Clean handling of display mode switching in client

This commit is contained in:
kaetemi 2014-08-07 04:36:51 +02:00
parent c2d39e8bdf
commit 60c4e36fec
10 changed files with 31 additions and 16 deletions

View file

@ -73,7 +73,7 @@ public:
void recycleTextures();
/// Attach the driver to the display
virtual void attachToDisplay();
virtual bool attachToDisplay();
/// Detach the driver from the display
virtual void detachFromDisplay();

View file

@ -95,8 +95,8 @@ public:
/// Sets driver and generates necessary render targets
virtual void setDriver(NL3D::UDriver *driver) = 0;
/// Attach the driver to the display
virtual void attachToDisplay() = 0;
/// Attach the driver to the display, return true if attached
virtual bool attachToDisplay() = 0;
/// Detach the driver from the display
virtual void detachFromDisplay() = 0;

View file

@ -91,7 +91,7 @@ public:
virtual void setDriver(NL3D::UDriver *driver);
/// Attach the driver to the display
virtual void attachToDisplay();
virtual bool attachToDisplay();
/// Detach the driver from the display
virtual void detachFromDisplay();

View file

@ -2419,7 +2419,7 @@ void CDriverGL::setWindowPos(sint32 x, sint32 y)
&& GetCursorPos(&cursorPos)
&& ScreenToClient(_win, &cursorPos);
SetWindowPos(_win, NULL, x, y, 0, 0, SWP_NOZORDER | SWP_NOACTIVATE | SWP_NOSIZE);
SetWindowPos(_win, NULL, x, y, 0, 0, /*SWP_NOZORDER | SWP_NOACTIVATE |*/ SWP_NOSIZE);
if (cursorPosOk)
{

View file

@ -211,9 +211,9 @@ void CStereoDebugger::setDriver(NL3D::UDriver *driver)
}
}
void CStereoDebugger::attachToDisplay()
bool CStereoDebugger::attachToDisplay()
{
return false;
}
void CStereoDebugger::detachFromDisplay()

View file

@ -444,7 +444,7 @@ bool CStereoOVR::getScreenResolution(uint &width, uint &height)
return false;
}
void CStereoOVR::attachToDisplay()
bool CStereoOVR::attachToDisplay()
{
nldebug("OVR: Attach to display '%s'", m_DevicePtr->DisplayDeviceName);
@ -461,6 +461,7 @@ void CStereoOVR::attachToDisplay()
mode.Height = m_DevicePtr->Resolution.h;
m_Driver->setMode(mode);
m_AttachedDisplay = true;
return true;
}
void CStereoOVR::detachFromDisplay()

View file

@ -206,9 +206,13 @@ void connectionRestaureVideoMode ()
if (ClientCfg.Width < 800) ClientCfg.Width = 800;
if (ClientCfg.Height < 600) ClientCfg.Height = 600;
if ((ClientCfg.Windowed != mode.Windowed) ||
if (StereoDisplay)
StereoDisplayAttached = StereoDisplay->attachToDisplay();
if (!StereoDisplayAttached && (
(ClientCfg.Windowed != mode.Windowed) ||
(ClientCfg.Width != mode.Width) ||
(ClientCfg.Height != mode.Height))
(ClientCfg.Height != mode.Height)))
{
mode.Windowed = ClientCfg.Windowed;
mode.Depth = uint8(ClientCfg.Depth);
@ -218,9 +222,6 @@ void connectionRestaureVideoMode ()
setVideoMode(mode);
}
if (StereoDisplay)
StereoDisplay->attachToDisplay();
// And setup hardware mouse if we have to
InitMouseWithCursor (ClientCfg.HardwareCursor);
SetMouseFreeLook ();
@ -257,8 +258,9 @@ void setOutGameFullScreen()
// NB: don't setup fullscreen if player wants to play in window
if (!ClientCfg.Local && ClientCfg.SelectCharacter == -1)
{
if (StereoDisplay)
if (StereoDisplayAttached)
StereoDisplay->detachFromDisplay();
StereoDisplayAttached = false;
UDriver::CMode currMode;
Driver->getCurrentScreenMode(currMode);

View file

@ -28,6 +28,7 @@ using namespace NLMISC;
NL3D::UDriver *Driver = NULL; // The main 3D Driver
NL3D::IStereoDisplay *StereoDisplay = NULL; // Stereo display
NL3D::IStereoHMD *StereoHMD = NULL; // Head mount display
bool StereoDisplayAttached = false; // Is stereo display handling the display mode
CSoundManager *SoundMngr = NULL; // the sound manager
NL3D::UMaterial GenericMat; // Generic Material
NL3D::UTextContext *TextContext = NULL; // Context for all the text in the client.

View file

@ -82,6 +82,7 @@ const float ExtraZoneLoadingVision = 100.f;
extern NL3D::UDriver *Driver; // The main 3D Driver
extern NL3D::IStereoDisplay *StereoDisplay; // Stereo display
extern NL3D::IStereoHMD *StereoHMD; // Head mount display
extern bool StereoDisplayAttached; // Is stereo display handling the display mode
extern CSoundManager *SoundMngr; // the sound manager
extern NL3D::UMaterial GenericMat; // Generic Material
extern NL3D::UTextContext *TextContext; // Context for all the text in the client.

View file

@ -59,10 +59,20 @@ void updateFromClientCfg()
)))
{
nldebug("Apply VR device change");
// detach display mode
if (StereoDisplay && StereoDisplayAttached)
StereoDisplay->detachFromDisplay();
StereoDisplayAttached = false;
// re-init
releaseStereoDisplayDevice();
initStereoDisplayDevice();
// try attach display mode
if (StereoDisplay)
StereoDisplay->attachToDisplay();
StereoDisplayAttached = StereoDisplay->attachToDisplay();
// set latest config display mode if not attached
if (!StereoDisplayAttached)
setVideoMode(UDriver::CMode(ClientCfg.Width, ClientCfg.Height, (uint8)ClientCfg.Depth,
ClientCfg.Windowed, ClientCfg.Frequency));
}
// GRAPHICS - GENERAL
@ -73,7 +83,7 @@ void updateFromClientCfg()
(ClientCfg.Depth != LastClientCfg.Depth) ||
(ClientCfg.Frequency != LastClientCfg.Frequency))
{
if (!StereoDisplay) // TODO
if (!StereoDisplayAttached)
{
setVideoMode(UDriver::CMode(ClientCfg.Width, ClientCfg.Height, (uint8)ClientCfg.Depth,
ClientCfg.Windowed, ClientCfg.Frequency));