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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>
269 lines
7.1 KiB
C++
269 lines
7.1 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#define FORBIDDEN_SYMBOL_ALLOW_ALL
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#include "backends/platform/sdl/sdl-window.h"
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#include "common/textconsole.h"
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#include "icons/scummvm.xpm"
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static const uint32 fullscreenMask = SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_FULLSCREEN;
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SdlWindow::SdlWindow()
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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: _window(nullptr), _inputGrabState(false), _windowCaption("ScummVM"),
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_lastFlags(0), _lastX(SDL_WINDOWPOS_UNDEFINED), _lastY(SDL_WINDOWPOS_UNDEFINED)
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#endif
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{
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}
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SdlWindow::~SdlWindow() {
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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destroyWindow();
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#endif
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}
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void SdlWindow::setupIcon() {
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int x, y, w, h, ncols, nbytes, i;
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unsigned int rgba[256];
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unsigned int *icon;
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if (sscanf(scummvm_icon[0], "%d %d %d %d", &w, &h, &ncols, &nbytes) != 4) {
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warning("Wrong format of scummvm_icon[0] (%s)", scummvm_icon[0]);
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return;
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}
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if ((w > 512) || (h > 512) || (ncols > 255) || (nbytes > 1)) {
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warning("Could not load the built-in icon (%d %d %d %d)", w, h, ncols, nbytes);
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return;
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}
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icon = (unsigned int*)malloc(w*h*sizeof(unsigned int));
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if (!icon) {
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warning("Could not allocate temp storage for the built-in icon");
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return;
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}
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for (i = 0; i < ncols; i++) {
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unsigned char code;
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char color[32];
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memset(color, 0, sizeof(color));
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unsigned int col;
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if (sscanf(scummvm_icon[1 + i], "%c c %s", &code, color) != 2) {
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warning("Wrong format of scummvm_icon[%d] (%s)", 1 + i, scummvm_icon[1 + i]);
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}
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if (!strcmp(color, "None"))
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col = 0x00000000;
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else if (!strcmp(color, "black"))
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col = 0xFF000000;
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else if (color[0] == '#') {
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if (sscanf(color + 1, "%06x", &col) != 1) {
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warning("Wrong format of color (%s)", color + 1);
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}
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col |= 0xFF000000;
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} else {
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warning("Could not load the built-in icon (%d %s - %s) ", code, color, scummvm_icon[1 + i]);
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free(icon);
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return;
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}
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rgba[code] = col;
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}
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for (y = 0; y < h; y++) {
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const char *line = scummvm_icon[1 + ncols + y];
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for (x = 0; x < w; x++) {
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icon[x + w * y] = rgba[(int)line[x]];
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}
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}
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SDL_Surface *sdl_surf = SDL_CreateRGBSurfaceFrom(icon, w, h, 32, w * 4, 0xFF0000, 0x00FF00, 0x0000FF, 0xFF000000);
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if (!sdl_surf) {
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warning("SDL_CreateRGBSurfaceFrom(icon) failed");
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}
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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if (_window) {
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SDL_SetWindowIcon(_window, sdl_surf);
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}
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#else
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SDL_WM_SetIcon(sdl_surf, NULL);
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#endif
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SDL_FreeSurface(sdl_surf);
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free(icon);
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}
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void SdlWindow::setWindowCaption(const Common::String &caption) {
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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_windowCaption = caption;
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if (_window) {
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SDL_SetWindowTitle(_window, caption.c_str());
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}
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#else
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SDL_WM_SetCaption(caption.c_str(), caption.c_str());
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#endif
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}
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void SdlWindow::toggleMouseGrab() {
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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if (_window) {
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_inputGrabState = !(SDL_GetWindowGrab(_window) == SDL_TRUE);
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SDL_SetWindowGrab(_window, _inputGrabState ? SDL_TRUE : SDL_FALSE);
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}
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#else
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if (SDL_WM_GrabInput(SDL_GRAB_QUERY) == SDL_GRAB_OFF) {
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SDL_WM_GrabInput(SDL_GRAB_ON);
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} else {
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SDL_WM_GrabInput(SDL_GRAB_OFF);
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}
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#endif
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}
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bool SdlWindow::hasMouseFocus() const {
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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if (_window) {
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return (SDL_GetWindowFlags(_window) & SDL_WINDOW_MOUSE_FOCUS);
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} else {
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return false;
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}
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#else
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return (SDL_GetAppState() & SDL_APPMOUSEFOCUS);
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#endif
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}
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void SdlWindow::warpMouseInWindow(uint x, uint y) {
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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if (_window && hasMouseFocus()) {
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SDL_WarpMouseInWindow(_window, x, y);
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}
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#else
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SDL_WarpMouse(x, y);
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#endif
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}
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void SdlWindow::iconifyWindow() {
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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if (_window) {
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SDL_MinimizeWindow(_window);
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}
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#else
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SDL_WM_IconifyWindow();
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#endif
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}
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bool SdlWindow::getSDLWMInformation(SDL_SysWMinfo *info) const {
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SDL_VERSION(&info->version);
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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return SDL_GetWindowWMInfo(_window, info);
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#else
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return SDL_GetWMInfo(info);
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#endif
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}
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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SDL_Surface *copySDLSurface(SDL_Surface *src) {
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const bool locked = SDL_MUSTLOCK(src) == SDL_TRUE;
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if (locked) {
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if (SDL_LockSurface(src) != 0) {
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return nullptr;
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}
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}
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SDL_Surface *res = SDL_CreateRGBSurfaceFrom(src->pixels,
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src->w, src->h, src->format->BitsPerPixel,
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src->pitch, src->format->Rmask, src->format->Gmask,
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src->format->Bmask, src->format->Amask);
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if (locked) {
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SDL_UnlockSurface(src);
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}
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return res;
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}
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bool SdlWindow::createOrUpdateWindow(int width, int height, uint32 flags) {
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if (_inputGrabState) {
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flags |= SDL_WINDOW_INPUT_GRABBED;
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}
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// SDL_WINDOW_RESIZABLE can also be updated without recreating the window
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// starting with SDL 2.0.5, but it is not treated as updateable here
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// because:
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// 1. It is currently only changed in conjunction with the SDL_WINDOW_OPENGL
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// flag, so the window will always be recreated anyway when changing
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// resizability; and
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// 2. Users (particularly on Windows) will sometimes swap older SDL DLLs
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// to avoid bugs, which would be impossible if the feature was enabled
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// at compile time using SDL_VERSION_ATLEAST.
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const uint32 updateableFlagsMask = fullscreenMask | SDL_WINDOW_INPUT_GRABBED;
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const uint32 oldNonUpdateableFlags = _lastFlags & ~updateableFlagsMask;
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const uint32 newNonUpdateableFlags = flags & ~updateableFlagsMask;
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if (!_window || oldNonUpdateableFlags != newNonUpdateableFlags) {
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destroyWindow();
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_window = SDL_CreateWindow(_windowCaption.c_str(), _lastX,
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_lastY, width, height, flags);
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if (_window) {
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setupIcon();
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}
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} else {
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const uint32 fullscreenFlags = flags & fullscreenMask;
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if (fullscreenFlags) {
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SDL_DisplayMode fullscreenMode;
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fullscreenMode.w = width;
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fullscreenMode.h = height;
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fullscreenMode.driverdata = nullptr;
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fullscreenMode.format = 0;
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fullscreenMode.refresh_rate = 0;
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SDL_SetWindowDisplayMode(_window, &fullscreenMode);
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} else {
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SDL_SetWindowSize(_window, width, height);
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}
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SDL_SetWindowFullscreen(_window, fullscreenFlags);
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SDL_SetWindowGrab(_window, (flags & SDL_WINDOW_INPUT_GRABBED) ? SDL_TRUE : SDL_FALSE);
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}
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if (!_window) {
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return false;
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}
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_lastFlags = flags;
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return true;
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}
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void SdlWindow::destroyWindow() {
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if (_window) {
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if (!(_lastFlags & fullscreenMask)) {
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SDL_GetWindowPosition(_window, &_lastX, &_lastY);
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}
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SDL_DestroyWindow(_window);
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_window = nullptr;
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}
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}
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#endif
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