Mercurial > sdl-ios-xcode
view src/video/SDL_sysvideo.h @ 5172:ededa1ccf91c
Switched the SDL 1.2 compatibility to use the window surface, so it's fast even when there's no hardware acceleration available.
This means that the YUV overlay now uses software, but that's okay since fast YUV code should be using the textures now anyway.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 03 Feb 2011 21:13:55 -0800 |
parents | 4d39eeaad00b |
children | b9cf75615028 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2010 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" #ifndef _SDL_sysvideo_h #define _SDL_sysvideo_h #include "SDL_shape.h" /* The SDL video driver */ typedef struct SDL_WindowShaper SDL_WindowShaper; typedef struct SDL_ShapeDriver SDL_ShapeDriver; typedef struct SDL_VideoDisplay SDL_VideoDisplay; typedef struct SDL_VideoDevice SDL_VideoDevice; /* Define the SDL window-shaper structure */ struct SDL_WindowShaper { /* The window associated with the shaper */ SDL_Window *window; /* The user's specified coordinates for the window, for once we give it a shape. */ Uint32 userx,usery; /* The parameters for shape calculation. */ SDL_WindowShapeMode mode; /* Has this window been assigned a shape? */ SDL_bool hasshape; void *driverdata; }; /* Define the SDL shape driver structure */ struct SDL_ShapeDriver { SDL_WindowShaper *(*CreateShaper)(SDL_Window * window); int (*SetWindowShape)(SDL_WindowShaper *shaper,SDL_Surface *shape,SDL_WindowShapeMode *shape_mode); int (*ResizeWindowShape)(SDL_Window *window); }; typedef struct SDL_WindowUserData { char *name; void *data; struct SDL_WindowUserData *next; } SDL_WindowUserData; /* Define the SDL window structure, corresponding to toplevel windows */ struct SDL_Window { const void *magic; Uint32 id; char *title; int x, y; int w, h; Uint32 flags; SDL_VideoDisplay *display; SDL_DisplayMode fullscreen_mode; SDL_Surface *surface; SDL_WindowShaper *shaper; SDL_WindowUserData *data; void *driverdata; SDL_Window *prev; SDL_Window *next; }; #define FULLSCREEN_VISIBLE(W) \ (((W)->flags & SDL_WINDOW_FULLSCREEN) && \ ((W)->flags & SDL_WINDOW_SHOWN) && \ !((W)->flags & SDL_WINDOW_MINIMIZED)) /* * Define the SDL display structure This corresponds to physical monitors * attached to the system. */ struct SDL_VideoDisplay { int max_display_modes; int num_display_modes; SDL_DisplayMode *display_modes; SDL_DisplayMode desktop_mode; SDL_DisplayMode current_mode; SDL_bool updating_fullscreen; Uint16 *gamma; Uint16 *saved_gamma; /* (just offset into gamma) */ SDL_Window *windows; SDL_Window *fullscreen_window; SDL_VideoDevice *device; void *driverdata; }; /* Define the SDL video driver structure */ #define _THIS SDL_VideoDevice *_this struct SDL_VideoDevice { /* * * */ /* The name of this video driver */ const char *name; /* * * */ /* Initialization/Query functions */ /* * Initialize the native video subsystem, filling in the list of * displays for this driver, returning 0 or -1 if there's an error. */ int (*VideoInit) (_THIS); /* * Reverse the effects VideoInit() -- called if VideoInit() fails or * if the application is shutting down the video subsystem. */ void (*VideoQuit) (_THIS); /* * * */ /* * Display functions */ /* * Get the bounds of a display */ int (*GetDisplayBounds) (_THIS, SDL_VideoDisplay * display, SDL_Rect * rect); /* * Get a list of the available display modes. e.g. * SDL_AddDisplayMode(_this->current_display, mode) */ void (*GetDisplayModes) (_THIS, SDL_VideoDisplay * display); /* * Setting the display mode is independent of creating windows, so * when the display mode is changed, all existing windows should have * their data updated accordingly, including the display surfaces * associated with them. */ int (*SetDisplayMode) (_THIS, SDL_VideoDisplay * display, SDL_DisplayMode * mode); /* Set the gamma ramp */ int (*SetDisplayGammaRamp) (_THIS, SDL_VideoDisplay * display, Uint16 * ramp); /* Get the gamma ramp */ int (*GetDisplayGammaRamp) (_THIS, SDL_VideoDisplay * display, Uint16 * ramp); /* * * */ /* * Window functions */ int (*CreateWindow) (_THIS, SDL_Window * window); int (*CreateWindowFrom) (_THIS, SDL_Window * window, const void *data); void (*SetWindowTitle) (_THIS, SDL_Window * window); void (*SetWindowIcon) (_THIS, SDL_Window * window, SDL_Surface * icon); void (*SetWindowPosition) (_THIS, SDL_Window * window); void (*SetWindowSize) (_THIS, SDL_Window * window); void (*ShowWindow) (_THIS, SDL_Window * window); void (*HideWindow) (_THIS, SDL_Window * window); void (*RaiseWindow) (_THIS, SDL_Window * window); void (*MaximizeWindow) (_THIS, SDL_Window * window); void (*MinimizeWindow) (_THIS, SDL_Window * window); void (*RestoreWindow) (_THIS, SDL_Window * window); void (*SetWindowGrab) (_THIS, SDL_Window * window); void (*DestroyWindow) (_THIS, SDL_Window * window); int (*CreateWindowFramebuffer) (_THIS, SDL_Window * window, Uint32 * format, void ** pixels, int *pitch); int (*UpdateWindowFramebuffer) (_THIS, SDL_Window * window, int numrects, SDL_Rect * rects); void (*DestroyWindowFramebuffer) (_THIS, SDL_Window * window); /* * * */ /* * Shaped-window functions */ SDL_ShapeDriver shape_driver; /* Get some platform dependent window information */ SDL_bool(*GetWindowWMInfo) (_THIS, SDL_Window * window, struct SDL_SysWMinfo * info); /* * * */ /* * OpenGL support */ int (*GL_LoadLibrary) (_THIS, const char *path); void *(*GL_GetProcAddress) (_THIS, const char *proc); void (*GL_UnloadLibrary) (_THIS); SDL_GLContext(*GL_CreateContext) (_THIS, SDL_Window * window); int (*GL_MakeCurrent) (_THIS, SDL_Window * window, SDL_GLContext context); int (*GL_SetSwapInterval) (_THIS, int interval); int (*GL_GetSwapInterval) (_THIS); void (*GL_SwapWindow) (_THIS, SDL_Window * window); void (*GL_DeleteContext) (_THIS, SDL_GLContext context); /* * * */ /* * Event manager functions */ void (*PumpEvents) (_THIS); /* Suspend the screensaver */ void (*SuspendScreenSaver) (_THIS); /* Text input */ void (*StartTextInput) (_THIS); void (*StopTextInput) (_THIS); void (*SetTextInputRect) (_THIS, SDL_Rect *rect); /* Clipboard */ int (*SetClipboardText) (_THIS, const char *text); char * (*GetClipboardText) (_THIS); SDL_bool (*HasClipboardText) (_THIS); /* * * */ /* Data common to all drivers */ SDL_bool suspend_screensaver; int num_displays; SDL_VideoDisplay *displays; int current_display; Uint8 window_magic; Uint32 next_object_id; char * clipboard_text; /* * * */ /* Data used by the GL drivers */ struct { int red_size; int green_size; int blue_size; int alpha_size; int depth_size; int buffer_size; int stencil_size; int double_buffer; int accum_red_size; int accum_green_size; int accum_blue_size; int accum_alpha_size; int stereo; int multisamplebuffers; int multisamplesamples; int accelerated; int major_version; int minor_version; int retained_backing; int driver_loaded; char driver_path[256]; void *dll_handle; } gl_config; /* * * */ /* Data private to this driver */ void *driverdata; struct SDL_GLDriverData *gl_data; #if SDL_VIDEO_DRIVER_PANDORA struct SDL_PrivateGLESData *gles_data; #endif /* * * */ /* The function used to dispose of this structure */ void (*free) (_THIS); }; typedef struct VideoBootStrap { const char *name; const char *desc; int (*available) (void); SDL_VideoDevice *(*create) (int devindex); } VideoBootStrap; #if SDL_VIDEO_DRIVER_COCOA extern VideoBootStrap COCOA_bootstrap; #endif #if SDL_VIDEO_DRIVER_X11 extern VideoBootStrap X11_bootstrap; #endif #if SDL_VIDEO_DRIVER_DIRECTFB extern VideoBootStrap DirectFB_bootstrap; #endif #if SDL_VIDEO_DRIVER_WINDOWS extern VideoBootStrap WINDOWS_bootstrap; #endif #if SDL_VIDEO_DRIVER_BWINDOW extern VideoBootStrap BWINDOW_bootstrap; #endif #if SDL_VIDEO_DRIVER_PANDORA extern VideoBootStrap PND_bootstrap; #endif #if SDL_VIDEO_DRIVER_NDS extern VideoBootStrap NDS_bootstrap; #endif #if SDL_VIDEO_DRIVER_UIKIT extern VideoBootStrap UIKIT_bootstrap; #endif #if SDL_VIDEO_DRIVER_ANDROID extern VideoBootStrap Android_bootstrap; #endif #if SDL_VIDEO_DRIVER_DUMMY extern VideoBootStrap DUMMY_bootstrap; #endif #define SDL_CurrentDisplay (&_this->displays[_this->current_display]) extern SDL_VideoDevice *SDL_GetVideoDevice(void); extern int SDL_AddBasicVideoDisplay(const SDL_DisplayMode * desktop_mode); extern int SDL_AddVideoDisplay(const SDL_VideoDisplay * display); extern SDL_bool SDL_AddDisplayMode(SDL_VideoDisplay *display, const SDL_DisplayMode * mode); extern int SDL_GetNumDisplayModesForDisplay(SDL_VideoDisplay * display); extern int SDL_GetDisplayModeForDisplay(SDL_VideoDisplay * display, int index, SDL_DisplayMode * mode); extern int SDL_GetDesktopDisplayModeForDisplay(SDL_VideoDisplay * display, SDL_DisplayMode * mode); extern int SDL_GetCurrentDisplayModeForDisplay(SDL_VideoDisplay * display, SDL_DisplayMode * mode); extern SDL_DisplayMode * SDL_GetClosestDisplayModeForDisplay(SDL_VideoDisplay * display, const SDL_DisplayMode * mode, SDL_DisplayMode * closest); extern int SDL_SetDisplayModeForDisplay(SDL_VideoDisplay * display, const SDL_DisplayMode * mode); extern int SDL_SetGammaRampForDisplay(SDL_VideoDisplay * display, const Uint16 * red, const Uint16 * green, const Uint16 * blue); extern int SDL_GetGammaRampForDisplay(SDL_VideoDisplay * display, Uint16 * red, Uint16 * green, Uint16 * blue); extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags); extern void SDL_OnWindowShown(SDL_Window * window); extern void SDL_OnWindowHidden(SDL_Window * window); extern void SDL_OnWindowResized(SDL_Window * window); extern void SDL_OnWindowMinimized(SDL_Window * window); extern void SDL_OnWindowRestored(SDL_Window * window); extern void SDL_OnWindowFocusGained(SDL_Window * window); extern void SDL_OnWindowFocusLost(SDL_Window * window); extern SDL_Window * SDL_GetFocusWindow(void); #endif /* _SDL_sysvideo_h */ /* vi: set ts=4 sw=4 expandtab: */