scummvm/backends/platform/sdl/sdl-window.h
Colin Snover 332fabcb8a SDL: Only recreate SDL2 window when necessary
Destroying and recreating the SDL window whenever the video mode
changes in SDL2 is not necessary and causes several problems:

1. In windowed mode, the game window shifts position;
2. In fullscreen mode in macOS, every time the window is
   recreated, it causes the OS to play its switch-to-fullscreen
   animation again and emit system alert noises;
3. The window content flickers; and
4. The engine loses events from the old destroyed window.

This patch changes the SDL backend code to avoid destroying and
recreating the SDL window when using SDL2, except when switching
OpenGL modes, since there is no way to change the OpenGL feature
of a window.

There are still some outstanding issues with OpenGL where window
size ends up getting reset even though the user has resized it;
this will probably need to be addressed at some point in another
patch.

Thanks to @bgK and @criezy for their feedback which made this
patch much better.

Co-Authored-By: Bastien Bouclet <bastien.bouclet@gmail.com>
2017-07-06 19:11:54 -05:00

122 lines
3.0 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef BACKENDS_PLATFORM_SDL_WINDOW_H
#define BACKENDS_PLATFORM_SDL_WINDOW_H
#include "backends/platform/sdl/sdl-sys.h"
#include "common/str.h"
class SdlWindow {
public:
SdlWindow();
virtual ~SdlWindow();
/**
* Setup the window icon.
*/
virtual void setupIcon();
/**
* Change the caption of the window.
*
* @param caption New window caption in UTF-8 encoding.
*/
void setWindowCaption(const Common::String &caption);
/**
* Toggle mouse grab state. This decides whether the cursor can leave the
* window or not.
*/
void toggleMouseGrab();
/**
* Check whether the application has mouse focus.
*/
bool hasMouseFocus() const;
/**
* Warp the mouse to the specified position in window coordinates.
*/
void warpMouseInWindow(uint x, uint y);
/**
* Iconifies the window.
*/
void iconifyWindow();
/**
* Query platform specific SDL window manager information.
*
* Since this is an SDL internal structure clients are responsible
* for accessing it in a version safe manner.
*/
bool getSDLWMInformation(SDL_SysWMinfo *info) const;
#if SDL_VERSION_ATLEAST(2, 0, 0)
public:
/**
* @return The window ScummVM has setup with SDL.
*/
SDL_Window *getSDLWindow() const { return _window; }
/**
* Creates or updates the SDL window.
*
* @param width Width of the window.
* @param height Height of the window.
* @param flags SDL flags passed to SDL_CreateWindow
* @return true on success, false otherwise
*/
bool createOrUpdateWindow(int width, int height, uint32 flags);
/**
* Destroys the current SDL window.
*/
void destroyWindow();
protected:
SDL_Window *_window;
private:
uint32 _lastFlags;
/**
* Switching between software and OpenGL modes requires the window to be
* destroyed and recreated. These properties store the position of the last
* window so the new window will be created in the same place.
*/
int _lastX, _lastY;
bool _inputGrabState;
Common::String _windowCaption;
#endif
};
class SdlIconlessWindow : public SdlWindow {
public:
virtual void setupIcon() {}
};
#endif