseScrollEvent(e);
} break;
case SDL_MOUSEMOTION: {
MouseMoveEvent e({event.motion.x, event.motion.y}, {event.motion.xrel, event.motion.yrel}, static_cast<MouseMoveEvent::Button>(event.motion.state));
mouseMoveEvent(e);
break;
}
case SDL_MULTIGESTURE: {
MultiGestureEvent e({event.mgesture.x, event.mgesture.y}, event.mgesture.dTheta, event.mgesture.dDist, event.mgesture.numFingers);
multiGestureEvent(e);
break;
}
case SDL_TEXTINPUT: {
TextInputEvent e{{event.text.text, std::strlen(event.text.text)}};
textInputEvent(e);
} break;
case SDL_TEXTEDITING: {
TextEditingEvent e{{event.edit.text, std::strlen(event.text.text)}, event.edit.start, event.edit.length};
textEditingEvent(e);
} break;
case SDL_QUIT:
#ifndef CORRADE_TARGET_EMSCRIPTEN
_flags |= Flag::Exit;
#else
emscripten_cancel_main_loop();
#endif
return;
}
}
/* Tick event */
if(!(_flags & Flag::NoTickEvent)) tickEvent();
/* Draw event */
if(_flags & Flag::Redraw) {
_flags &= ~Flag::Redraw;
drawEvent();
#ifndef CORRADE_TARGET_EMSCRIPTEN
/* If VSync is not enabled, delay to prevent CPU hogging (if set) */
if(!(_flags & Flag::VSyncEnabled) && _minimalLoopPeriod) {
const UnsignedInt loopTime = SDL_GetTicks() - timeBefore;
if(loopTime < _minimalLoopPeriod)
SDL_Delay(_minimalLoopPeriod - loopTime);
}
#endif
return;
}
#ifndef CORRADE_TARGET_EMSCRIPTEN
/* If not drawing anything, delay to prevent CPU hogging (if set) */
if(_minimalLoopPeriod) {
const UnsignedInt loopTime = SDL_GetTicks() - timeBefore;
if(loopTime < _minimalLoopPeriod)
SDL_Delay(_minimalLoopPeriod - loopTime);
}
/* Then, if the tick event doesn't need to be called periodically, wait
indefinitely for next input event */
if(_flags & Flag::NoTickEvent) SDL_WaitEvent(nullptr);
#endif
}
void Sdl2Application::setMouseLocked(bool enabled) {
/** @todo Implement this in Emscripten */
#ifndef CORRADE_TARGET_EMSCRIPTEN
SDL_SetWindowGrab(_window, enabled ? SDL_TRUE : SDL_FALSE);
SDL_SetRelativeMouseMode(enabled ? SDL_TRUE : SDL_FALSE);
#else
CORRADE_ASSERT(false, "Sdl2Application::setMouseLocked(): not implemented", );
static_cast<void>(enabled);
#endif
}
bool Sdl2Application::isTextInputActive() {
#ifndef CORRADE_TARGET_EMSCRIPTEN
return SDL_IsTextInputActive();
#else
return !!(_flags & Flag::TextInputActive);
#endif
}
void Sdl2Application::startTextInput() {
SDL_StartTextInput();
#ifdef CORRADE_TARGET_EMSCRIPTEN
_flags |= Flag::TextInputActive;
#endif
}
void Sdl2Application::stopTextInput() {
SDL_StopTextInput();
#ifdef CORRADE_TARGET_EMSCRIPTEN
_flags &= ~Flag::TextInputActive;
#endif
}
void Sdl2Application::setTextInputRect(const Range2Di& rect) {
SDL_Rect r{rect.min().x(), rect.min().y(), rect.sizeX(), rect.sizeY()};
SDL_SetTextInputRect(&r);
}
void Sdl2Application::tickEvent() {
/* If this got called, the tick event is not implemented by user and thus
we don't need to call it ever again */
_flags |= Flag::NoTickEvent;
}
void Sdl2Application::viewportEvent(ViewportEvent& event) {
#ifdef MAGNUM_BUILD_DEPRECATED
CORRADE_IGNORE_DEPRECATED_PUSH
viewportEvent(event.framebufferSize());
CORRADE_IGNORE_DEPRECATED_POP
#else
static_cast<void>(event);
#endif
}
#ifdef MAGNUM_BUILD_DEPRECATED
void Sdl2Application::viewportEvent(const Vector2i&) {}
#endif
void Sdl2Application::keyPressEvent(KeyEvent&) {}
void Sdl2Application::keyReleaseEvent(KeyEvent&) {}
void Sdl2Application::mousePressEvent(MouseEvent&) {}
void Sdl2Application::mouseReleaseEvent(MouseEvent&) {}
void Sdl2Application::mouseMoveEvent(MouseMoveEvent&) {}
void Sdl2Application::mouseScrollEvent(MouseScrollEvent&) {}
void Sdl2Application::multiGestureEvent(MultiGestureEvent&) {}
void Sdl2Application::textInputEvent(TextInputEvent&) {}
void Sdl2Application::textEditingEvent(TextEditingEvent&) {}
#ifdef MAGNUM_TARGET_GL
Sdl2Application::GLConfiguration::GLConfiguration():
_colorBufferSize{8, 8, 8, 0}, _depthBufferSize{24}, _stencilBufferSize{0},
_sampleCount(0)
#ifndef CORRADE_TARGET_EMSCRIPTEN
, _version(GL::Version::None),
#ifndef MAGNUM_TARGET_GLES
_flags{Flag::ForwardCompatible},
#else
_flags{},
#endif
_srgbCapable{false}
#endif
{}
Sdl2Application::GLConfiguration::~GLConfiguration() = default;
#endif
Sdl2Application::Configuration::Configuration():
#if !defined(CORRADE_TARGET_EMSCRIPTEN) && !defined(CORRADE_TARGET_IOS)
_title("Magnum SDL2 Application"),
#endif
#if !defined(CORRADE_TARGET_IOS) && !defined(CORRADE_TARGET_EMSCRIPTEN)
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
_size{800, 600},
#else
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
_size{}, /* SDL2 detects someting for us */
#endif
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
_dpiScalingPolicy{DpiScalingPolicy::Default}
#if defined(MAGNUM_BUILD_DEPRECATED) && defined(MAGNUM_TARGET_GL)
, _sampleCount(0)
#ifndef CORRADE_TARGET_EMSCRIPTEN
/* Deliberately not setting _flags to ForwardCompatible to avoid them
having higher priority over GLConfiguration flags, appending that flag
later */
, _version(GL::Version::None), _srgbCapable{false}
#endif
#endif
{}
Sdl2Application::Configuration::~Configuration() = default;
std::string Sdl2Application::KeyEvent::keyName(const Key key) {
return SDL_GetKeyName(SDL_Keycode(key));
}
std::string Sdl2Application::KeyEvent::keyName() const {
return keyName(_key);
}
Sdl2Application::InputEvent::Modifiers Sdl2Application::MouseEvent::modifiers() {
if(_modifiersLoaded) return _modifiers;
_modifiersLoaded = true;
return _modifiers = fixedModifiers(Uint16(SDL_GetModState()));
}
Sdl2Application::InputEvent::Modifiers Sdl2Application::MouseMoveEvent::modifiers() {
if(_modifiersLoaded) return _modifiers;
_modifiersLoaded = true;
return _modifiers = fixedModifiers(Uint16(SDL_GetModState()));
}
Vector2i Sdl2Application::MouseScrollEvent::position() {
if(_positionLoaded) return _position;
_positionLoaded = true;
SDL_GetMouseState(&_position.x(), &_position.y());
return _position;
}
Sdl2Application::InputEvent::Modifiers Sdl2Application::MouseScrollEvent::modifiers() {
if(_modifiersLoaded) return _modifiers;
_modifiersLoaded = true;
return _modifiers = fixedModifiers(Uint16(SDL_GetModState()));
}
template class BasicScreen<Sdl2Application>;
template class BasicScreenedApplication<Sdl2Application>;
}}