Clean handling of display mode switching in client
--HG-- branch : multipass-stereo
This commit is contained in:
parent
400f479fe1
commit
e2bfb5d542
10 changed files with 31 additions and 16 deletions
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@ -73,7 +73,7 @@ public:
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void recycleTextures();
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void recycleTextures();
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/// Attach the driver to the display
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/// Attach the driver to the display
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virtual void attachToDisplay();
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virtual bool attachToDisplay();
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/// Detach the driver from the display
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/// Detach the driver from the display
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virtual void detachFromDisplay();
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virtual void detachFromDisplay();
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@ -95,8 +95,8 @@ public:
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/// Sets driver and generates necessary render targets
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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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virtual void setDriver(NL3D::UDriver *driver) = 0;
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/// Attach the driver to the display
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/// Attach the driver to the display, return true if attached
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virtual void attachToDisplay() = 0;
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virtual bool attachToDisplay() = 0;
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/// Detach the driver from the display
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/// Detach the driver from the display
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virtual void detachFromDisplay() = 0;
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virtual void detachFromDisplay() = 0;
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@ -91,7 +91,7 @@ public:
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virtual void setDriver(NL3D::UDriver *driver);
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virtual void setDriver(NL3D::UDriver *driver);
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/// Attach the driver to the display
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/// Attach the driver to the display
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virtual void attachToDisplay();
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virtual bool attachToDisplay();
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/// Detach the driver from the display
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/// Detach the driver from the display
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virtual void detachFromDisplay();
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virtual void detachFromDisplay();
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@ -2419,7 +2419,7 @@ void CDriverGL::setWindowPos(sint32 x, sint32 y)
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&& GetCursorPos(&cursorPos)
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&& GetCursorPos(&cursorPos)
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&& ScreenToClient(_win, &cursorPos);
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&& ScreenToClient(_win, &cursorPos);
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SetWindowPos(_win, NULL, x, y, 0, 0, SWP_NOZORDER | SWP_NOACTIVATE | SWP_NOSIZE);
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SetWindowPos(_win, NULL, x, y, 0, 0, /*SWP_NOZORDER | SWP_NOACTIVATE |*/ SWP_NOSIZE);
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if (cursorPosOk)
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if (cursorPosOk)
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{
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{
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@ -211,9 +211,9 @@ void CStereoDebugger::setDriver(NL3D::UDriver *driver)
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}
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}
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}
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}
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void CStereoDebugger::attachToDisplay()
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bool CStereoDebugger::attachToDisplay()
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{
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{
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return false;
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}
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}
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void CStereoDebugger::detachFromDisplay()
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void CStereoDebugger::detachFromDisplay()
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@ -444,7 +444,7 @@ bool CStereoOVR::getScreenResolution(uint &width, uint &height)
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return false;
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return false;
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}
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}
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void CStereoOVR::attachToDisplay()
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bool CStereoOVR::attachToDisplay()
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{
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{
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nldebug("OVR: Attach to display '%s'", m_DevicePtr->DisplayDeviceName);
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nldebug("OVR: Attach to display '%s'", m_DevicePtr->DisplayDeviceName);
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@ -461,6 +461,7 @@ void CStereoOVR::attachToDisplay()
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mode.Height = m_DevicePtr->Resolution.h;
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mode.Height = m_DevicePtr->Resolution.h;
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m_Driver->setMode(mode);
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m_Driver->setMode(mode);
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m_AttachedDisplay = true;
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m_AttachedDisplay = true;
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return true;
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}
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}
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void CStereoOVR::detachFromDisplay()
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void CStereoOVR::detachFromDisplay()
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@ -206,9 +206,13 @@ void connectionRestaureVideoMode ()
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if (ClientCfg.Width < 800) ClientCfg.Width = 800;
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if (ClientCfg.Width < 800) ClientCfg.Width = 800;
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if (ClientCfg.Height < 600) ClientCfg.Height = 600;
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if (ClientCfg.Height < 600) ClientCfg.Height = 600;
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if ((ClientCfg.Windowed != mode.Windowed) ||
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if (StereoDisplay)
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StereoDisplayAttached = StereoDisplay->attachToDisplay();
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if (!StereoDisplayAttached && (
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(ClientCfg.Windowed != mode.Windowed) ||
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(ClientCfg.Width != mode.Width) ||
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(ClientCfg.Width != mode.Width) ||
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(ClientCfg.Height != mode.Height))
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(ClientCfg.Height != mode.Height)))
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{
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{
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mode.Windowed = ClientCfg.Windowed;
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mode.Windowed = ClientCfg.Windowed;
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mode.Depth = uint8(ClientCfg.Depth);
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mode.Depth = uint8(ClientCfg.Depth);
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@ -218,9 +222,6 @@ void connectionRestaureVideoMode ()
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setVideoMode(mode);
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setVideoMode(mode);
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}
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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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// And setup hardware mouse if we have to
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InitMouseWithCursor (ClientCfg.HardwareCursor);
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InitMouseWithCursor (ClientCfg.HardwareCursor);
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SetMouseFreeLook ();
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SetMouseFreeLook ();
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@ -257,8 +258,9 @@ void setOutGameFullScreen()
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// NB: don't setup fullscreen if player wants to play in window
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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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if (!ClientCfg.Local && ClientCfg.SelectCharacter == -1)
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{
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{
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if (StereoDisplay)
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if (StereoDisplayAttached)
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StereoDisplay->detachFromDisplay();
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StereoDisplay->detachFromDisplay();
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StereoDisplayAttached = false;
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UDriver::CMode currMode;
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UDriver::CMode currMode;
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Driver->getCurrentScreenMode(currMode);
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Driver->getCurrentScreenMode(currMode);
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@ -28,6 +28,7 @@ using namespace NLMISC;
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NL3D::UDriver *Driver = NULL; // The main 3D Driver
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NL3D::UDriver *Driver = NULL; // The main 3D Driver
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NL3D::IStereoDisplay *StereoDisplay = NULL; // Stereo display
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NL3D::IStereoDisplay *StereoDisplay = NULL; // Stereo display
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NL3D::IStereoHMD *StereoHMD = NULL; // Head mount display
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NL3D::IStereoHMD *StereoHMD = NULL; // Head mount display
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bool StereoDisplayAttached = false; // Is stereo display handling the display mode
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CSoundManager *SoundMngr = NULL; // the sound manager
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CSoundManager *SoundMngr = NULL; // the sound manager
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NL3D::UMaterial GenericMat; // Generic Material
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NL3D::UMaterial GenericMat; // Generic Material
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NL3D::UTextContext *TextContext = NULL; // Context for all the text in the client.
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NL3D::UTextContext *TextContext = NULL; // Context for all the text in the client.
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@ -82,6 +82,7 @@ const float ExtraZoneLoadingVision = 100.f;
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extern NL3D::UDriver *Driver; // The main 3D Driver
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extern NL3D::UDriver *Driver; // The main 3D Driver
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extern NL3D::IStereoDisplay *StereoDisplay; // Stereo display
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extern NL3D::IStereoDisplay *StereoDisplay; // Stereo display
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extern NL3D::IStereoHMD *StereoHMD; // Head mount display
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extern NL3D::IStereoHMD *StereoHMD; // Head mount display
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extern bool StereoDisplayAttached; // Is stereo display handling the display mode
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extern CSoundManager *SoundMngr; // the sound manager
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extern CSoundManager *SoundMngr; // the sound manager
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extern NL3D::UMaterial GenericMat; // Generic Material
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extern NL3D::UMaterial GenericMat; // Generic Material
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extern NL3D::UTextContext *TextContext; // Context for all the text in the client.
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extern NL3D::UTextContext *TextContext; // Context for all the text in the client.
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@ -59,10 +59,20 @@ void updateFromClientCfg()
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)))
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)))
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{
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{
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nldebug("Apply VR device change");
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nldebug("Apply VR device change");
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// detach display mode
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if (StereoDisplay && StereoDisplayAttached)
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StereoDisplay->detachFromDisplay();
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StereoDisplayAttached = false;
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// re-init
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releaseStereoDisplayDevice();
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releaseStereoDisplayDevice();
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initStereoDisplayDevice();
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initStereoDisplayDevice();
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// try attach display mode
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if (StereoDisplay)
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if (StereoDisplay)
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StereoDisplay->attachToDisplay();
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StereoDisplayAttached = StereoDisplay->attachToDisplay();
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// set latest config display mode if not attached
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if (!StereoDisplayAttached)
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setVideoMode(UDriver::CMode(ClientCfg.Width, ClientCfg.Height, (uint8)ClientCfg.Depth,
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ClientCfg.Windowed, ClientCfg.Frequency));
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}
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}
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// GRAPHICS - GENERAL
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// GRAPHICS - GENERAL
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@ -73,7 +83,7 @@ void updateFromClientCfg()
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(ClientCfg.Depth != LastClientCfg.Depth) ||
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(ClientCfg.Depth != LastClientCfg.Depth) ||
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(ClientCfg.Frequency != LastClientCfg.Frequency))
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(ClientCfg.Frequency != LastClientCfg.Frequency))
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{
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{
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if (!StereoDisplay) // TODO
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if (!StereoDisplayAttached)
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{
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{
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setVideoMode(UDriver::CMode(ClientCfg.Width, ClientCfg.Height, (uint8)ClientCfg.Depth,
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setVideoMode(UDriver::CMode(ClientCfg.Width, ClientCfg.Height, (uint8)ClientCfg.Depth,
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ClientCfg.Windowed, ClientCfg.Frequency));
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ClientCfg.Windowed, ClientCfg.Frequency));
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