aeda583a2c
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.)
81 lines
1.9 KiB
C
81 lines
1.9 KiB
C
#ifndef SCREEN_H
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#define SCREEN_H
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#include <SDL2/SDL.h>
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#include <libavformat/avformat.h>
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#include "common.h"
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struct video_buffer;
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struct screen {
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SDL_Window *window;
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SDL_Renderer *renderer;
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SDL_Texture *texture;
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struct size frame_size;
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//used only in fullscreen mode to know the windowed window size
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struct size windowed_window_size;
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SDL_bool has_frame;
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SDL_bool fullscreen;
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SDL_bool no_window;
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};
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#define SCREEN_INITIALIZER { \
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.window = NULL, \
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.renderer = NULL, \
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.texture = NULL, \
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.frame_size = { \
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.width = 0, \
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.height = 0, \
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}, \
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.windowed_window_size = { \
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.width = 0, \
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.height = 0, \
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}, \
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.has_frame = SDL_FALSE, \
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.fullscreen = SDL_FALSE, \
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.no_window = SDL_FALSE, \
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}
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// init SDL and set appropriate hints
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SDL_bool
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sdl_init_and_configure(void);
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// initialize default values
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void
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screen_init(struct screen *screen);
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// initialize screen, create window, renderer and texture (window is hidden)
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SDL_bool
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screen_init_rendering(struct screen *screen, const char *device_name,
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struct size frame_size, SDL_bool always_on_top);
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// show the window
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void
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screen_show_window(struct screen *screen);
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// destroy window, renderer and texture (if any)
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void
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screen_destroy(struct screen *screen);
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// resize if necessary and write the rendered frame into the texture
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SDL_bool
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screen_update_frame(struct screen *screen, struct video_buffer *vb);
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// render the texture to the renderer
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void
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screen_render(struct screen *screen);
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// switch the fullscreen mode
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void
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screen_switch_fullscreen(struct screen *screen);
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// resize window to optimal size (remove black borders)
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void
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screen_resize_to_fit(struct screen *screen);
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// resize window to 1:1 (pixel-perfect)
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void
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screen_resize_to_pixel_perfect(struct screen *screen);
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#endif
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