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| /**
* Copyright (c) 2006-2026 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
// LOVE
#include "common/config.h"
#include "graphics/Graphics.h"
#ifdef LOVE_GRAPHICS_VULKAN
# include "graphics/vulkan/Graphics.h"
# include "graphics/vulkan/Vulkan.h"
#endif
#include "Window.h"
#include "filesystem/Filesystem.h"
#ifdef LOVE_ANDROID
#include "common/android.h"
#endif
#ifdef LOVE_IOS
#include "common/ios.h"
#endif
// C++
#include <iostream>
#include <vector>
#include <algorithm>
// C
#include <cstdio>
#ifdef LOVE_GRAPHICS_VULKAN
#include <SDL3/SDL_vulkan.h>
#endif
#if defined(LOVE_WINDOWS)
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <dwmapi.h>
#include <VersionHelpers.h>
#elif defined(LOVE_MACOS)
#include "common/macos.h"
#endif
#ifndef APIENTRY
#define APIENTRY
#endif
namespace love
{
namespace window
{
// See src/modules/window/Window.cpp.
void setHighDPIAllowedImplementation(bool enable)
{
LOVE_UNUSED(enable);
}
namespace sdl
{
Window::Window()
: love::window::Window("love.window.sdl")
, open(false)
, mouseGrabbed(false)
, window(nullptr)
, glcontext(nullptr)
#ifdef LOVE_GRAPHICS_METAL
, metalView(nullptr)
#endif
, contextAttribs()
{
if (!SDL_InitSubSystem(SDL_INIT_VIDEO | SDL_INIT_EVENTS))
throw love::Exception("Could not initialize SDL video subsystem (%s)", SDL_GetError());
// Make sure the screensaver doesn't activate by default.
setDisplaySleepEnabled(false);
#ifdef LOVE_WINDOWS
// Turned off by default, because it (ironically) causes stuttering issues
// on some setups. More investigation is needed before enabling it.
canUseDwmFlush = SDL_GetHintBoolean("LOVE_GRAPHICS_VSYNC_DWM", false);
#endif
dialogEventId = SDL_RegisterEvents(1);
}
Window::~Window()
{
close(false);
graphics.set(nullptr);
SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
}
void Window::setGraphics(graphics::Graphics *graphics)
{
this->graphics.set(graphics);
}
void Window::setGLFramebufferAttributes(bool sRGB)
{
// Set GL window / framebuffer attributes.
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 0);
// Always use 24/8 depth/stencil.
// Changing this after initial window creation would need the context to be
// destroyed and recreated, which we really don't want.
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
// Backbuffer MSAA is handled by the love.graphics implementation.
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
SDL_GL_SetAttribute(SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, sRGB ? 1 : 0);
#if defined(LOVE_WINDOWS)
// Avoid the Microsoft OpenGL 1.1 software renderer on Windows. Apparently
// older Intel drivers like to use it as a fallback when requesting some
// unsupported framebuffer attribute values, rather than properly failing.
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
#endif
}
void Window::setGLContextAttributes(const ContextAttribs &attribs)
{
int profilemask = 0;
int contextflags = 0;
if (attribs.gles)
profilemask = SDL_GL_CONTEXT_PROFILE_ES;
else if (attribs.versionMajor * 10 + attribs.versionMinor >= 32)
profilemask |= SDL_GL_CONTEXT_PROFILE_CORE;
else if (attribs.debug)
profilemask = SDL_GL_CONTEXT_PROFILE_COMPATIBILITY;
if (attribs.debug)
contextflags |= SDL_GL_CONTEXT_DEBUG_FLAG;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, attribs.versionMajor);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, attribs.versionMinor);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profilemask);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, contextflags);
}
bool Window::checkGLVersion(const ContextAttribs &attribs, std::string &outversion)
{
typedef unsigned char GLubyte;
typedef unsigned int GLenum;
typedef const GLubyte *(APIENTRY *glGetStringPtr)(GLenum name);
const GLenum GL_VENDOR_ENUM = 0x1F00;
const GLenum GL_RENDERER_ENUM = 0x1F01;
const GLenum GL_VERSION_ENUM = 0x1F02;
// We don't have OpenGL headers or an automatic OpenGL function loader in
// this module, so we have to get the glGetString function pointer ourselves.
glGetStringPtr glGetStringFunc = (glGetStringPtr) SDL_GL_GetProcAddress("glGetString");
if (!glGetStringFunc)
return false;
const char *glversion = (const char *) glGetStringFunc(GL_VERSION_ENUM);
if (!glversion)
return false;
outversion = glversion;
const char *glrenderer = (const char *) glGetStringFunc(GL_RENDERER_ENUM);
if (glrenderer)
outversion += " - " + std::string(glrenderer);
const char *glvendor = (const char *) glGetStringFunc(GL_VENDOR_ENUM);
if (glvendor)
outversion += " (" + std::string(glvendor) + ")";
int glmajor = 0;
int glminor = 0;
// glGetString(GL_VERSION) returns a string with the format "major.minor",
// or "OpenGL ES major.minor" in GLES contexts.
const char *format = "%d.%d";
if (attribs.gles)
format = "OpenGL ES %d.%d";
if (sscanf(glversion, format, &glmajor, &glminor) != 2)
return false;
if (glmajor < attribs.versionMajor
|| (glmajor == attribs.versionMajor && glminor < attribs.versionMinor))
return false;
return true;
}
std::vector<Window::ContextAttribs> Window::getContextAttribsList() const
{
// If we already have a set of context attributes that we know work, just
// return that. love.graphics doesn't really support switching GL versions
// after the first initialization.
if (contextAttribs.versionMajor > 0)
return std::vector<ContextAttribs>{contextAttribs};
bool preferGLES = false;
#ifdef LOVE_GRAPHICS_USE_OPENGLES
preferGLES = true;
#endif
const char *curdriver = SDL_GetCurrentVideoDriver();
const char *glesdrivers[] = {"RPI", "Android", "uikit", "winrt", "emscripten"};
// We always want to try OpenGL ES first on certain video backends.
for (const char *glesdriver : glesdrivers)
{
if (curdriver && strstr(curdriver, glesdriver) == curdriver)
{
preferGLES = true;
break;
}
}
const char *gleshint = SDL_GetHint("LOVE_GRAPHICS_USE_OPENGLES");
if (gleshint != nullptr)
preferGLES = (gleshint != nullptr && gleshint[0] != '0');
// Do we want a debug context?
bool debug = love::graphics::isDebugEnabled();
const char *preferGL3hint = SDL_GetHint("LOVE_GRAPHICS_USE_GL3");
bool preferGL3 = (preferGL3hint != nullptr && preferGL3hint[0] != '0');
std::vector<ContextAttribs> glcontexts =
{
{4, 3, false, debug},
{3, 3, false, debug},
};
std::vector<ContextAttribs> glescontexts =
{
{3, 2, true, debug},
{3, 0, true, debug},
};
if (preferGL3)
{
std::swap(glcontexts[0], glcontexts[1]);
std::swap(glescontexts[0], glescontexts[1]);
}
std::vector<ContextAttribs> attribslist;
if (preferGLES)
{
attribslist.insert(attribslist.end(), glescontexts.begin(), glescontexts.end());
attribslist.insert(attribslist.end(), glcontexts.begin(), glcontexts.end());
}
else
{
attribslist.insert(attribslist.end(), glcontexts.begin(), glcontexts.end());
attribslist.insert(attribslist.end(), glescontexts.begin(), glescontexts.end());
}
return attribslist;
}
bool Window::createWindowAndContext(int x, int y, int w, int h, Uint32 windowflags, graphics::Renderer renderer)
{
bool needsglcontext = (windowflags & SDL_WINDOW_OPENGL) != 0;
#ifdef LOVE_GRAPHICS_METAL
bool needsmetalview = (windowflags & SDL_WINDOW_METAL) != 0;
#endif
std::string windowerror;
std::string contexterror;
std::string glversion;
// Unfortunately some OpenGL context settings are part of the internal
// window state in the Windows and Linux SDL backends, so we have to
// recreate the window when we want to change those settings...
// Also, apparently some Intel drivers on Windows give back a Microsoft
// OpenGL 1.1 software renderer context when high MSAA values are requested!
const auto create = [&](const ContextAttribs *attribs) -> bool
{
if (glcontext)
{
SDL_GL_DestroyContext(glcontext);
glcontext = nullptr;
}
#ifdef LOVE_GRAPHICS_METAL
if (metalView)
{
SDL_Metal_DestroyView(metalView);
metalView = nullptr;
}
#endif
if (window)
{
SDL_DestroyWindow(window);
SDL_FlushEvents(SDL_EVENT_WINDOW_FIRST, SDL_EVENT_WINDOW_LAST);
window = nullptr;
}
window = SDL_CreateWindow(title.c_str(), w, h, windowflags);
if (!window)
{
windowerror = std::string(SDL_GetError());
return false;
}
SDL_SetWindowPosition(window, x, y);
if (attribs != nullptr && renderer == love::graphics::Renderer::RENDERER_OPENGL)
{
#ifdef LOVE_MACOS
love::macos::setWindowSRGBColorSpace(window);
#endif
glcontext = SDL_GL_CreateContext(window);
if (!glcontext)
contexterror = std::string(SDL_GetError());
// Make sure the context's version is at least what we requested.
if (glcontext && !checkGLVersion(*attribs, glversion))
{
SDL_GL_DestroyContext(glcontext);
glcontext = nullptr;
}
if (!glcontext)
{
SDL_DestroyWindow(window);
window = nullptr;
return false;
}
}
return true;
};
if (renderer == graphics::RENDERER_OPENGL)
{
std::vector<ContextAttribs> attribslist = getContextAttribsList();
// Try each context profile in order.
for (ContextAttribs attribs : attribslist)
{
bool curSRGB = love::graphics::isGammaCorrect();
setGLFramebufferAttributes(curSRGB);
setGLContextAttributes(attribs);
windowerror.clear();
contexterror.clear();
create(&attribs);
if (!window && curSRGB)
{
// The sRGB setting could have caused the failure.
setGLFramebufferAttributes(false);
if (create(&attribs))
curSRGB = false;
}
if (window && glcontext)
{
// Store the successful context attributes so we can re-use them in
// subsequent calls to createWindowAndContext.
contextAttribs = attribs;
love::graphics::setGammaCorrect(curSRGB);
break;
}
}
}
#ifdef LOVE_GRAPHICS_METAL
else if (renderer == graphics::RENDERER_METAL)
{
if (create(nullptr) && window != nullptr)
metalView = SDL_Metal_CreateView(window);
if (metalView == nullptr && window != nullptr)
{
contexterror = SDL_GetError();
SDL_DestroyWindow(window);
window = nullptr;
}
}
#endif
else
{
create(nullptr);
}
bool failed = window == nullptr;
failed |= (needsglcontext && !glcontext);
#ifdef LOVE_GRAPHICS_METAL
failed |= (needsmetalview && !metalView);
#endif
if (failed)
{
std::string message = "This program requires a graphics card and video drivers which support Vulkan, OpenGL 3.3, or OpenGL ES 3.0.";
if (!glversion.empty())
message += "\n\nDetected OpenGL version:\n" + glversion;
else if (!contexterror.empty())
message += "\n\nRenderer context creation error: " + contexterror;
else if (!windowerror.empty())
message += "\n\nSDL window creation error: " + windowerror;
close(false);
throw love::Exception("Unable to create renderer.\n%s", message.c_str());
return false;
}
open = true;
return true;
}
struct SDLDisplayIDs
{
SDLDisplayIDs()
{
ids = SDL_GetDisplays(&count);
}
~SDLDisplayIDs()
{
if (ids)
SDL_free(ids);
}
int count = 0;
SDL_DisplayID *ids = nullptr;
};
static SDL_DisplayID GetSDLDisplayIDForIndex(int displayindex)
{
SDLDisplayIDs displayids;
if (displayindex < 0 || displayindex >= displayids.count)
return (SDL_DisplayID) 0;
return displayids.ids[displayindex];
}
bool Window::setWindow(int width, int height, WindowSettings *settings)
{
if (!graphics.get())
graphics.set(Module::getInstance<graphics::Graphics>(Module::M_GRAPHICS));
if (graphics.get() && graphics->isRenderTargetActive())
throw love::Exception("love.window.setMode cannot be called while a render target is active in love.graphics.");
auto renderer = graphics != nullptr ? graphics->getRenderer() : graphics::RENDERER_NONE;
if (isOpen())
updateSettings(this->settings, false);
WindowSettings f;
if (settings)
f = *settings;
f.minwidth = std::max(f.minwidth, 1);
f.minheight = std::max(f.minheight, 1);
SDLDisplayIDs displays;
int displaycount = displays.count;
f.displayindex = std::min(std::max(f.displayindex, 0), displaycount - 1);
// Use the desktop resolution if a width or height of 0 is specified.
if (width == 0 || height == 0)
{
const SDL_DisplayMode *mode = SDL_GetDesktopDisplayMode(displays.ids[f.displayindex]);
width = mode->w;
height = mode->h;
}
// On Android, disable fullscreen first on window creation so it's
// possible to change the orientation by specifying portait width and
// height, otherwise SDL will pick the current orientation dimensions when
// fullscreen flag is set. Don't worry, we'll set it back later when user
// also requested fullscreen after the window is created.
// See https://github.com/love2d/love-android/issues/196
#ifdef LOVE_ANDROID
bool fullscreen = f.fullscreen;
f.fullscreen = false;
f.fstype = FULLSCREEN_DESKTOP;
#endif
int x = f.x;
int y = f.y;
if (f.useposition)
{
// The position needs to be in the global coordinate space.
SDL_Rect displaybounds = {};
SDL_GetDisplayBounds(displays.ids[f.displayindex], &displaybounds);
x += displaybounds.x;
y += displaybounds.y;
}
else
{
if (f.centered)
x = y = SDL_WINDOWPOS_CENTERED_DISPLAY(displays.ids[f.displayindex]);
else
x = y = SDL_WINDOWPOS_UNDEFINED_DISPLAY(displays.ids[f.displayindex]);
}
Uint32 sdlflags = 0;
SDL_DisplayMode fsmode = {};
if (f.fullscreen)
{
sdlflags |= SDL_WINDOW_FULLSCREEN;
if (f.fstype == FULLSCREEN_EXCLUSIVE)
{
SDL_DisplayID display = displays.ids[f.displayindex];
if (!SDL_GetClosestFullscreenDisplayMode(display, width, height, 0, isHighDPIAllowed(), &fsmode))
{
// GetClosestDisplayMode will fail if we request a size larger
// than the largest available display mode, so we'll try to use
// the largest (first) mode in that case.
int modecount = 0;
SDL_DisplayMode **modes = SDL_GetFullscreenDisplayModes(display, &modecount);
if (modecount > 0)
fsmode = *modes[0];
SDL_free(modes);
if (fsmode.w == 0 || fsmode.h == 0)
return false;
}
}
}
bool needsetmode = false;
if (renderer != windowRenderer && isOpen())
close();
if (isOpen())
{
SDL_SetWindowMinimumSize(window, f.minwidth, f.minheight);
if (fsmode.w > 0 && fsmode.h > 0)
SDL_SetWindowFullscreenMode(window, &fsmode);
else
SDL_SetWindowFullscreenMode(window, nullptr);
if (SDL_SetWindowFullscreen(window, (sdlflags & SDL_WINDOW_FULLSCREEN) != 0) && renderer == graphics::RENDERER_OPENGL)
SDL_GL_MakeCurrent(window, glcontext);
// TODO: should we make this conditional, to avoid love.resize events when the size doesn't change?
SDL_SetWindowSize(window, width, height);
if (this->settings.resizable != f.resizable)
SDL_SetWindowResizable(window, f.resizable);
if (this->settings.borderless != f.borderless)
SDL_SetWindowBordered(window, !f.borderless);
}
else
{
if (renderer == graphics::RENDERER_OPENGL)
sdlflags |= SDL_WINDOW_OPENGL;
#ifdef LOVE_GRAPHICS_METAL
if (renderer == graphics::RENDERER_METAL)
sdlflags |= SDL_WINDOW_METAL;
#endif
if (renderer == graphics::RENDERER_VULKAN)
sdlflags |= SDL_WINDOW_VULKAN;
if (f.resizable)
sdlflags |= SDL_WINDOW_RESIZABLE;
if (f.borderless)
sdlflags |= SDL_WINDOW_BORDERLESS;
// Note: this flag is ignored on Windows.
if (isHighDPIAllowed())
sdlflags |= SDL_WINDOW_HIGH_PIXEL_DENSITY;
Uint32 createflags = sdlflags & (~SDL_WINDOW_FULLSCREEN);
if (!createWindowAndContext(x, y, width, height, createflags, renderer))
return false;
SDL_SetWindowMinimumSize(window, f.minwidth, f.minheight);
if (f.fullscreen)
{
if (fsmode.w > 0 && fsmode.h > 0)
SDL_SetWindowFullscreenMode(window, &fsmode);
else
SDL_SetWindowFullscreenMode(window, nullptr);
SDL_SetWindowFullscreen(window, true);
}
needsetmode = true;
}
windowRenderer = renderer;
// Make sure the window keeps any previously set icon.
setIcon(icon.get());
// Make sure the mouse keeps its previous grab setting.
setMouseGrab(mouseGrabbed);
if (this->settings.displayindex != f.displayindex || f.useposition || f.centered)
SDL_SetWindowPosition(window, x, y);
SDL_RaiseWindow(window);
setVSync(f.vsync);
updateSettings(f, false);
if (graphics.get())
{
double scaledw, scaledh;
fromPixels((double) pixelWidth, (double) pixelHeight, scaledw, scaledh);
graphics::Graphics::BackbufferSettings backbufferSettings;
backbufferSettings.width = (int)scaledw;
backbufferSettings.height = (int)scaledh;
backbufferSettings.pixelWidth = pixelWidth;
backbufferSettings.pixelHeight = pixelHeight;
backbufferSettings.stencil = f.stencil;
backbufferSettings.depth = f.depth;
backbufferSettings.msaa = f.msaa;
if (needsetmode)
{
void *context = nullptr;
if (renderer == graphics::RENDERER_OPENGL)
context = (void *) glcontext;
#ifdef LOVE_GRAPHICS_METAL
if (renderer == graphics::RENDERER_METAL && metalView)
context = (void *) SDL_Metal_GetLayer(metalView);
#endif
try
{
graphics->setMode(context, backbufferSettings);
}
catch (std::exception &e)
{
close(false);
throw love::Exception("Failed to initialize graphics.\n%s", e.what());
}
}
else
{
graphics->backbufferChanged(backbufferSettings);
}
this->settings.msaa = graphics->getBackbufferMSAA();
}
// Set fullscreen when user requested it before.
// See above for explanation.
#ifdef LOVE_ANDROID
setFullscreen(fullscreen);
love::android::setImmersive(fullscreen);
#endif
SDL_SyncWindow(window);
return true;
}
bool Window::onSizeChanged(int width, int height)
{
if (!window)
return false;
SDL_GetWindowSize(window, &windowWidth, &windowHeight);
if (!SDL_GetWindowSizeInPixels(window, &pixelWidth, &pixelHeight))
{
pixelWidth = width;
pixelHeight = height;
}
if (graphics.get())
{
double scaledw, scaledh;
fromPixels((double) pixelWidth, (double) pixelHeight, scaledw, scaledh);
graphics->backbufferChanged((int) scaledw, (int) scaledh, pixelWidth, pixelHeight);
}
return true;
}
void Window::updateSettings(const WindowSettings &newsettings, bool updateGraphicsViewport)
{
SDL_SyncWindow(window);
Uint32 wflags = SDL_GetWindowFlags(window);
// Set the new display mode as the current display mode.
SDL_GetWindowSize(window, &windowWidth, &windowHeight);
pixelWidth = windowWidth;
pixelHeight = windowHeight;
SDL_GetWindowSizeInPixels(window, &pixelWidth, &pixelHeight);
if (((wflags & SDL_WINDOW_FULLSCREEN) == SDL_WINDOW_FULLSCREEN) && SDL_GetWindowFullscreenMode(window) == nullptr)
{
settings.fullscreen = true;
settings.fstype = FULLSCREEN_DESKTOP;
}
else if ((wflags & SDL_WINDOW_FULLSCREEN) == SDL_WINDOW_FULLSCREEN)
{
settings.fullscreen = true;
settings.fstype = FULLSCREEN_EXCLUSIVE;
}
else
{
settings.fullscreen = false;
settings.fstype = newsettings.fstype;
}
#ifdef LOVE_ANDROID
settings.fullscreen = love::android::getImmersive();
#endif
// SDL_GetWindowMinimumSize gives back 0,0 sometimes...
settings.minwidth = newsettings.minwidth;
settings.minheight = newsettings.minheight;
settings.resizable = (wflags & SDL_WINDOW_RESIZABLE) != 0;
settings.borderless = (wflags & SDL_WINDOW_BORDERLESS) != 0;
settings.centered = newsettings.centered;
getPosition(settings.x, settings.y, settings.displayindex);
setHighDPIAllowed((wflags & SDL_WINDOW_HIGH_PIXEL_DENSITY) != 0);
settings.usedpiscale = newsettings.usedpiscale;
settings.vsync = getVSync();
settings.stencil = newsettings.stencil;
settings.depth = newsettings.depth;
SDLDisplayIDs displayids;
const SDL_DisplayMode *dmode = SDL_GetCurrentDisplayMode(displayids.ids[settings.displayindex]);
// May be 0 if the refresh rate can't be determined.
settings.refreshrate = dmode->refresh_rate;
// Update the viewport size now instead of waiting for event polling.
if (updateGraphicsViewport && graphics.get())
{
double scaledw, scaledh;
fromPixels((double) pixelWidth, (double) pixelHeight, scaledw, scaledh);
graphics->backbufferChanged((int) scaledw, (int) scaledh, pixelWidth, pixelHeight);
}
}
void Window::getWindow(int &width, int &height, WindowSettings &newsettings)
{
// The window might have been modified (moved, resized, etc.) by the user.
if (window)
updateSettings(settings, true);
width = windowWidth;
height = windowHeight;
newsettings = settings;
}
void Window::close()
{
close(true);
}
void Window::close(bool allowExceptions)
{
if (graphics.get())
{
if (allowExceptions && graphics->isRenderTargetActive())
throw love::Exception("love.window.close cannot be called while a render target is active in love.graphics.");
graphics->unSetMode();
}
if (glcontext)
{
SDL_GL_DestroyContext(glcontext);
glcontext = nullptr;
}
#ifdef LOVE_GRAPHICS_METAL
if (metalView)
{
SDL_Metal_DestroyView(metalView);
metalView = nullptr;
}
#endif
if (window)
{
SDL_DestroyWindow(window);
window = nullptr;
// The old window may have generated pending events which are no longer
// relevant. Destroy them all!
SDL_FlushEvents(SDL_EVENT_WINDOW_FIRST, SDL_EVENT_WINDOW_LAST);
}
open = false;
}
bool Window::setFullscreen(bool fullscreen, FullscreenType fstype)
{
if (!window)
return false;
if (graphics.get() && graphics->isRenderTargetActive())
throw love::Exception("love.window.setFullscreen cannot be called while a render target is active in love.graphics.");
WindowSettings newsettings = settings;
newsettings.fullscreen = fullscreen;
newsettings.fstype = fstype;
if (fullscreen)
{
if (fstype == FULLSCREEN_DESKTOP)
SDL_SetWindowFullscreenMode(window, nullptr);
else
{
SDL_DisplayID displayid = SDL_GetDisplayForWindow(window);
const SDL_DisplayMode *mode = SDL_GetDesktopDisplayMode(displayid);
if (mode != nullptr)
SDL_SetWindowFullscreenMode(window, mode);
else
return false;
}
}
#ifdef LOVE_ANDROID
love::android::setImmersive(fullscreen);
#endif
if (SDL_SetWindowFullscreen(window, fullscreen))
{
if (glcontext)
SDL_GL_MakeCurrent(window, glcontext);
updateSettings(newsettings, true);
return true;
}
return false;
}
bool Window::setFullscreen(bool fullscreen)
{
return setFullscreen(fullscreen, settings.fstype);
}
int Window::getDisplayCount() const
{
SDLDisplayIDs displayids;
return displayids.count;
}
const char *Window::getDisplayName(int displayindex) const
{
const char *name = SDL_GetDisplayName(GetSDLDisplayIDForIndex(displayindex));
if (name == nullptr)
throw love::Exception("Invalid display index: %d", displayindex + 1);
return name;
}
Window::DisplayOrientation Window::getDisplayOrientation(int displayindex) const
{
switch (SDL_GetCurrentDisplayOrientation(GetSDLDisplayIDForIndex(displayindex)))
{
case SDL_ORIENTATION_UNKNOWN: return ORIENTATION_UNKNOWN;
case SDL_ORIENTATION_LANDSCAPE: return ORIENTATION_LANDSCAPE;
case SDL_ORIENTATION_LANDSCAPE_FLIPPED: return ORIENTATION_LANDSCAPE_FLIPPED;
case SDL_ORIENTATION_PORTRAIT: return ORIENTATION_PORTRAIT;
case SDL_ORIENTATION_PORTRAIT_FLIPPED: return ORIENTATION_PORTRAIT_FLIPPED;
}
return ORIENTATION_UNKNOWN;
}
std::vector<Window::DisplayMode> Window::getFullscreenModes(int displayindex) const
{
std::vector<DisplayMode> sizes;
int count = 0;
SDL_DisplayMode **modes = SDL_GetFullscreenDisplayModes(GetSDLDisplayIDForIndex(displayindex), &count);
for (int i = 0; i < count; i++)
{
// TODO: other mode properties?
double refreshrate = (double)modes[i]->refresh_rate_numerator / (double)modes[i]->refresh_rate_denominator;
DisplayMode w = {modes[i]->w, modes[i]->h, refreshrate};
// SDL2's display mode list has multiple entries for modes of the same
// size with different bits per pixel, so we need to filter those out.
if (std::find(sizes.begin(), sizes.end(), w) == sizes.end())
sizes.push_back(w);
}
SDL_free(modes);
return sizes;
}
void Window::getDesktopDimensions(int displayindex, int &width, int &height) const
{
const SDL_DisplayMode *mode = SDL_GetDesktopDisplayMode(GetSDLDisplayIDForIndex(displayindex));
if (mode != nullptr)
{
// TODO: other properties?
width = mode->w;
height = mode->h;
}
else
{
width = 0;
height = 0;
}
}
void Window::setPosition(int x, int y, int displayindex, bool waitForSync)
{
if (!window)
return;
SDLDisplayIDs displayids;
displayindex = std::min(std::max(displayindex, 0), displayids.count - 1);
SDL_Rect displaybounds = {};
SDL_GetDisplayBounds(displayids.ids[displayindex], &displaybounds);
// The position needs to be in the global coordinate space.
x += displaybounds.x;
y += displaybounds.y;
SDL_SetWindowPosition(window, x, y);
if (waitForSync)
SDL_SyncWindow(window);
settings.useposition = true;
}
void Window::getPosition(int &x, int &y, int &displayindex)
{
if (!window)
{
x = y = 0;
displayindex = 0;
return;
}
SDL_DisplayID displayid = SDL_GetDisplayForWindow(window);
SDLDisplayIDs displayids;
displayindex = 0;
for (int i = 0; i < displayids.count; i++)
{
if (displayids.ids[i] == displayid)
{
displayindex = i;
break;
}
}
SDL_GetWindowPosition(window, &x, &y);
// In SDL <= 2.0.3, fullscreen windows are always reported as 0,0. In every
// other case we need to convert the position from global coordinates to the
// monitor's coordinate space.
if (x != 0 || y != 0)
{
SDL_Rect displaybounds = {};
SDL_GetDisplayBounds(displayid, &displaybounds);
x -= displaybounds.x;
y -= displaybounds.y;
}
}
Rect Window::getSafeArea() const
{
SDL_Rect sdlrect = {};
if (window != nullptr && SDL_GetWindowSafeArea(window, &sdlrect))
{
double x = sdlrect.x;
double y = sdlrect.y;
double w = sdlrect.w;
double h = sdlrect.h;
windowToDPICoords(&x, &y);
windowToDPICoords(&w, &h);
return {(int)x, (int)y, (int)w, (int)h};
}
double dw, dh;
fromPixels(pixelWidth, pixelHeight, dw, dh);
return {0, 0, (int) dw, (int) dh};
}
bool Window::isOpen() const
{
return open;
}
void Window::setWindowTitle(const std::string &title)
{
this->title = title;
if (window)
SDL_SetWindowTitle(window, title.c_str());
}
const std::string &Window::getWindowTitle() const
{
return title;
}
bool Window::setIcon(love::image::ImageData *imgd)
{
if (!imgd)
return false;
if (imgd->getFormat() != PIXELFORMAT_RGBA8_UNORM)
throw love::Exception("setIcon only accepts 32-bit RGBA images.");
icon.set(imgd);
if (!window)
return false;
int w = imgd->getWidth();
int h = imgd->getHeight();
int bytesperpixel = (int) getPixelFormatBlockSize(imgd->getFormat());
int pitch = w * bytesperpixel;
SDL_Surface *sdlicon = SDL_CreateSurfaceFrom(w, h, SDL_PIXELFORMAT_ABGR8888, imgd->getData(), pitch);
if (!sdlicon)
return false;
SDL_SetWindowIcon(window, sdlicon);
SDL_DestroySurface(sdlicon);
return true;
}
love::image::ImageData *Window::getIcon()
{
return icon.get();
}
void Window::setVSync(int vsync)
{
if (glcontext != nullptr)
{
SDL_GL_SetSwapInterval(vsync);
// Check if adaptive vsync was requested but not supported, and fall
// back to regular vsync if so.
if (vsync == -1)
{
int actualvsync = 0;
SDL_GL_GetSwapInterval(&actualvsync);
if (actualvsync != -1)
SDL_GL_SetSwapInterval(1);
}
}
#ifdef LOVE_GRAPHICS_VULKAN
if (windowRenderer == love::graphics::RENDERER_VULKAN)
{
auto vgfx = dynamic_cast<love::graphics::vulkan::Graphics*>(graphics.get());
vgfx->setVsync(vsync);
}
#endif
#if defined(LOVE_GRAPHICS_METAL) && defined(LOVE_MACOS)
if (metalView != nullptr)
{
void *metallayer = SDL_Metal_GetLayer(metalView);
love::macos::setMetalLayerVSync(metallayer, vsync != 0);
}
#endif
}
int Window::getVSync() const
{
if (glcontext != nullptr)
{
int interval = 0;
SDL_GL_GetSwapInterval(&interval);
return interval;
}
#if defined(LOVE_GRAPHICS_METAL)
if (metalView != nullptr)
{
#ifdef LOVE_MACOS
void *metallayer = SDL_Metal_GetLayer(metalView);
return love::macos::getMetalLayerVSync(metallayer) ? 1 : 0;
#else
return 1;
#endif
}
#endif
#ifdef LOVE_GRAPHICS_VULKAN
if (windowRenderer == love::graphics::RENDERER_VULKAN)
{
auto vgfx = dynamic_cast<love::graphics::vulkan::Graphics*>(graphics.get());
return vgfx->getVsync();
}
#endif
return 0;
}
void Window::setDisplaySleepEnabled(bool enable)
{
if (enable)
SDL_EnableScreenSaver();
else
SDL_DisableScreenSaver();
}
bool Window::isDisplaySleepEnabled() const
{
return SDL_ScreenSaverEnabled();
}
void Window::minimize()
{
if (window != nullptr)
{
SDL_MinimizeWindow(window);
updateSettings(settings, true);
}
}
void Window::maximize()
{
if (window != nullptr)
{
SDL_MaximizeWindow(window);
updateSettings(settings, true);
}
}
void Window::restore()
{
if (window != nullptr)
{
SDL_RestoreWindow(window);
updateSettings(settings, true);
}
}
void Window::focus()
{
if (window != nullptr)
{
SDL_RaiseWindow(window);
updateSettings(settings, true);
}
}
bool Window::isMaximized() const
{
return window != nullptr && (SDL_GetWindowFlags(window) & SDL_WINDOW_MAXIMIZED);
}
bool Window::isMinimized() const
{
return window != nullptr && (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED);
}
void Window::swapBuffers()
{
if (glcontext)
{
#ifdef LOVE_WINDOWS
bool useDwmFlush = false;
int swapInterval = getVSync();
// https://github.com/love2d/love/issues/1628
// VSync can interact badly with Windows desktop composition (DWM) in windowed mode. DwmFlush can be used instead
// of vsync, but it's much less flexible so we're very conservative here with where it's used:
// - It won't work with exclusive or desktop fullscreen.
// - DWM refreshes don't always match the refresh rate of the monitor the window is in (or the requested swap
// interval), so we only use it when they do match.
// - The user may force GL vsync, and DwmFlush shouldn't be used together with GL vsync.
if (canUseDwmFlush && !settings.fullscreen && swapInterval == 1)
{
// Desktop composition is always enabled in Windows 8+. But DwmIsCompositionEnabled won't always return true...
// (see DwmIsCompositionEnabled docs).
BOOL compositionEnabled = IsWindows8OrGreater();
if (compositionEnabled || (SUCCEEDED(DwmIsCompositionEnabled(&compositionEnabled)) && compositionEnabled))
{
DWM_TIMING_INFO info = {};
info.cbSize = sizeof(DWM_TIMING_INFO);
double dwmRefreshRate = 0;
if (SUCCEEDED(DwmGetCompositionTimingInfo(nullptr, &info)))
dwmRefreshRate = (double)info.rateRefresh.uiNumerator / (double)info.rateRefresh.uiDenominator;
SDL_DisplayMode dmode = {};
SDL_DisplayID display = SDL_GetDisplayForWindow(window);
const SDL_DisplayMode* modePtr = SDL_GetCurrentDisplayMode(display);
if (modePtr)
dmode = *modePtr;
if (dmode.refresh_rate > 0 && dwmRefreshRate > 0 && (fabs(dmode.refresh_rate - dwmRefreshRate) < 2))
{
SDL_GL_SetSwapInterval(0);
int interval = 0;
if (SDL_GL_GetSwapInterval(&interval) == 0 && interval == 0)
useDwmFlush = true;
else
SDL_GL_SetSwapInterval(swapInterval);
}
}
}
#endif
SDL_GL_SwapWindow(window);
#ifdef LOVE_WINDOWS
if (useDwmFlush)
{
DwmFlush();
SDL_GL_SetSwapInterval(swapInterval);
}
#endif
}
}
bool Window::hasFocus() const
{
return (window && SDL_GetKeyboardFocus() == window);
}
bool Window::hasMouseFocus() const
{
return (window && SDL_GetMouseFocus() == window);
}
bool Window::isVisible() const
{
return window && (SDL_GetWindowFlags(window) & (SDL_WINDOW_HIDDEN | SDL_WINDOW_MINIMIZED)) == 0;
}
bool Window::isOccluded() const
{
return window && (SDL_GetWindowFlags(window) & SDL_WINDOW_OCCLUDED) != 0;
}
void Window::setMouseGrab(bool grab)
{
mouseGrabbed = grab;
if (window)
SDL_SetWindowMouseGrab(window, grab);
}
bool Window::isMouseGrabbed() const
{
if (window)
return SDL_GetWindowMouseGrab(window);
else
return mouseGrabbed;
}
int Window::getWidth() const
{
return windowWidth;
}
int Window::getHeight() const
{
return windowHeight;
}
int Window::getPixelWidth() const
{
return pixelWidth;
}
int Window::getPixelHeight() const
{
return pixelHeight;
}
void Window::clampPositionInWindow(double *wx, double *wy) const
{
if (wx != nullptr)
*wx = std::min(std::max(0.0, *wx), (double) getWidth() - 1);
if (wy != nullptr)
*wy = std::min(std::max(0.0, *wy), (double) getHeight() - 1);
}
void Window::windowToPixelCoords(double *x, double *y) const
{
if (x != nullptr)
*x = (*x) * ((double) pixelWidth / (double) windowWidth);
if (y != nullptr)
*y = (*y) * ((double) pixelHeight / (double) windowHeight);
}
void Window::pixelToWindowCoords(double *x, double *y) const
{
if (x != nullptr)
*x = (*x) * ((double) windowWidth / (double) pixelWidth);
if (y != nullptr)
*y = (*y) * ((double) windowHeight / (double) pixelHeight);
}
void Window::windowToDPICoords(double *x, double *y) const
{
double px = x != nullptr ? *x : 0.0;
double py = y != nullptr ? *y : 0.0;
windowToPixelCoords(&px, &py);
double dpix = 0.0;
double dpiy = 0.0;
fromPixels(px, py, dpix, dpiy);
if (x != nullptr)
*x = dpix;
if (y != nullptr)
*y = dpiy;
}
void Window::DPIToWindowCoords(double *x, double *y) const
{
double dpix = x != nullptr ? *x : 0.0;
double dpiy = y != nullptr ? *y : 0.0;
double px = 0.0;
double py = 0.0;
toPixels(dpix, dpiy, px, py);
pixelToWindowCoords(&px, &py);
if (x != nullptr)
*x = px;
if (y != nullptr)
*y = py;
}
double Window::getDPIScale() const
{
return settings.usedpiscale ? getNativeDPIScale() : 1.0;
}
double Window::getNativeDPIScale() const
{
#ifdef LOVE_ANDROID
return love::android::getScreenScale();
#else
return window != nullptr ? SDL_GetWindowDisplayScale(window) : 1.0;
#endif
}
double Window::toPixels(double x) const
{
return x * getDPIScale();
}
void Window::toPixels(double wx, double wy, double &px, double &py) const
{
double scale = getDPIScale();
px = wx * scale;
py = wy * scale;
}
double Window::fromPixels(double x) const
{
return x / getDPIScale();
}
void Window::fromPixels(double px, double py, double &wx, double &wy) const
{
double scale = getDPIScale();
wx = px / scale;
wy = py / scale;
}
void *Window::getHandle() const
{
return window;
}
SDL_MessageBoxFlags Window::convertMessageBoxType(MessageBoxType type) const
{
switch (type)
{
case MESSAGEBOX_ERROR:
return SDL_MESSAGEBOX_ERROR;
case MESSAGEBOX_WARNING:
return SDL_MESSAGEBOX_WARNING;
case MESSAGEBOX_INFO:
default:
return SDL_MESSAGEBOX_INFORMATION;
}
}
bool Window::showMessageBox(const std::string &title, const std::string &message, MessageBoxType type, bool attachtowindow)
{
SDL_MessageBoxFlags flags = convertMessageBoxType(type);
SDL_Window *sdlwindow = attachtowindow ? window : nullptr;
return SDL_ShowSimpleMessageBox(flags, title.c_str(), message.c_str(), sdlwindow);
}
int Window::showMessageBox(const MessageBoxData &data)
{
SDL_MessageBoxData sdldata = {};
sdldata.flags = convertMessageBoxType(data.type);
sdldata.title = data.title.c_str();
sdldata.message = data.message.c_str();
sdldata.window = data.attachToWindow ? window : nullptr;
sdldata.numbuttons = (int) data.buttons.size();
std::vector<SDL_MessageBoxButtonData> sdlbuttons;
for (int i = 0; i < (int) data.buttons.size(); i++)
{
SDL_MessageBoxButtonData sdlbutton = {};
sdlbutton.buttonID = i;
sdlbutton.text = data.buttons[i].c_str();
if (i == data.enterButtonIndex)
sdlbutton.flags |= SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT;
if (i == data.escapeButtonIndex)
sdlbutton.flags |= SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
sdlbuttons.push_back(sdlbutton);
}
sdldata.buttons = &sdlbuttons[0];
int pressedbutton = -2;
SDL_ShowMessageBox(&sdldata, &pressedbutton);
return pressedbutton;
}
// As of a SDL3 prerelease, a lot of SDL file dialog parameters need to persist
// until the callback completes, so we store them here.
// This is also used to retrieve some useful info to pass to love's own callback,
// and to send that along to SDL events (see below).
class FileDialogState : public love::Object
{
public:
void *context;
Window::FileDialogCallback callback;
Uint32 dialogEventId;
Window::FileDialogData data;
std::vector<SDL_DialogFileFilter> sdlFilters;
SDL_PropertiesID props;
Optional<std::string> err;
std::vector<std::string> files;
int filterIndex;
};
static void SDLCALL fileDialogCallbackSDL(void *userdata, const char *const *filelist, int filter)
{
auto state = (FileDialogState *) userdata;
if (state == nullptr)
return;
if (filelist != nullptr)
{
// SDL's file list only lasts until the end of the callback, so we copy it.
for (int i = 0; filelist[i] != nullptr; i++)
state->files.push_back(filelist[i]);
}
else
{
state->err.set(SDL_GetError());
}
state->filterIndex = filter;
SDL_DestroyProperties(state->props);
// The SDL dialog callback isn't guaranteed to be called on the main thread,
// whereas SDL event polling will happen there. This is needed because Lua states
// aren't thread safe.
SDL_Event event = {};
event.type = state->dialogEventId;
event.user.data1 = state;
SDL_PushEvent(&event);
}
void Window::handleSDLEvent(const SDL_Event &event)
{
if (event.type == dialogEventId)
{
// Releases itself when it goes out of scope.
StrongRef<FileDialogState> state((FileDialogState *) event.user.data1, Acquire::NORETAIN);
const char *filtername = state->filterIndex >= 0
? state->data.filters[state->filterIndex].name.c_str()
: nullptr;
state->callback(state->context, state->files, filtername, state->err.hasValue ? state->err.value.c_str() : nullptr);
}
}
void Window::showFileDialog(const FileDialogData &data, FileDialogCallback callback, void *context)
{
SDL_FileDialogType sdltype = SDL_FILEDIALOG_OPENFILE;
switch (data.type)
{
case FILEDIALOG_OPENFILE:
default:
sdltype = SDL_FILEDIALOG_OPENFILE;
break;
case FILEDIALOG_OPENFOLDER:
sdltype = SDL_FILEDIALOG_OPENFOLDER;
break;
case FILEDIALOG_SAVEFILE:
sdltype = SDL_FILEDIALOG_SAVEFILE;
break;
}
auto state = new FileDialogState();
state->callback = callback;
state->context = context;
state->dialogEventId = dialogEventId;
state->data = data;
for (const auto &filter : state->data.filters)
{
SDL_DialogFileFilter f = {};
f.name = filter.name.c_str();
f.pattern = filter.pattern.c_str();
state->sdlFilters.push_back(f);
}
// We destroy this in the dialog callback, since it needs to persist until then (until that's fixed in SDL code).
state->props = SDL_CreateProperties();
if (!data.title.empty())
SDL_SetStringProperty(state->props, SDL_PROP_FILE_DIALOG_TITLE_STRING, state->data.title.c_str());
if (!data.acceptLabel.empty())
SDL_SetStringProperty(state->props, SDL_PROP_FILE_DIALOG_ACCEPT_STRING, state->data.acceptLabel.c_str());
if (!data.cancelLabel.empty())
SDL_SetStringProperty(state->props, SDL_PROP_FILE_DIALOG_CANCEL_STRING, state->data.cancelLabel.c_str());
if (!data.defaultName.empty())
SDL_SetStringProperty(state->props, SDL_PROP_FILE_DIALOG_LOCATION_STRING, state->data.defaultName.c_str());
if (data.attachToWindow)
SDL_SetPointerProperty(state->props, SDL_PROP_FILE_DIALOG_WINDOW_POINTER, window);
if (!state->sdlFilters.empty())
{
SDL_SetPointerProperty(state->props, SDL_PROP_FILE_DIALOG_FILTERS_POINTER, state->sdlFilters.data());
SDL_SetNumberProperty(state->props, SDL_PROP_FILE_DIALOG_NFILTERS_NUMBER, state->sdlFilters.size());
}
SDL_SetBooleanProperty(state->props, SDL_PROP_FILE_DIALOG_MANY_BOOLEAN, data.multiSelect);
SDL_ShowFileDialogWithProperties(sdltype, fileDialogCallbackSDL, state, state->props);
}
void Window::requestAttention(bool continuous)
{
if (window != nullptr)
SDL_FlashWindow(window, continuous ? SDL_FLASH_UNTIL_FOCUSED : SDL_FLASH_BRIEFLY);
}
Window::SystemTheme Window::getSystemTheme() const
{
SDL_SystemTheme sdlstate = SDL_GetSystemTheme();
SystemTheme state = THEME_UNKNOWN;
systemThemes.find(sdlstate, state);
return state;
}
EnumMap<Window::SystemTheme, SDL_SystemTheme, Window::THEME_MAX_ENUM>::Entry Window::systemThemeEntries[] =
{
{Window::THEME_UNKNOWN, SDL_SYSTEM_THEME_UNKNOWN},
{Window::THEME_LIGHT, SDL_SYSTEM_THEME_LIGHT},
{Window::THEME_DARK, SDL_SYSTEM_THEME_DARK},
};
EnumMap<Window::SystemTheme, SDL_SystemTheme, Window::THEME_MAX_ENUM> Window::systemThemes(Window::systemThemeEntries, sizeof(Window::systemThemeEntries));
} // sdl
} // window
} // love
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