95 lines
3.1 KiB
C
95 lines
3.1 KiB
C
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#pragma once
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#include <string>
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#include <vector>
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#include <optional>
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#include <cstdint>
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#include <windows.h>
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#include <d3d9.h>
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#include "external/toojpeg/toojpeg.h"
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// order must match spice2x_AutoOrientation UI enum order
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enum graphics_orientation {
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ORIENTATION_CW = 0,
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ORIENTATION_CCW = 1,
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ORIENTATION_NORMAL = 2,
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};
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enum graphics_dx9on12_state {
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DX9ON12_AUTO,
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DX9ON12_FORCE_OFF,
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DX9ON12_FORCE_ON,
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};
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// flag settings
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extern bool GRAPHICS_CAPTURE_CURSOR;
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extern bool GRAPHICS_LOG_HRESULT;
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extern bool GRAPHICS_SDVX_FORCE_720;
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extern bool GRAPHICS_SHOW_CURSOR;
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extern bool GRAPHICS_WINDOWED;
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extern graphics_orientation GRAPHICS_ADJUST_ORIENTATION;
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extern std::vector<HWND> GRAPHICS_WINDOWS;
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extern UINT GRAPHICS_FORCE_REFRESH;
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extern bool GRAPHICS_FORCE_SINGLE_ADAPTER;
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extern bool GRAPHICS_PREVENT_SECONDARY_WINDOW;
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extern graphics_dx9on12_state GRAPHICS_9_ON_12_STATE;
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extern bool GRAPHICS_9_ON_12_REQUESTED_BY_GAME;
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extern std::optional<int> GRAPHICS_WINDOW_STYLE;
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extern std::optional<std::string> GRAPHICS_WINDOW_SIZE;
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extern std::optional<std::string> GRAPHICS_WINDOW_POS;
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extern bool GRAPHICS_WINDOW_ALWAYS_ON_TOP;
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extern bool GRAPHICS_IIDX_WSUB;
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extern std::optional<std::string> GRAPHICS_IIDX_WSUB_SIZE;
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extern std::optional<std::string> GRAPHICS_IIDX_WSUB_POS;
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extern int GRAPHICS_IIDX_WSUB_WIDTH;
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extern int GRAPHICS_IIDX_WSUB_HEIGHT;
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extern int GRAPHICS_IIDX_WSUB_X;
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extern int GRAPHICS_IIDX_WSUB_Y;
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extern HWND TDJ_SUBSCREEN_WINDOW;
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extern HWND SDVX_SUBSCREEN_WINDOW;
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extern bool SUBSCREEN_FORCE_REDRAW;
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// settings
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extern std::string GRAPHICS_DEVICEID;
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extern std::string GRAPHICS_SCREENSHOT_DIR;
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// Direct3D 9 settings
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extern std::optional<UINT> D3D9_ADAPTER;
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extern DWORD D3D9_BEHAVIOR_DISABLE;
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extern bool D3D9_DEVICE_HOOK_DISABLE;
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void graphics_init();
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void graphics_hook_window(HWND hWnd, D3DPRESENT_PARAMETERS *pPresentationParameters);
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void graphics_add_wnd_proc(WNDPROC wndProc);
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void graphics_remove_wnd_proc(WNDPROC wndProc);
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void graphics_hook_subscreen_window(HWND hWnd);
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void graphics_screens_register(int screen);
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void graphics_screens_unregister(int screen);
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void graphics_screens_get(std::vector<int> &screens);
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void graphics_screenshot_trigger();
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bool graphics_screenshot_consume();
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void graphics_capture_trigger(int screen);
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bool graphics_capture_consume(int *screen);
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void graphics_capture_enqueue(int screen, uint8_t *data, size_t width, size_t height);
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void graphics_capture_skip(int screen);
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bool graphics_capture_receive_jpeg(int screen, TooJpeg::WRITE_ONE_BYTE receiver,
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bool rgb = true, int quality = 80, bool downsample = true, int divide = 0,
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uint64_t *timestamp = nullptr,
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int *width = nullptr, int *height = nullptr);
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std::string graphics_screenshot_genpath();
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// graphics_windowed.cpp
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void graphics_windowed_wndproc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
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void graphics_capture_initial_window(HWND hWnd);
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void graphics_update_window_style(HWND hWnd);
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void graphics_update_z_order(HWND hWnd);
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void graphics_move_resize_window(HWND hWnd);
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bool graphics_window_change_crashes_game();
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void graphics_load_windowed_subscreen_parameters();
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