Specify monitor when changing display mode
This commit is contained in:
parent
7db83ce7da
commit
7bd9216a6f
13 changed files with 187 additions and 24 deletions
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@ -72,6 +72,7 @@ struct IOcclusionQuery;
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/// A Graphic Mode descriptor.
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struct GfxMode
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{
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std::string DisplayDevice;
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bool OffScreen;
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bool Windowed;
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uint16 Width;
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@ -90,7 +91,7 @@ struct GfxMode
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Frequency = 0;
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AntiAlias = -1;
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}
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GfxMode(uint16 w, uint16 h, uint8 d, bool windowed = true, bool offscreen = false, uint frequency = 0, sint8 aa = -1);
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GfxMode(uint16 w, uint16 h, uint8 d, bool windowed = true, bool offscreen = false, uint frequency = 0, sint8 aa = -1, const std::string &displayDevice = std::string());
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};
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// ****************************************************************************
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@ -72,6 +72,11 @@ public:
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void getTextures();
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void recycleTextures();
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/// Attach the driver to the display
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virtual void attachToDisplay();
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/// Detach the driver from the display
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virtual void detachFromDisplay();
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/// Gets the required screen resolution for this device
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virtual bool getScreenResolution(uint &width, uint &height);
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/// Set latest camera position etcetera
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@ -94,6 +94,11 @@ public:
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/// Sets driver and generates necessary render targets
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virtual void setDriver(NL3D::UDriver *driver) = 0;
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/// Attach the driver to the display
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virtual void attachToDisplay() = 0;
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/// Detach the driver from the display
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virtual void detachFromDisplay() = 0;
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/// Gets the required screen resolution for this device
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virtual bool getScreenResolution(uint &width, uint &height) = 0;
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@ -59,6 +59,7 @@
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#include <nel/3d/frustum.h>
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#include <nel/3d/viewport.h>
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#include <nel/3d/u_material.h>
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#include <nel/3d/u_driver.h>
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#include <nel/3d/index_buffer.h>
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#include <nel/3d/vertex_buffer.h>
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@ -89,6 +90,11 @@ public:
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/// Sets driver and generates necessary render targets
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virtual void setDriver(NL3D::UDriver *driver);
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/// Attach the driver to the display
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virtual void attachToDisplay();
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/// Detach the driver from the display
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virtual void detachFromDisplay();
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/// Gets the required screen resolution for this device
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virtual bool getScreenResolution(uint &width, uint &height);
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/// Set latest camera position etcetera
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@ -194,6 +200,11 @@ private:
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UMaterial m_UnlitMat;
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UDriver::CMode m_OriginalMode;
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sint32 m_OriginalWinPosX;
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sint32 m_OriginalWinPosY;
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bool m_AttachedDisplay;
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/*
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NL3D::UMaterial m_BarrelMat;
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NLMISC::CQuadUV m_BarrelQuadLeft;
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@ -92,6 +92,7 @@ public:
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/// A Graphic Mode descriptor.
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struct CMode
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{
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std::string DisplayDevice;
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bool Windowed;
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uint16 Width;
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uint16 Height;
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@ -108,8 +109,9 @@ public:
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Frequency = 0;
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AntiAlias = -1;
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}
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CMode(uint16 w, uint16 h, uint8 d, bool windowed= true, uint frequency = 0, sint8 aa = -1)
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CMode(uint16 w, uint16 h, uint8 d, bool windowed= true, uint frequency = 0, sint8 aa = -1, const std::string &displayDevice = std::string())
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{
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DisplayDevice = displayDevice;
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Windowed = windowed;
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Width = w;
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Height = h;
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@ -123,8 +123,9 @@ bool IDriver::release(void)
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// ***************************************************************************
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GfxMode::GfxMode(uint16 w, uint16 h, uint8 d, bool windowed, bool offscreen, uint frequency, sint8 aa)
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GfxMode::GfxMode(uint16 w, uint16 h, uint8 d, bool windowed, bool offscreen, uint frequency, sint8 aa, const std::string &displayDevice)
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{
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DisplayDevice = displayDevice;
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Windowed = windowed;
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Width = w;
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Height = h;
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@ -1271,10 +1271,62 @@ static sint modeInfoToFrequency(XF86VidModeModeInfo *info)
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// ***************************************************************************
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#if defined(NL_OS_WINDOWS)
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struct CMonitorEnumParams
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{
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public:
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HWND Window;
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const char *deviceName;
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};
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static BOOL CALLBACK monitorEnumProcFullscreen(HMONITOR hMonitor, HDC, LPRECT, LPARAM dwData)
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{
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CMonitorEnumParams *p = reinterpret_cast<CMonitorEnumParams *>(dwData);
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MONITORINFOEXA monitorInfo;
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memset(&monitorInfo, 0, sizeof(monitorInfo));
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monitorInfo.cbSize = sizeof(monitorInfo);
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GetMonitorInfoA(hMonitor, &monitorInfo);
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nldebug("3D: Monitor: '%s'", monitorInfo.szDevice);
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size_t devLen = strlen(monitorInfo.szDevice);
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size_t targetLen = strlen(p->deviceName);
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nlassert(devLen < 32);
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size_t minLen = min(devLen, targetLen);
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if (!memcmp(monitorInfo.szDevice, p->deviceName, minLen))
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{
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if (devLen == targetLen
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|| (devLen < targetLen && (p->deviceName[minLen] == '\\'))
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|| (devLen > targetLen && (monitorInfo.szDevice[minLen] == '\\')))
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{
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nldebug("3D: Remap '%s' to '%s'", p->deviceName, monitorInfo.szDevice);
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nldebug("Found our monitor at %i, %i", monitorInfo.rcMonitor.left, monitorInfo.rcMonitor.top);
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LONG dwStyle = GetWindowLong(p->Window, GWL_STYLE);
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SetWindowLong(p->Window, GWL_STYLE, dwStyle & ~WS_OVERLAPPEDWINDOW);
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SetWindowPos(p->Window, NULL,
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monitorInfo.rcMonitor.left,
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monitorInfo.rcMonitor.top,
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monitorInfo.rcMonitor.right - monitorInfo.rcMonitor.left,
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monitorInfo.rcMonitor.bottom - monitorInfo.rcMonitor.top,
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SWP_FRAMECHANGED);
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return FALSE;
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}
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}
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return TRUE; // continue
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};
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#endif
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// ***************************************************************************
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bool CDriverGL::setScreenMode(const GfxMode &mode)
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{
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H_AUTO_OGL(CDriverGL_setScreenMode)
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nldebug("3D: setScreenMode");
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if (mode.Windowed)
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{
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// if fullscreen, switch back to desktop screen mode
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@ -1284,13 +1336,16 @@ bool CDriverGL::setScreenMode(const GfxMode &mode)
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return true;
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}
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if (!mode.DisplayDevice.empty())
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restoreScreenMode();
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// save previous screen mode only if switching from windowed to fullscreen
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if (_CurrentMode.Windowed)
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saveScreenMode();
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// if switching exactly to the same screen mode, doesn't change it
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GfxMode previousMode;
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if (getCurrentScreenMode(previousMode)
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if (mode.DisplayDevice.empty() && getCurrentScreenMode(previousMode)
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&& mode.Width == previousMode.Width
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&& mode.Height == previousMode.Height
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&& mode.Depth == previousMode.Depth
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@ -1299,7 +1354,9 @@ bool CDriverGL::setScreenMode(const GfxMode &mode)
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#if defined(NL_OS_WINDOWS)
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DEVMODE devMode;
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const char *deviceName = mode.DisplayDevice.c_str();
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DEVMODEA devMode;
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memset(&devMode, 0, sizeof(DEVMODE));
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devMode.dmSize = sizeof(DEVMODE);
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devMode.dmDriverExtra = 0;
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@ -1307,22 +1364,42 @@ bool CDriverGL::setScreenMode(const GfxMode &mode)
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devMode.dmPelsWidth = mode.Width;
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devMode.dmPelsHeight = mode.Height;
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if(mode.Depth > 0)
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if (mode.Depth > 0)
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{
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devMode.dmBitsPerPel = mode.Depth;
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devMode.dmFields |= DM_BITSPERPEL;
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}
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if(mode.Frequency > 0)
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if (mode.Frequency > 0)
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{
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devMode.dmDisplayFrequency = mode.Frequency;
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devMode.dmFields |= DM_DISPLAYFREQUENCY;
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}
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if (ChangeDisplaySettings(&devMode, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
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if (deviceName[0])
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{
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nlwarning("3D: Fullscreen mode switch failed");
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return false;
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// First attempt exclusive fullscreen
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nldebug("3D: ChangeDisplaySettingsEx");
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LONG resex;
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if ((resex = ChangeDisplaySettingsExA(deviceName, &devMode, NULL, CDS_FULLSCREEN, NULL)) != DISP_CHANGE_SUCCESSFUL)
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{
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nlwarning("3D: Fullscreen mode switch failed (%i)", (sint)resex);
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// Workaround, resize to monitor and make borderless
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CMonitorEnumParams p;
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p.deviceName = deviceName;
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p.Window = _win;
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EnumDisplayMonitors(NULL, NULL, monitorEnumProcFullscreen, (LPARAM)&p);
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return false; // FIXME: This is a hack, don't process further
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}
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}
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else
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{
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nldebug("3D: ChangeDisplaySettings");
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if (ChangeDisplaySettingsA(&devMode, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
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{
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nlwarning("3D: Fullscreen mode switch failed");
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return false;
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}
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}
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#elif defined(NL_OS_MAC)
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@ -249,7 +249,7 @@ bool CDriverUser::setDisplay(nlWindow wnd, const CMode &mode, bool show, bool
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NL3D_HAUTO_UI_DRIVER;
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// window init.
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if (_Driver->setDisplay(wnd, GfxMode(mode.Width, mode.Height, mode.Depth, mode.Windowed, false, mode.Frequency, mode.AntiAlias), show, resizeable))
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if (_Driver->setDisplay(wnd, GfxMode(mode.Width, mode.Height, mode.Depth, mode.Windowed, false, mode.Frequency, mode.AntiAlias, mode.DisplayDevice), show, resizeable))
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{
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// Always true
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nlverify (activate());
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@ -293,7 +293,7 @@ bool CDriverUser::setDisplay(nlWindow wnd, const CMode &mode, bool show, bool
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// ***************************************************************************
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bool CDriverUser::setMode(const CMode& mode)
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{
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return _Driver->setMode(GfxMode(mode.Width, mode.Height, mode.Depth, mode.Windowed, false, mode.Frequency, mode.AntiAlias));
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return _Driver->setMode(GfxMode(mode.Width, mode.Height, mode.Depth, mode.Windowed, false, mode.Frequency, mode.AntiAlias, mode.DisplayDevice));
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}
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// ----------------------------------------------------------------------------
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@ -319,7 +319,7 @@ bool CDriverUser::getModes(std::vector<CMode> &modes)
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bool res = _Driver->getModes(vTmp);
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modes.clear();
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for (uint i = 0; i < vTmp.size(); ++i)
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modes.push_back(CMode(vTmp[i].Width, vTmp[i].Height, vTmp[i].Depth, vTmp[i].Windowed, vTmp[i].Frequency, vTmp[i].AntiAlias));
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modes.push_back(CMode(vTmp[i].Width, vTmp[i].Height, vTmp[i].Depth, vTmp[i].Windowed, vTmp[i].Frequency, vTmp[i].AntiAlias, vTmp[i].DisplayDevice));
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std::sort(modes.begin(), modes.end(), CModeSorter());
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@ -629,11 +629,8 @@ void CScene::renderPart(UScene::TRenderPart rp, bool doHrcPass, bool doTrav, boo
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// clip
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ClipTrav.traverse();
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if (doTrav)
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{
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// animDetail
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AnimDetailTrav.traverse();
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}
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// animDetail
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AnimDetailTrav.traverse();
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// loadBalance
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LoadBalancingTrav.traverse();
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@ -211,6 +211,16 @@ void CStereoDebugger::setDriver(NL3D::UDriver *driver)
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}
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}
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void CStereoDebugger::attachToDisplay()
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{
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}
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void CStereoDebugger::detachFromDisplay()
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{
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}
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void CStereoDebugger::getTextures()
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{
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nlassert(!m_LeftTexU);
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@ -437,12 +447,12 @@ bool CStereoDebugger::wantInterface2D()
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bool CStereoDebugger::isSceneFirst()
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{
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return m_Stage == 1;
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return m_Stage != 3;
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}
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bool CStereoDebugger::isSceneLast()
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{
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return m_Stage == 2;
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return m_Stage != 3;
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}
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/// Returns true if a new render target was set, always fase if not using render targets
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@ -165,7 +165,7 @@ static float lerp(float f0, float f1, float factor)
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return (f1 * factor) + (f0 * (1.0f - factor));
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}
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CStereoOVR::CStereoOVR(const CStereoOVRDeviceFactory *factory) : m_DevicePtr(NULL), m_Stage(0), m_SubStage(0), m_OrientationCached(false), m_Driver(NULL), m_SceneTexture(NULL), m_GUITexture(NULL), m_EyePosition(0.0f, 0.09f, 0.15f), m_Scale(1.0f)
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CStereoOVR::CStereoOVR(const CStereoOVRDeviceFactory *factory) : m_DevicePtr(NULL), m_Stage(0), m_SubStage(0), m_OrientationCached(false), m_Driver(NULL), m_SceneTexture(NULL), m_GUITexture(NULL), m_EyePosition(0.0f, 0.09f, 0.15f), m_Scale(1.0f), m_AttachedDisplay(false)
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{
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nlctassert(NL_OVR_EYE_COUNT == ovrEye_Count);
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@ -371,6 +371,11 @@ CStereoOVR::CStereoOVR(const CStereoOVRDeviceFactory *factory) : m_DevicePtr(NUL
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CStereoOVR::~CStereoOVR()
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{
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if (m_AttachedDisplay)
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{
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detachFromDisplay();
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}
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if (!m_UnlitMat.empty())
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{
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m_Driver->deleteMaterial(m_UnlitMat);
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return false;
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}
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void CStereoOVR::attachToDisplay()
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{
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nldebug("OVR: Attach to display '%s'", m_DevicePtr->DisplayDeviceName);
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if (!m_AttachedDisplay)
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{
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m_Driver->getCurrentScreenMode(m_OriginalMode);
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m_Driver->getWindowPos(m_OriginalWinPosX, m_OriginalWinPosY);
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}
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UDriver::CMode mode;
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mode.DisplayDevice = m_DevicePtr->DisplayDeviceName;
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mode.Windowed = false;
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mode.Width = m_DevicePtr->Resolution.w;
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mode.Height = m_DevicePtr->Resolution.h;
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m_Driver->setMode(mode);
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m_AttachedDisplay = true;
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}
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void CStereoOVR::detachFromDisplay()
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{
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if (!m_OriginalMode.Windowed)
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{
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m_OriginalMode.Windowed = true;
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m_Driver->setMode(m_OriginalMode);
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m_OriginalMode.Windowed = false;
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}
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m_Driver->setMode(m_OriginalMode);
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m_Driver->setWindowPos(m_OriginalWinPosX, m_OriginalWinPosY);
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m_AttachedDisplay = false;
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}
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void CStereoOVR::initCamera(uint cid, const NL3D::UCamera *camera)
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{
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m_OriginalFrustum[cid] = camera->getFrustum();
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{
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case 3:
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return true;
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case 4:
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return false;
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}
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return m_Driver->getPolygonMode() != UDriver::Filled;
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}
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@ -687,6 +726,8 @@ bool CStereoOVR::isSceneLast()
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{
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switch (m_Stage)
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{
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case 3:
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return false;
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case 4:
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return true;
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}
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@ -31,6 +31,7 @@
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// 3D Interface.
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#include "nel/3d/u_driver.h"
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#include "nel/3d/u_text_context.h"
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#include <nel/3d/stereo_display.h>
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// Game Share
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//#include "game_share/gd_time.h" // \todo GUIGUI : TO DELETE/CHANGE
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#include "game_share/gender.h"
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@ -217,6 +218,9 @@ void connectionRestaureVideoMode ()
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setVideoMode(mode);
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}
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if (StereoDisplay)
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StereoDisplay->attachToDisplay();
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// And setup hardware mouse if we have to
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InitMouseWithCursor (ClientCfg.HardwareCursor);
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SetMouseFreeLook ();
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@ -253,6 +257,9 @@ void setOutGameFullScreen()
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// NB: don't setup fullscreen if player wants to play in window
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if (!ClientCfg.Local && ClientCfg.SelectCharacter == -1)
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{
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if (StereoDisplay)
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StereoDisplay->detachFromDisplay();
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UDriver::CMode currMode;
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Driver->getCurrentScreenMode(currMode);
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UDriver::CMode wantedMode;
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@ -20,6 +20,7 @@
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#include <nel/3d/u_driver.h>
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#include <nel/3d/u_cloud_scape.h>
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#include <nel/3d/fxaa.h>
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#include <nel/3d/stereo_display.h>
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#include "game_share/scenario_entry_points.h"
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@ -60,6 +61,8 @@ void updateFromClientCfg()
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nldebug("Apply VR device change");
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releaseStereoDisplayDevice();
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initStereoDisplayDevice();
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if (StereoDisplay)
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StereoDisplay->attachToDisplay();
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}
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// GRAPHICS - GENERAL
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@ -70,8 +73,11 @@ void updateFromClientCfg()
|
|||
(ClientCfg.Depth != LastClientCfg.Depth) ||
|
||||
(ClientCfg.Frequency != LastClientCfg.Frequency))
|
||||
{
|
||||
setVideoMode(UDriver::CMode(ClientCfg.Width, ClientCfg.Height, (uint8)ClientCfg.Depth,
|
||||
ClientCfg.Windowed, ClientCfg.Frequency));
|
||||
if (!StereoDisplay) // TODO
|
||||
{
|
||||
setVideoMode(UDriver::CMode(ClientCfg.Width, ClientCfg.Height, (uint8)ClientCfg.Depth,
|
||||
ClientCfg.Windowed, ClientCfg.Frequency));
|
||||
}
|
||||
}
|
||||
|
||||
if (ClientCfg.DivideTextureSizeBy2 != LastClientCfg.DivideTextureSizeBy2)
|
||||
|
|
Loading…
Reference in a new issue