]> git.lizzy.rs Git - minetest.git/blobdiff - src/client/game.cpp
Add minetest.get_player_window_information() (#12367)
[minetest.git] / src / client / game.cpp
index 76612879c00b458d548d2b117a1db355251e5b13..c5dc8f6d9d8337f809b2111595c12066d6184145 100644 (file)
@@ -71,6 +71,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "version.h"
 #include "script/scripting_client.h"
 #include "hud.h"
+#include "clientdynamicinfo.h"
 
 #if USE_SOUND
        #include "client/sound_openal.h"
@@ -917,12 +918,16 @@ class Game {
        static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];
 
        f32 getSensitivityScaleFactor() const;
+       ClientDynamicInfo getCurrentDynamicInfo() const;
 
        InputHandler *input = nullptr;
 
        Client *client = nullptr;
        Server *server = nullptr;
 
+       ClientDynamicInfo client_display_info{};
+       float dynamic_info_send_timer = 0;
+
        IWritableTextureSource *texture_src = nullptr;
        IWritableShaderSource *shader_src = nullptr;
 
@@ -1008,10 +1013,6 @@ class Game {
        // this happens in pause menu in singleplayer
        bool m_is_paused = false;
 
-#if IRRLICHT_VERSION_MT_REVISION < 5
-       int m_reset_HW_buffer_counter = 0;
-#endif
-
 #ifdef HAVE_TOUCHSCREENGUI
        bool m_cache_hold_aux1;
        bool m_touch_use_crosshair;
@@ -1191,31 +1192,44 @@ void Game::run()
                        && client->checkPrivilege("fast");
 #endif
 
-       irr::core::dimension2d<u32> previous_screen_size(g_settings->getU16("screen_w"),
+       v2u32 previous_screen_size(g_settings->getU16("screen_w"),
                g_settings->getU16("screen_h"));
 
        while (m_rendering_engine->run()
                        && !(*kill || g_gamecallback->shutdown_requested
                        || (server && server->isShutdownRequested()))) {
 
-               const irr::core::dimension2d<u32> &current_screen_size =
-                       m_rendering_engine->get_video_driver()->getScreenSize();
+               // Calculate dtime =
+               //    m_rendering_engine->run() from this iteration
+               //  + Sleep time until the wanted FPS are reached
+               draw_times.limit(device, &dtime);
+
+               const auto current_dynamic_info = getCurrentDynamicInfo();
+               if (!current_dynamic_info.equal(client_display_info)) {
+                       client_display_info = current_dynamic_info;
+                       dynamic_info_send_timer = 0.2f;
+               }
+
+               if (dynamic_info_send_timer > 0) {
+                       dynamic_info_send_timer -= dtime;
+                       if (dynamic_info_send_timer <= 0) {
+                               client->sendUpdateClientInfo(current_dynamic_info);
+                       }
+               }
+
+               const auto &current_screen_size = current_dynamic_info.render_target_size;
+
                // Verify if window size has changed and save it if it's the case
                // Ensure evaluating settings->getBool after verifying screensize
                // First condition is cheaper
                if (previous_screen_size != current_screen_size &&
                                current_screen_size != irr::core::dimension2d<u32>(0,0) &&
                                g_settings->getBool("autosave_screensize")) {
-                       g_settings->setU16("screen_w", current_screen_size.Width);
-                       g_settings->setU16("screen_h", current_screen_size.Height);
+                       g_settings->setU16("screen_w", current_screen_size.X);
+                       g_settings->setU16("screen_h", current_screen_size.Y);
                        previous_screen_size = current_screen_size;
                }
 
-               // Calculate dtime =
-               //    m_rendering_engine->run() from this iteration
-               //  + Sleep time until the wanted FPS are reached
-               draw_times.limit(device, &dtime);
-
                // Prepare render data for next iteration
 
                updateStats(&stats, draw_times, dtime);
@@ -2089,7 +2103,7 @@ void Game::processKeyInput()
        } else if (wasKeyDown(KeyType::MINIMAP)) {
                toggleMinimap(isKeyDown(KeyType::SNEAK));
        } else if (wasKeyDown(KeyType::TOGGLE_CHAT)) {
-               m_game_ui->toggleChat();
+               m_game_ui->toggleChat(client);
        } else if (wasKeyDown(KeyType::TOGGLE_FOG)) {
                toggleFog();
        } else if (wasKeyDown(KeyType::TOGGLE_UPDATE_CAMERA)) {
@@ -2587,6 +2601,19 @@ f32 Game::getSensitivityScaleFactor() const
        return tan(fov_y / 2.0f) * 1.3763818698f;
 }
 
+ClientDynamicInfo Game::getCurrentDynamicInfo() const
+{
+       v2u32 screen_size = RenderingEngine::getWindowSize();
+       f32 density = RenderingEngine::getDisplayDensity();
+       f32 gui_scaling = g_settings->getFloat("gui_scaling") * density;
+       f32 hud_scaling = g_settings->getFloat("hud_scaling") * density;
+
+       return {
+               screen_size, gui_scaling, hud_scaling,
+               ClientDynamicInfo::calculateMaxFSSize(screen_size)
+       };
+}
+
 void Game::updateCameraOrientation(CameraOrientation *cam, float dtime)
 {
 #ifdef HAVE_TOUCHSCREENGUI
@@ -2980,6 +3007,9 @@ void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
                );
        }
 
+       // Orbit Tilt:
+       sky->setBodyOrbitTilt(event->set_sky->body_orbit_tilt);
+
        delete event->set_sky;
 }
 
@@ -4153,29 +4183,6 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
        /*
                ==================== End scene ====================
        */
-#if IRRLICHT_VERSION_MT_REVISION < 5
-       if (++m_reset_HW_buffer_counter > 500) {
-               /*
-                 Periodically remove all mesh HW buffers.
-
-                 Work around for a quirk in Irrlicht where a HW buffer is only
-                 released after 20000 iterations (triggered from endScene()).
-
-                 Without this, all loaded but unused meshes will retain their HW
-                 buffers for at least 5 minutes, at which point looking up the HW buffers
-                 becomes a bottleneck and the framerate drops (as much as 30%).
-
-                 Tests showed that numbers between 50 and 1000 are good, so picked 500.
-                 There are no other public Irrlicht APIs that allow interacting with the
-                 HW buffers without tracking the status of every individual mesh.
-
-                 The HW buffers for _visible_ meshes will be reinitialized in the next frame.
-               */
-               infostream << "Game::updateFrame(): Removing all HW buffers." << std::endl;
-               driver->removeAllHardwareBuffers();
-               m_reset_HW_buffer_counter = 0;
-       }
-#endif
 
        driver->endScene();
 
@@ -4291,7 +4298,7 @@ void Game::readSettings()
        m_cache_enable_fog                   = g_settings->getBool("enable_fog");
        m_cache_mouse_sensitivity            = g_settings->getFloat("mouse_sensitivity", 0.001f, 10.0f);
        m_cache_joystick_frustum_sensitivity = std::max(g_settings->getFloat("joystick_frustum_sensitivity"), 0.001f);
-       m_repeat_place_time                  = g_settings->getFloat("repeat_place_time", 0.25f, 2.0);
+       m_repeat_place_time                  = g_settings->getFloat("repeat_place_time", 0.16f, 2.0);
 
        m_cache_enable_noclip                = g_settings->getBool("noclip");
        m_cache_enable_free_move             = g_settings->getBool("free_move");