Fixing screen resize bugs

This commit is contained in:
Vladislav Khorev 2026-07-19 13:07:39 +03:00
parent 6406c4f258
commit 6a79e8e41e
3 changed files with 154 additions and 168 deletions

View File

@ -109,7 +109,7 @@ namespace FRG
renderer.shaderManager.AddShaderFromFiles("defaultColor", "resources/shaders/defaultColor.vertex", "resources/shaders/defaultColor_desktop.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("defaultColor", "resources/shaders/defaultColor.vertex", "resources/shaders/defaultColor_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("default", "resources/shaders/default.vertex", "resources/shaders/default_desktop.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("default", "resources/shaders/default.vertex", "resources/shaders/default_desktop.fragment", CONST_ZIP_FILE);
#endif #endif
loadingTexture = renderer.textureManager.LoadFromPng("resources/loading.png", ""); loadingTexture = renderer.textureManager.LoadFromPng("resources/loading003.png", "");
loadingProgressBarFrameTexture = renderer.textureManager.LoadFromPng( loadingProgressBarFrameTexture = renderer.textureManager.LoadFromPng(
"resources/loadingProgressBarFrame.png", "", true); "resources/loadingProgressBarFrame.png", "", true);
@ -1134,7 +1134,6 @@ namespace FRG
CheckGlError(__FILE__, __LINE__); CheckGlError(__FILE__, __LINE__);
} }
int64_t Game::getSyncTimeMs() { int64_t Game::getSyncTimeMs() {
int64_t localNow = std::chrono::duration_cast<std::chrono::milliseconds>( int64_t localNow = std::chrono::duration_cast<std::chrono::milliseconds>(
std::chrono::system_clock::now().time_since_epoch()).count(); std::chrono::system_clock::now().time_since_epoch()).count();
@ -1189,46 +1188,20 @@ namespace FRG
SDL_GL_SwapWindow(FRG::Environment::window); SDL_GL_SwapWindow(FRG::Environment::window);
} }
void Game::update() { void Game::onWindowResized() {
SDL_Event event;
const bool mobileIsPortrait = loadingCompleted && (Environment::width < Environment::height);
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
Environment::exitGameLoop = true;
}
#ifdef __ANDROID__
if (event.type == SDL_APP_WILLENTERBACKGROUND) {
isAppActive = false;
__android_log_print(ANDROID_LOG_INFO, "Game", "App moving to background, suspending loop");
break;
}
if (event.type == SDL_APP_DIDENTERFOREGROUND) {
isAppActive = true;
__android_log_print(ANDROID_LOG_INFO, "Game", "App returned to foreground, resuming loop");
break;
}
/*
__android_log_print(ANDROID_LOG_ERROR, "Game",
"Game::update step 1 event type: %d", event.type);
*/
#endif
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED) {
const bool wasPortrait = Environment::width < Environment::height; const bool wasPortrait = Environment::width < Environment::height;
FRG::logger() << "Window resized" << std::endl;
if (Environment::isHighDPIEnabled) { if (Environment::isHighDPIEnabled) {
// Если High DPI включен, запрашиваем реальное физическое разрешение буфера
int drawW, drawH; int drawW, drawH;
SDL_GL_GetDrawableSize(Environment::window, &drawW, &drawH); SDL_GL_GetDrawableSize(Environment::window, &drawW, &drawH);
Environment::width = drawW; Environment::width = drawW;
Environment::height = drawH; Environment::height = drawH;
} }
else { else {
// Если High DPI выключен, используем логические размеры из события int winW, winH;
Environment::width = event.window.data1 / FRG::Environment::customDpiScale; SDL_GetWindowSize(Environment::window, &winW, &winH);
Environment::height = event.window.data2 / FRG::Environment::customDpiScale; Environment::width = winW / FRG::Environment::customDpiScale;
Environment::height = winH / FRG::Environment::customDpiScale;
} }
Environment::computeProjectionDimensions(); Environment::computeProjectionDimensions();
@ -1242,10 +1215,30 @@ namespace FRG
} }
logger() << "Window resized (Render Size): " << Environment::width << "x" << Environment::height << std::endl; logger() << "Window resized (Render Size): " << Environment::width << "x" << Environment::height << std::endl;
//space.clearTextRendererCache();
} }
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED) { void Game::update() {
SDL_Event event;
const bool mobileIsPortrait = loadingCompleted && (Environment::width < Environment::height);
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
Environment::exitGameLoop = true;
}
#ifdef __ANDROID__
if (event.type == SDL_APP_WILLENTERBACKGROUND) {
isAppActive = false;
__android_log_print(ANDROID_LOG_INFO, "Game", "App moving to background, suspending loop");
}
if (event.type == SDL_APP_DIDENTERFOREGROUND) {
isAppActive = true;
__android_log_print(ANDROID_LOG_INFO, "Game", "App returned to foreground, resuming loop");
}
#endif
if (event.type == SDL_WINDOWEVENT && (event.window.event == SDL_WINDOWEVENT_RESIZED || event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED)) {
onWindowResized();
} }
// Suppress all input while portrait overlay is shown // Suppress all input while portrait overlay is shown
@ -1384,6 +1377,20 @@ namespace FRG
} }
} }
} }
// Fallback detection (proactive check)
int drawableW, drawableH;
SDL_GL_GetDrawableSize(Environment::window, &drawableW, &drawableH);
if (drawableW != lastDrawableW || drawableH != lastDrawableH) {
lastDrawableW = drawableW;
lastDrawableH = drawableH;
onWindowResized();
}
#ifdef __ANDROID__
if (!isAppActive) return;
#endif
// Drain one loading step per frame so the window/tab keeps pumping events // Drain one loading step per frame so the window/tab keeps pumping events
// and repainting between steps instead of freezing for the whole load. // and repainting between steps instead of freezing for the whole load.
if (!loadingCompleted && !loadSteps.empty()) { if (!loadingCompleted && !loadSteps.empty()) {

View File

@ -39,6 +39,7 @@ namespace FRG {
void setupPart2(); void setupPart2();
void update(); void update();
void render(); void render();
void onWindowResized();
bool shouldExit() const { return Environment::exitGameLoop; } bool shouldExit() const { return Environment::exitGameLoop; }
@ -201,6 +202,9 @@ namespace FRG {
int64_t newTickCount; int64_t newTickCount;
int64_t lastTickCount; int64_t lastTickCount;
int lastDrawableW = -1;
int lastDrawableH = -1;
static const size_t CONST_TIMER_INTERVAL = 10; static const size_t CONST_TIMER_INTERVAL = 10;
static const size_t CONST_MAX_TIME_INTERVAL = 1000; static const size_t CONST_MAX_TIME_INTERVAL = 1000;
}; };

View File

@ -267,34 +267,9 @@ int main(int argc, char* argv[]) {
} }
while (!g_game->shouldExit()) { while (!g_game->shouldExit()) {
SDL_Event event;
// Обрабатываем системные события Android до обновления кадра
/*while (SDL_PollEvent(&event)) {
// Перенаправляем событие в игру, чтобы сработал ваш внутренний цикл (память, ресайз и т.д.)
// Примечание: внутри Game::update у вас тоже стоит PollEvent.
// Чтобы события не терялись, лучше обрабатывать их в одном месте,
// но жизненно важные для ОС флаги перехватываем здесь:
if (event.type == SDL_QUIT) {
break;
}
// Сворачивание / Разворачивание приложения в Android
if (event.type == SDL_APP_WILLENTERBACKGROUND) {
isAppActive = false;
__android_log_print(ANDROID_LOG_INFO, "Game", "App moving to background, suspending loop");
}
if (event.type == SDL_APP_DIDENTERFOREGROUND) {
isAppActive = true;
__android_log_print(ANDROID_LOG_INFO, "Game", "App returned to foreground, resuming loop");
}
}*/
if (isAppActive) {
g_game->update(); g_game->update();
// На Android шаг кадров завязан на VSync (SwapInterval = 1).
// SDL_Delay(16) здесь не нужен, он будет вызывать микро-фризы (stuttering). if (!isAppActive) {
}
else {
// Если игра свернута — спим, чтобы не нагружать CPU/GPU // Если игра свернута — спим, чтобы не нагружать CPU/GPU
SDL_Delay(100); SDL_Delay(100);
} }