寻找调整来自 Emscripten 的 SDL2 窗口/画布大小的正确方法。 目前,我正在 JS“调整大小”事件上添加一个事件侦听器,并将 Canvas 父级的客户端宽度 + 高度发送到 Emscripten,然后更新每次渲染时调用的宽度和高度变量。
这会产生奇怪的结果 - 比例始终关闭,实际可用的 SDL2 区域没有更改,并且指针事件不再与 SDL 对齐。
我的窗口大小变量是:
int canvasWidth = 800;
int canvasHeight = 600;
这是我的初始化代码:
void Init()
{
int i;
for (i = 0; i < 256; i++)
gPressed[i] = gWasPressed[i] = 0;
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_NOPARACHUTE) < 0)
{
fprintf(stderr, "Video initialization failed: %s\n", SDL_GetError());
SDL_Quit();
exit(0);
}
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
int flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI;
gSDLWindow = SDL_CreateWindow(
"",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
800,
600,
flags);
SDL_SetRenderDrawColor(SDL_GetRenderer(gSDLWindow), 0, 0, 0, 0);
SDL_GLContext glcontext = SDL_GL_CreateContext(gSDLWindow);
SDL_GL_SetSwapInterval(1);
glViewport(0, 0, canvasWidth, canvasHeight);
glewInit();
InitImGui();
framework_init_flat();
framework_init_tex();
atexit(SDL_Quit);
}
这是我的每帧更新代码:
void Update()
{
ImGuiIO& io = ImGui::GetIO();
// Setup resolution (every frame to accommodate for window resizing)
io.DisplaySize = ImVec2((float)canvasWidth, (float)canvasHeight);
SDL_SetWindowSize(gSDLWindow, canvasWidth, canvasHeight);
// Setup time step
static double time = 0.0f;
const double current_time = SDL_GetTicks() / 1000.0;
if (current_time == time)
return;
io.DeltaTime = (float)(current_time - time);
time = current_time;
io.MousePos = ImVec2((float)gUIState.mousex, (float)gUIState.mousey);
io.MouseDown[0] = gUIState.mousedown != 0;
io.MouseDown[1] = 0;
if (gUIState.scroll)
{
io.MouseWheel += (float)gUIState.scroll * 0.5f;
gUIState.scroll = 0;
}
if (gUIState.textinput[0])
{
io.AddInputCharactersUTF8(gUIState.textinput);
gUIState.textinput[0] = 0;
}
for (int n = 0; n < 256; n++)
io.KeysDown[n] = gPressed[n] != 0;
io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
}
为什么不使用SDL窗口事件系统?这对我有用:
void update_screen_size(int w, int h)
{
glViewport(0, 0, w, h);
}
void somewhere_in_your_main_loop()
{
SDL_Event event;
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT:
emscripten_cancel_main_loop();
break;
case SDL_WINDOWEVENT:
if (event.window.event == SDL_WINDOWEVENT_RESIZED)
{
update_screen_size(event.window.data1, event.window.data2);
}
break;
default:
break;
}
}
}
另一种方法是查询每帧的 html canvas:
EM_JS(int, get_canvas_width, (), { return canvas.width; });
EM_JS(int, get_canvas_height, (), { return canvas.height; });
void somewhere_in_your_main_loop()
{
update_screen_size(get_canvass_width(), get_canvas_height());
}
我的处理方法如下:
// During startup:
emscripten_set_resize_callback(
EMSCRIPTEN_EVENT_TARGET_WINDOW,
0, 0, on_web_display_size_changed
);
// The callback:
static EM_BOOL on_web_display_size_changed( int event_type,
const EmscriptenUiEvent *event, void *user_data )
{
display_size_changed = 1; // custom global flag
return 0;
}
// In the emscripten_set_main_loop() callback:
if (display_size_changed)
{
double w, h;
emscripten_get_element_css_size( "#canvas", &w, &h );
SDL_SetWindowSize( sdl_window, (int)w, (int) h );
display_size_changed = 0;
}