scrcpy/app/src/screen.h
Romain Vimont aeda583a2c Update code style
Limit source code to 80 chars, and declare functions return type and
modifiers on a separate line.

This allows to avoid very long lines, and all function names are
aligned.

(We do this on VLC, and I like it.)
2019-03-02 20:28:46 +01:00

81 lines
1.9 KiB
C

#ifndef SCREEN_H
#define SCREEN_H
#include <SDL2/SDL.h>
#include <libavformat/avformat.h>
#include "common.h"
struct video_buffer;
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 has_frame;
SDL_bool fullscreen;
SDL_bool no_window;
};
#define SCREEN_INITIALIZER { \
.window = NULL, \
.renderer = NULL, \
.texture = NULL, \
.frame_size = { \
.width = 0, \
.height = 0, \
}, \
.windowed_window_size = { \
.width = 0, \
.height = 0, \
}, \
.has_frame = SDL_FALSE, \
.fullscreen = SDL_FALSE, \
.no_window = 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 (window is hidden)
SDL_bool
screen_init_rendering(struct screen *screen, const char *device_name,
struct size frame_size, SDL_bool always_on_top);
// show the window
void
screen_show_window(struct screen *screen);
// destroy window, renderer and texture (if any)
void
screen_destroy(struct screen *screen);
// resize if necessary and write the rendered frame into the texture
SDL_bool
screen_update_frame(struct screen *screen, struct video_buffer *vb);
// 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