#ifndef SCREEN_H #define SCREEN_H #include "common.h" #include #include #include #include "controller.h" #include "coords.h" #include "fps_counter.h" #include "frame_buffer.h" #include "input_manager.h" #include "opengl.h" #include "trait/key_processor.h" #include "trait/frame_sink.h" #include "trait/mouse_processor.h" struct sc_screen { struct sc_frame_sink frame_sink; // frame sink trait #ifndef NDEBUG bool open; // track the open/close state to assert correct behavior #endif struct sc_input_manager im; struct sc_frame_buffer fb; struct sc_fps_counter fps_counter; // The initial requested window properties struct { int16_t x; int16_t y; uint16_t width; uint16_t height; bool fullscreen; bool start_fps_counter; } req; SDL_Window *window; SDL_Renderer *renderer; SDL_Texture *texture; struct sc_opengl gl; struct sc_size frame_size; struct sc_size content_size; // rotated frame_size bool resize_pending; // resize requested while fullscreen or maximized // The content size the last time the window was not maximized or // fullscreen (meaningful only when resize_pending is true) struct sc_size windowed_content_size; // client rotation: 0, 1, 2 or 3 (x90 degrees counterclockwise) unsigned rotation; // rectangle of the content (excluding black borders) struct SDL_Rect rect; bool has_frame; bool fullscreen; bool maximized; bool mipmaps; // To enable/disable mouse capture, a mouse capture key (LALT, LGUI or // RGUI) must be pressed. This variable tracks the pressed capture key. SDL_Keycode mouse_capture_key_pressed; AVFrame *frame; }; struct sc_screen_params { struct sc_controller *controller; struct sc_file_pusher *fp; struct sc_key_processor *kp; struct sc_mouse_processor *mp; bool forward_all_clicks; bool legacy_paste; bool clipboard_autosync; const struct sc_shortcut_mods *shortcut_mods; const char *window_title; bool always_on_top; int16_t window_x; // accepts SC_WINDOW_POSITION_UNDEFINED int16_t window_y; // accepts SC_WINDOW_POSITION_UNDEFINED uint16_t window_width; uint16_t window_height; bool window_borderless; uint8_t rotation; bool mipmaps; bool fullscreen; bool start_fps_counter; }; // initialize screen, create window, renderer and texture (window is hidden) bool sc_screen_init(struct sc_screen *screen, const struct sc_screen_params *params); // request to interrupt any inner thread // must be called before screen_join() void sc_screen_interrupt(struct sc_screen *screen); // join any inner thread void sc_screen_join(struct sc_screen *screen); // destroy window, renderer and texture (if any) void sc_screen_destroy(struct sc_screen *screen); // hide the window // // It is used to hide the window immediately on closing without waiting for // screen_destroy() void sc_screen_hide_window(struct sc_screen *screen); // switch the fullscreen mode void sc_screen_switch_fullscreen(struct sc_screen *screen); // resize window to optimal size (remove black borders) void sc_screen_resize_to_fit(struct sc_screen *screen); // resize window to 1:1 (pixel-perfect) void sc_screen_resize_to_pixel_perfect(struct sc_screen *screen); // set the display rotation (0, 1, 2 or 3, x90 degrees counterclockwise) void sc_screen_set_rotation(struct sc_screen *screen, unsigned rotation); // react to SDL events // If this function returns false, scrcpy must exit with an error. bool sc_screen_handle_event(struct sc_screen *screen, SDL_Event *event); // convert point from window coordinates to frame coordinates // x and y are expressed in pixels struct sc_point sc_screen_convert_window_to_frame_coords(struct sc_screen *screen, int32_t x, int32_t y); // convert point from drawable coordinates to frame coordinates // x and y are expressed in pixels struct sc_point sc_screen_convert_drawable_to_frame_coords(struct sc_screen *screen, int32_t x, int32_t y); // Convert coordinates from window to drawable. // Events are expressed in window coordinates, but content is expressed in // drawable coordinates. They are the same if HiDPI scaling is 1, but differ // otherwise. void sc_screen_hidpi_scale_coords(struct sc_screen *screen, int32_t *x, int32_t *y); #endif