SDL2:如何在调整窗口大小时保持纵横比

SDL2: How to keep aspect ratio when resizing the window

本文关键字:小时 窗口 调整 SDL2      更新时间:2023-10-16

我正在尝试创建一个SDL窗口,该窗口在发生调整大小事件时保持其纵横比。如果用户加宽窗口,则高度会增加,反之亦然。我捕获SDL_WINDOWEVENT_RESIZED事件,计算保持纵横比的新宽度或高度,然后用计算的值调用SDL_SetWindowSize()。

问题是在事件轮询循环中调用SDL_SetWindowSize()函数在屏幕上没有任何作用。SDL确实更新了窗口大小变量(在我的主循环中调用SDL_GetWindowSize()会返回更新后的窗口尺寸)。但是,实际窗口不会更新。

我能做到这一点的唯一方法是在主循环中不断调用SDL_SetWindowSize(),但我认为这是错误的做法。下面的代码说明了我的问题。有没有更好、更干净的方法让它发挥作用?

我使用的是SDL2.0.3和64位Ubuntu Linux和GNOME桌面。

#include <SDL2/SDL.h>
static const float ASPECT_RATIO = 16.f/9.f;
SDL_Window* window;
SDL_Renderer* renderer;
uint32_t windowID;
SDL_Rect screen;
bool done = false;
bool resizeDone = false;
void handle_events()
{
    SDL_Event e;
    while (SDL_PollEvent(&e)) {
        switch (e.type) {
        case SDL_WINDOWEVENT: 
            if(e.window.windowID == windowID) {
                switch(e.window.event) {
                    case SDL_WINDOWEVENT_RESIZED: { 
                        int width = e.window.data1;
                        int height = e.window.data2;
                        float aspectRatio = (float)width/(float)height;
                        if(aspectRatio != ASPECT_RATIO) {
                            if(aspectRatio > ASPECT_RATIO) {
                                height = (1.f / ASPECT_RATIO) * width; 
                            }
                            else {
                                width = ASPECT_RATIO * height; 
                            }
                            printf("Setting window size to %d, %d, aspect ratio: %fn", 
                                width, height, (float)width/(float)height);
                    }
                    screen.w = width;
                    screen.h = height; 
                    SDL_SetWindowSize(window, width, height); // <-- does not work
                    resizeDone = true;
                    break;
                    }
                }
             }
             break;
        case SDL_QUIT:
            done = true;
            break;
        default:
            break;
        }
    }   
}
void run() {
    while(!done) {
        //SDL_SetWindowSize(window, screen.w, screen.h); // <-- works
        handle_events();
        SDL_RenderClear(renderer);
        SDL_RenderPresent(renderer);
        if(resizeDone) {
            int w, h;
            SDL_GetWindowSize(window, &w, &h);
            printf("SDL_GetWindowSize: %d, %dn", w, h);
            resizeDone = false;
        }
    }
}
int main(int, char**) {
    SDL_Init(SDL_INIT_VIDEO);
    uint32_t window_flags = SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_RESIZABLE;
    window = SDL_CreateWindow("Test", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
    windowID = SDL_GetWindowID(window);
    renderer = SDL_CreateRenderer(window, -1, 0);
    SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
    run();
    SDL_Quit();
    return 0;
}

一些窗口管理器似乎忽略了WM本身调整窗口大小时(例如,按住鼠标按钮时)发出的调整大小请求。相反,SDL_GetWindowSize返回缓存的值,在这种特定情况下,这些值有时会出错。

我看不出有任何独立于平台的方法可以实现这一点,除了在每帧上不断调用SDL_SetWindowSize,以防万一。不过,它可以使用特定于平台的API来实现(比如SDL_GetWindowSysWMInfo,然后使用Xlib)。

macOS上,我已经这样解决了它:

可可.m:

#import <Cocoa/Cocoa.h>
void SetWindowRatio(void *window) {
    NSWindow *win = (__bridge NSWindow*) window;
    win.aspectRatio = NSMakeSize( 1280, 720 );
}

main.cpp:

#include <SDL.h>
#include <SDL_syswm.h>
extern "C" void SetWindowRatio(void *window);
// and later..
SDL_SysWMinfo wmInfo;
SDL_VERSION(&wmInfo.version);
SDL_GetWindowWMInfo(sdl.window, &wmInfo);
SetWindowRatio(wmInfo.info.cocoa.window);

也许在Linux上也可以做类似的事情,只访问wmInfo.info的不同部分并调用本机函数?