scrcpy/app/src/screen.h

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#ifndef SCREEN_H
#define SCREEN_H
#include <SDL2/SDL.h>
#include <libavformat/avformat.h>
#include "common.h"
struct screen {
SDL_Window *window;
SDL_Renderer *renderer;
SDL_Texture *texture;
struct size frame_size;
//used only in fullscreen mode to know the windowed window size
struct size windowed_window_size;
SDL_bool texture_initialized;
SDL_bool fullscreen;
};
#define SCREEN_INITIALIZER { \
.window = NULL, \
.renderer = NULL, \
.texture = NULL, \
.frame_size = { \
.width = 0, \
.height = 0, \
}, \
.windowed_window_size = { \
.width = 0, \
.height = 0, \
}, \
.texture_initialized = SDL_FALSE, \
.fullscreen = SDL_FALSE, \
}
// init SDL and set appropriate hints
SDL_bool sdl_init_and_configure(void);
// initialize default values
void screen_init(struct screen *screen);
// initialize screen, create window, renderer and texture
SDL_bool screen_init_rendering(struct screen *screen,
const char *device_name,
struct size frame_size);
// destroy window, renderer and texture (if any)
void screen_destroy(struct screen *screen);
// resize if necessary and write the frame into the texture
SDL_bool screen_update(struct screen *screen, const AVFrame *frame);
// render the texture to the renderer
void screen_render(struct screen *screen);
// switch the fullscreen mode
void screen_switch_fullscreen(struct screen *screen);
// resize window to optimal size (remove black borders)
void screen_resize_to_fit(struct screen *screen);
// resize window to 1:1 (pixel-perfect)
void screen_resize_to_pixel_perfect(struct screen *screen);
#endif