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("default", "resources/shaders/default.vertex", "resources/shaders/default_desktop.fragment", CONST_ZIP_FILE);
#endif
loadingTexture = renderer.textureManager.LoadFromPng("resources/loading.png", "");
loadingTexture = renderer.textureManager.LoadFromPng("resources/loading003.png", "");
loadingProgressBarFrameTexture = renderer.textureManager.LoadFromPng(
"resources/loadingProgressBarFrame.png", "", true);
@ -1013,127 +1013,126 @@ namespace FRG
CheckGlError(__FILE__, __LINE__);
}
void Game::drawLoading()
{
glClear(GL_DEPTH_BUFFER_BIT);
void Game::drawLoading()
{
glClear(GL_DEPTH_BUFFER_BIT);
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.RenderUniform1f("uAlpha", 1.0);
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.RenderUniform1f("uAlpha", 1.0);
float width = Environment::projectionWidth;
float height = Environment::projectionHeight;
float width = Environment::projectionWidth;
float height = Environment::projectionHeight;
renderer.PushProjectionMatrix(
-width * 0.5f, width * 0.5f,
-height * 0.5f, height * 0.5f,
-10, 10);
renderer.PushProjectionMatrix(
-width * 0.5f, width * 0.5f,
-height * 0.5f, height * 0.5f,
-10, 10);
renderer.PushMatrix();
renderer.LoadIdentity();
renderer.PushMatrix();
renderer.LoadIdentity();
if (showLoadingProgressBar == false) // Loading language screen
{
if (FRG::g_currentLanguage == FRG::Language::English)
{
glBindTexture(GL_TEXTURE_2D, menuManager.languageLoadingEn->getTexID());
}
else if (FRG::g_currentLanguage == FRG::Language::Russian)
{
glBindTexture(GL_TEXTURE_2D, menuManager.languageLoadingRu->getTexID());
}
else
{
glBindTexture(GL_TEXTURE_2D, loadingTexture->getTexID());
}
}
else
{
glBindTexture(GL_TEXTURE_2D, loadingTexture->getTexID());
}
if (showLoadingProgressBar == false) // Loading language screen
{
if (FRG::g_currentLanguage == FRG::Language::English)
{
glBindTexture(GL_TEXTURE_2D, menuManager.languageLoadingEn->getTexID());
}
else if (FRG::g_currentLanguage == FRG::Language::Russian)
{
glBindTexture(GL_TEXTURE_2D, menuManager.languageLoadingRu->getTexID());
}
else
{
glBindTexture(GL_TEXTURE_2D, loadingTexture->getTexID());
}
}
else
{
glBindTexture(GL_TEXTURE_2D, loadingTexture->getTexID());
}
renderer.DrawVertexRenderStruct(loadingMesh);
renderer.DrawVertexRenderStruct(loadingMesh);
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();
if (showLoadingProgressBar && loadingProgressBarFrameTexture && loadingProgressBarTexture) {
const float W = Environment::projectionWidth;
const float H = Environment::projectionHeight;
static constexpr float kBarW = 400.0f;
static constexpr float kBarH = 40.0f;
const float barCenterY = -(H * 0.4f - 60.0f);
const float barLeft = -kBarW * 0.5f;
const float barBottom = barCenterY - kBarH * 0.5f;
const float barTop = barCenterY + kBarH * 0.5f;
if (showLoadingProgressBar && loadingProgressBarFrameTexture && loadingProgressBarTexture) {
const float W = Environment::projectionWidth;
const float H = Environment::projectionHeight;
static constexpr float kBarW = 400.0f;
static constexpr float kBarH = 40.0f;
const float barCenterY = -(H * 0.4f - 60.0f);
const float barLeft = -kBarW * 0.5f;
const float barBottom = barCenterY - kBarH * 0.5f;
const float barTop = barCenterY + kBarH * 0.5f;
// Rebuild frame mesh when projection dimensions change
if (W != loadingBarLastW || H != loadingBarLastH) {
loadingBarLastW = W;
loadingBarLastH = H;
VertexDataStruct frameData;
frameData.PositionData = {
{barLeft, barBottom, 4.f}, {barLeft, barTop, 4.f}, {barLeft+kBarW, barTop, 4.f},
{barLeft+kBarW, barTop, 4.f}, {barLeft+kBarW, barBottom, 4.f}, {barLeft, barBottom, 4.f}
};
frameData.TexCoordData = {
{0.f,0.f},{0.f,1.f},{1.f,1.f},
{1.f,1.f},{1.f,0.f},{0.f,0.f}
};
loadingProgressBarFrameMesh.data = std::move(frameData);
loadingProgressBarFrameMesh.RefreshVBO();
loadingBarLastRenderedProgress = -1.0f; // force fill rebuild too
}
// Rebuild frame mesh when projection dimensions change
if (W != loadingBarLastW || H != loadingBarLastH) {
loadingBarLastW = W;
loadingBarLastH = H;
VertexDataStruct frameData;
frameData.PositionData = {
{barLeft, barBottom, 4.f}, {barLeft, barTop, 4.f}, {barLeft+kBarW, barTop, 4.f},
{barLeft+kBarW, barTop, 4.f}, {barLeft+kBarW, barBottom, 4.f}, {barLeft, barBottom, 4.f}
};
frameData.TexCoordData = {
{0.f,0.f},{0.f,1.f},{1.f,1.f},
{1.f,1.f},{1.f,0.f},{0.f,0.f}
};
loadingProgressBarFrameMesh.data = std::move(frameData);
loadingProgressBarFrameMesh.RefreshVBO();
loadingBarLastRenderedProgress = -1.0f; // force fill rebuild too
}
// Rebuild fill mesh when progress changes
const float p = (std::min)(currentLoadingProgress(), 1.0f);
if (p != loadingBarLastRenderedProgress) {
loadingBarLastRenderedProgress = p;
if (p > 0.001f) {
const float fillRight = barLeft + kBarW * p;
VertexDataStruct fillData;
fillData.PositionData = {
{barLeft, barBottom, 4.f}, {barLeft, barTop, 4.f}, {fillRight, barTop, 4.f},
{fillRight, barTop, 4.f}, {fillRight, barBottom, 4.f}, {barLeft, barBottom, 4.f}
};
fillData.TexCoordData = {
{0.f,0.f},{0.f,1.f},{p,1.f},
{p,1.f},{p,0.f},{0.f,0.f}
};
loadingProgressBarFillMesh.data = std::move(fillData);
loadingProgressBarFillMesh.RefreshVBO();
}
}
// Rebuild fill mesh when progress changes
const float p = (std::min)(currentLoadingProgress(), 1.0f);
if (p != loadingBarLastRenderedProgress) {
loadingBarLastRenderedProgress = p;
if (p > 0.001f) {
const float fillRight = barLeft + kBarW * p;
VertexDataStruct fillData;
fillData.PositionData = {
{barLeft, barBottom, 4.f}, {barLeft, barTop, 4.f}, {fillRight, barTop, 4.f},
{fillRight, barTop, 4.f}, {fillRight, barBottom, 4.f}, {barLeft, barBottom, 4.f}
};
fillData.TexCoordData = {
{0.f,0.f},{0.f,1.f},{p,1.f},
{p,1.f},{p,0.f},{0.f,0.f}
};
loadingProgressBarFillMesh.data = std::move(fillData);
loadingProgressBarFillMesh.RefreshVBO();
}
}
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.RenderUniform1f("uAlpha", 1.0f);
renderer.PushProjectionMatrix(-W*0.5f, W*0.5f, -H*0.5f, H*0.5f, -10, 10);
renderer.PushMatrix();
renderer.LoadIdentity();
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.RenderUniform1f("uAlpha", 1.0f);
renderer.PushProjectionMatrix(-W*0.5f, W*0.5f, -H*0.5f, H*0.5f, -10, 10);
renderer.PushMatrix();
renderer.LoadIdentity();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, loadingProgressBarFrameTexture->getTexID());
renderer.DrawVertexRenderStruct(loadingProgressBarFrameMesh);
glBindTexture(GL_TEXTURE_2D, loadingProgressBarFrameTexture->getTexID());
renderer.DrawVertexRenderStruct(loadingProgressBarFrameMesh);
if (p > 0.001f) {
glBindTexture(GL_TEXTURE_2D, loadingProgressBarTexture->getTexID());
renderer.DrawVertexRenderStruct(loadingProgressBarFillMesh);
}
if (p > 0.001f) {
glBindTexture(GL_TEXTURE_2D, loadingProgressBarTexture->getTexID());
renderer.DrawVertexRenderStruct(loadingProgressBarFillMesh);
}
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();
}
CheckGlError(__FILE__, __LINE__);
}
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();
}
CheckGlError(__FILE__, __LINE__);
}
int64_t Game::getSyncTimeMs() {
int64_t localNow = std::chrono::duration_cast<std::chrono::milliseconds>(
@ -1189,6 +1188,35 @@ namespace FRG
SDL_GL_SwapWindow(FRG::Environment::window);
}
void Game::onWindowResized() {
const bool wasPortrait = Environment::width < Environment::height;
if (Environment::isHighDPIEnabled) {
int drawW, drawH;
SDL_GL_GetDrawableSize(Environment::window, &drawW, &drawH);
Environment::width = drawW;
Environment::height = drawH;
}
else {
int winW, winH;
SDL_GetWindowSize(Environment::window, &winW, &winH);
Environment::width = winW / FRG::Environment::customDpiScale;
Environment::height = winH / FRG::Environment::customDpiScale;
}
Environment::computeProjectionDimensions();
const bool isPortrait = Environment::width < Environment::height;
menuManager.uiManager.updateAllLayouts();
menuManager.topUiManager.updateAllLayouts();
if (wasPortrait != isPortrait) {
menuManager.onOrientationChanged();
}
logger() << "Window resized (Render Size): " << Environment::width << "x" << Environment::height << std::endl;
}
void Game::update() {
SDL_Event event;
const bool mobileIsPortrait = loadingCompleted && (Environment::width < Environment::height);
@ -1201,51 +1229,16 @@ namespace FRG
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;
FRG::logger() << "Window resized" << std::endl;
if (Environment::isHighDPIEnabled) {
// Если High DPI включен, запрашиваем реальное физическое разрешение буфера
int drawW, drawH;
SDL_GL_GetDrawableSize(Environment::window, &drawW, &drawH);
Environment::width = drawW;
Environment::height = drawH;
}
else {
// Если High DPI выключен, используем логические размеры из события
Environment::width = event.window.data1 / FRG::Environment::customDpiScale;
Environment::height = event.window.data2 / FRG::Environment::customDpiScale;
}
Environment::computeProjectionDimensions();
const bool isPortrait = Environment::width < Environment::height;
menuManager.uiManager.updateAllLayouts();
menuManager.topUiManager.updateAllLayouts();
if (wasPortrait != isPortrait) {
menuManager.onOrientationChanged();
}
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) {
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
@ -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
// and repainting between steps instead of freezing for the whole load.
if (!loadingCompleted && !loadSteps.empty()) {

View File

@ -39,6 +39,7 @@ namespace FRG {
void setupPart2();
void update();
void render();
void onWindowResized();
bool shouldExit() const { return Environment::exitGameLoop; }
@ -201,6 +202,9 @@ namespace FRG {
int64_t newTickCount;
int64_t lastTickCount;
int lastDrawableW = -1;
int lastDrawableH = -1;
static const size_t CONST_TIMER_INTERVAL = 10;
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()) {
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;
}
g_game->update();
// 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();
// На Android шаг кадров завязан на VSync (SwapInterval = 1).
// SDL_Delay(16) здесь не нужен, он будет вызывать микро-фризы (stuttering).
}
else {
if (!isAppActive) {
// Если игра свернута — спим, чтобы не нагружать CPU/GPU
SDL_Delay(100);
}