Files
FlaxEngine/Source/Engine/Engine/Screen.cpp

270 lines
5.8 KiB
C++

// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
#include "Screen.h"
#include "Engine.h"
#include "Engine/Core/Log.h"
#include "Engine/Core/Types/Nullable.h"
#include "Engine/Platform/Window.h"
#include "Engine/Engine/EngineService.h"
#if USE_EDITOR
#include "Editor/Editor.h"
#include "Editor/Managed/ManagedEditor.h"
#else
#include "Engine/Engine/Engine.h"
#endif
Nullable<bool> Fullscreen;
Nullable<Float2> Size;
static CursorLockMode CursorLock = CursorLockMode::None;
class ScreenService : public EngineService
{
public:
ScreenService()
: EngineService(TEXT("Screen"), 120)
{
}
void Draw() override;
};
ScreenService ScreenServiceInstance;
bool Screen::GetIsFullscreen()
{
#if USE_EDITOR
return false;
#else
auto win = Engine::MainWindow;
return win ? win->IsFullscreen() : false;
#endif
}
void Screen::SetIsFullscreen(bool value)
{
Fullscreen = value;
}
Float2 Screen::GetSize()
{
#if USE_EDITOR
return Editor::Managed->GetGameWindowSize();
#else
auto win = Engine::MainWindow;
return win ? win->GetClientSize() : Float2::Zero;
#endif
}
void Screen::SetSize(const Float2& value)
{
if (value.X <= 0 || value.Y <= 0)
{
LOG(Error, "Invalid Screen size to set.");
return;
}
Size = value;
}
Array<Float2> Screen::GetAllResolutions() {
// reference: https://en.wikipedia.org/wiki/List_of_common_resolutions
// all list of monitors and video resolutions
Float2 rawResolutions[66] = {
Float2(480, 480),
Float2(528, 480),
Float2(544, 576),
Float2(544, 480),
Float2(640, 480),
Float2(704, 480),
Float2(704, 576),
Float2(720, 480),
Float2(720, 486),
Float2(720, 576),
Float2(768, 480),
Float2(800, 480),
Float2(800, 600),
Float2(960, 720),
Float2(1024, 600),
Float2(1024, 768),
Float2(1024, 1024),
Float2(1280, 720),
Float2(1280, 800),
Float2(1280, 1024),
Float2(1280, 1080),
Float2(1366, 768),
Float2(1440, 900),
Float2(1440, 1024),
Float2(1440, 1080),
Float2(1600, 900),
Float2(1600, 1024),
Float2(1600, 1200),
Float2(1680, 1050),
Float2(1828, 1332),
Float2(1920, 1080),
Float2(1920, 1400),
Float2(1920, 1440),
Float2(1990, 1080),
Float2(2048, 858),
Float2(2048, 1080),
Float2(2048, 1280),
Float2(2048, 1440),
Float2(2048, 1536),
Float2(2304, 1728),
Float2(2400, 1080),
Float2(2560, 1080),
Float2(2560, 1440),
Float2(2560, 1600),
Float2(2800, 2100),
Float2(3840, 2160),
Float2(2048, 1556),
Float2(3000, 2000),
Float2(3240, 2160),
Float2(3840, 2160),
Float2(4096, 1714),
Float2(4096, 2304),
Float2(5120, 2160),
Float2(5120, 2880),
Float2(5120, 1440),
Float2(5120, 3200),
Float2(6012, 3384),
Float2(7200, 3600),
Float2(7680, 4320),
Float2(7680, 4320),
Float2(8192, 4320),
Float2(10240, 4320),
Float2(15360, 8640)
};
Float2 primaryResolution = Platform::GetDesktopSize();
Array<Float2> resolutions = Array<Float2>();
// invert horizontal resolutions to vertical
if (primaryResolution.Y > primaryResolution.X)
{
for (int i = 0; i < rawResolutions->Length(); i++)
{
rawResolutions[i] = Float2(rawResolutions[i].Y, rawResolutions[i].Y);
}
}
for each (Float2 r in rawResolutions)
{
if (r.X >= primaryResolution.X && r.Y >= primaryResolution.Y)
{
break;
}
resolutions.Add(r);
}
resolutions.Add(primaryResolution);
return resolutions;
}
Float2 Screen::ScreenToGameViewport(const Float2& screenPos)
{
#if USE_EDITOR
return Editor::Managed->ScreenToGameViewport(screenPos);
#else
auto win = Engine::MainWindow;
return win ? win->ScreenToClient(screenPos) : Float2::Minimum;
#endif
}
Float2 Screen::GameViewportToScreen(const Float2& viewportPos)
{
#if USE_EDITOR
return Editor::Managed->GameViewportToScreen(viewportPos);
#else
auto win = Engine::MainWindow;
return win ? win->ClientToScreen(viewportPos) : Float2::Minimum;
#endif
}
bool Screen::GetCursorVisible()
{
#if USE_EDITOR
const auto win = Editor::Managed->GetGameWindow(true);
#else
const auto win = Engine::MainWindow;
#endif
return win ? win->GetCursor() != CursorType::Hidden : true;
}
void Screen::SetCursorVisible(const bool value)
{
#if USE_EDITOR
const auto win = Editor::Managed->GetGameWindow(true);
#else
const auto win = Engine::MainWindow;
#endif
if (win && Engine::HasGameViewportFocus())
{
win->SetCursor(value ? CursorType::Default : CursorType::Hidden);
}
}
CursorLockMode Screen::GetCursorLock()
{
return CursorLock;
}
void Screen::SetCursorLock(CursorLockMode mode)
{
#if USE_EDITOR
const auto win = Editor::Managed->GetGameWindow(true);
#else
const auto win = Engine::MainWindow;
#endif
if (win && mode == CursorLockMode::Clipped)
{
#if USE_EDITOR
Rectangle bounds(Editor::Managed->GameViewportToScreen(Float2::Zero), Editor::Managed->GetGameWindowSize());
#else
Rectangle bounds = win->GetClientBounds();
#endif
win->StartClippingCursor(bounds);
}
else if (win && CursorLock == CursorLockMode::Clipped)
{
win->EndClippingCursor();
}
CursorLock = mode;
}
void ScreenService::Draw()
{
#if USE_EDITOR
// Not supported
#else
if (Fullscreen.HasValue())
{
auto win = Engine::MainWindow;
if (win)
{
win->SetIsFullscreen(Fullscreen.GetValue());
}
Fullscreen.Reset();
}
if (Size.HasValue())
{
auto win = Engine::MainWindow;
if (win)
{
win->SetClientSize(Size.GetValue());
}
Size.Reset();
}
#endif
}