0ea20f90be
Introduce a gamepad processor trait, similar to the keyboard processor and mouse processor traits. Handle gamepad events received from SDL, convert them to scrcpy-specific gamepad events, and forward them to the gamepad processor. Further commits will provide AOA and UHID implementations of the gamepad processor trait. Co-authored-by: Luiz Henrique Laurini <luizhenriquelaurini@gmail.com>
175 lines
4.6 KiB
C
175 lines
4.6 KiB
C
#ifndef SCREEN_H
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#define SCREEN_H
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#include "common.h"
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#include <stdbool.h>
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#include <SDL2/SDL.h>
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#include <libavformat/avformat.h>
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#include "controller.h"
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#include "coords.h"
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#include "display.h"
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#include "fps_counter.h"
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#include "frame_buffer.h"
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#include "input_manager.h"
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#include "opengl.h"
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#include "options.h"
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#include "trait/key_processor.h"
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#include "trait/frame_sink.h"
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#include "trait/mouse_processor.h"
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struct sc_screen {
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struct sc_frame_sink frame_sink; // frame sink trait
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#ifndef NDEBUG
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bool open; // track the open/close state to assert correct behavior
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#endif
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bool video;
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struct sc_display display;
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struct sc_input_manager im;
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struct sc_frame_buffer fb;
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struct sc_fps_counter fps_counter;
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// The initial requested window properties
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struct {
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int16_t x;
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int16_t y;
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uint16_t width;
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uint16_t height;
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bool fullscreen;
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bool start_fps_counter;
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} req;
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SDL_Window *window;
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struct sc_size frame_size;
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struct sc_size content_size; // rotated frame_size
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bool resize_pending; // resize requested while fullscreen or maximized
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// The content size the last time the window was not maximized or
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// fullscreen (meaningful only when resize_pending is true)
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struct sc_size windowed_content_size;
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// client orientation
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enum sc_orientation orientation;
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// rectangle of the content (excluding black borders)
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struct SDL_Rect rect;
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bool has_frame;
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bool fullscreen;
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bool maximized;
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bool minimized;
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// To enable/disable mouse capture, a mouse capture key (LALT, LGUI or
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// RGUI) must be pressed. This variable tracks the pressed capture key.
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SDL_Keycode mouse_capture_key_pressed;
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AVFrame *frame;
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bool paused;
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AVFrame *resume_frame;
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};
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struct sc_screen_params {
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bool video;
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struct sc_controller *controller;
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struct sc_file_pusher *fp;
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struct sc_key_processor *kp;
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struct sc_mouse_processor *mp;
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struct sc_gamepad_processor *gp;
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struct sc_mouse_bindings mouse_bindings;
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bool legacy_paste;
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bool clipboard_autosync;
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uint8_t shortcut_mods; // OR of enum sc_shortcut_mod values
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const char *window_title;
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bool always_on_top;
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int16_t window_x; // accepts SC_WINDOW_POSITION_UNDEFINED
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int16_t window_y; // accepts SC_WINDOW_POSITION_UNDEFINED
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uint16_t window_width;
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uint16_t window_height;
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bool window_borderless;
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enum sc_orientation orientation;
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bool mipmaps;
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bool fullscreen;
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bool start_fps_counter;
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};
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// initialize screen, create window, renderer and texture (window is hidden)
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bool
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sc_screen_init(struct sc_screen *screen, const struct sc_screen_params *params);
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// request to interrupt any inner thread
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// must be called before screen_join()
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void
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sc_screen_interrupt(struct sc_screen *screen);
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// join any inner thread
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void
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sc_screen_join(struct sc_screen *screen);
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// destroy window, renderer and texture (if any)
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void
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sc_screen_destroy(struct sc_screen *screen);
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// hide the window
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//
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// It is used to hide the window immediately on closing without waiting for
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// screen_destroy()
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void
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sc_screen_hide_window(struct sc_screen *screen);
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// switch the fullscreen mode
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void
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sc_screen_switch_fullscreen(struct sc_screen *screen);
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// resize window to optimal size (remove black borders)
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void
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sc_screen_resize_to_fit(struct sc_screen *screen);
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// resize window to 1:1 (pixel-perfect)
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void
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sc_screen_resize_to_pixel_perfect(struct sc_screen *screen);
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// set the display orientation
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void
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sc_screen_set_orientation(struct sc_screen *screen,
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enum sc_orientation orientation);
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// set the display pause state
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void
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sc_screen_set_paused(struct sc_screen *screen, bool paused);
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// react to SDL events
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// If this function returns false, scrcpy must exit with an error.
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bool
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sc_screen_handle_event(struct sc_screen *screen, const SDL_Event *event);
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// convert point from window coordinates to frame coordinates
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// x and y are expressed in pixels
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struct sc_point
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sc_screen_convert_window_to_frame_coords(struct sc_screen *screen,
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int32_t x, int32_t y);
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// convert point from drawable coordinates to frame coordinates
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// x and y are expressed in pixels
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struct sc_point
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sc_screen_convert_drawable_to_frame_coords(struct sc_screen *screen,
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int32_t x, int32_t y);
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// Convert coordinates from window to drawable.
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// Events are expressed in window coordinates, but content is expressed in
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// drawable coordinates. They are the same if HiDPI scaling is 1, but differ
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// otherwise.
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void
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sc_screen_hidpi_scale_coords(struct sc_screen *screen, int32_t *x, int32_t *y);
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#endif
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