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https://github.com/gnif/LookingGlass.git
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[client] interface: cleanup the renderer interface
Removes the silly typedefs and adds some basic documentation as to the usage of each function.
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1 changed files with 66 additions and 38 deletions
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@ -41,9 +41,7 @@
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typedef struct LG_RendererParams
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{
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// TTF_Font * font;
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// TTF_Font * alertFont;
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bool quickSplash;
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bool quickSplash;
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}
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LG_RendererParams;
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@ -96,43 +94,73 @@ typedef enum LG_RendererCursor
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}
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LG_RendererCursor;
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// returns the friendly name of the renderer
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typedef const char * (* LG_RendererGetName)();
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// called pre-creation to allow the renderer to register any options it might have
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typedef void (* LG_RendererSetup)();
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typedef bool (* LG_RendererCreate )(void ** opaque, const LG_RendererParams params, bool * needsOpenGL);
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typedef bool (* LG_RendererInitialize )(void * opaque);
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typedef void (* LG_RendererDeInitialize )(void * opaque);
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typedef bool (* LG_RendererSupports )(void * opaque, LG_RendererSupport support);
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typedef void (* LG_RendererOnRestart )(void * opaque);
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typedef void (* LG_RendererOnResize )(void * opaque, const int width, const int height, const double scale, const LG_RendererRect destRect, LG_RendererRotate rotate);
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typedef bool (* LG_RendererOnMouseShape )(void * opaque, const LG_RendererCursor cursor, const int width, const int height, const int pitch, const uint8_t * data);
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typedef bool (* LG_RendererOnMouseEvent )(void * opaque, const bool visible , const int x, const int y);
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typedef bool (* LG_RendererOnFrameFormat)(void * opaque, const LG_RendererFormat format);
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typedef bool (* LG_RendererOnFrame )(void * opaque, const FrameBuffer * frame, int dmaFD, const FrameDamageRect * damage, int damageCount);
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typedef bool (* LG_RendererRenderStartup)(void * opaque, bool useDMA);
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typedef bool (* LG_RendererNeedsRender )(void * opaque);
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typedef bool (* LG_RendererRender )(void * opaque, LG_RendererRotate rotate, const bool newFrame, const bool invalidateWindow, void (*preSwap)(void * udata), void * udata);
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typedef struct LG_Renderer
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{
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LG_RendererGetName get_name;
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LG_RendererSetup setup;
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/* returns the friendly name of the renderer */
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const char * (*get_name)(void);
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LG_RendererCreate create;
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LG_RendererInitialize initialize;
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LG_RendererDeInitialize deinitialize;
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LG_RendererSupports supports;
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LG_RendererOnRestart on_restart;
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LG_RendererOnResize on_resize;
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LG_RendererOnMouseShape on_mouse_shape;
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LG_RendererOnMouseEvent on_mouse_event;
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LG_RendererOnFrameFormat on_frame_format;
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LG_RendererOnFrame on_frame;
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LG_RendererRenderStartup render_startup;
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LG_RendererNeedsRender needs_render;
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LG_RendererRender render;
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/* called pre-creation to allow the renderer to register any options it may
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* have */
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void (*setup)(void);
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/* creates an instance of the renderer
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* Context: lg_run */
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bool (*create)(void ** opaque, const LG_RendererParams params,
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bool * needsOpenGL);
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/* initializes the renderer for use
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* Context: lg_run */
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bool (*initialize)(void * opaque);
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/* deinitializes & frees the renderer
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* Context: lg_run & renderThread */
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void (*deinitialize)(void * opaque);
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/* returns true if the specified feature is supported
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* Context: renderThread */
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bool (*supports)(void * opaque, LG_RendererSupport support);
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/* called when the renderer is to reset it's state
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* Context: lg_run & frameThread */
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void (*on_restart)(void * opaque);
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/* called when the viewport has been resized
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* Context: renderThrtead */
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void (*on_resize)(void * opaque, const int width, const int height,
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const double scale, const LG_RendererRect destRect,
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LG_RendererRotate rotate);
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/* called when the mouse shape has changed
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* Context: cursorThread */
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bool (*on_mouse_shape)(void * opaque, const LG_RendererCursor cursor,
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const int width, const int height, const int pitch,
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const uint8_t * data);
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/* called when the mouse has moved or changed visibillity
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* Context: cursorThread */
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bool (*on_mouse_event)(void * opaque, const bool visible,
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const int x, const int y);
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/* called when the frame format has changed
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* Context: frameThread */
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bool (*on_frame_format)(void * opaque, const LG_RendererFormat format);
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/* called when there is a new frame
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* Context: frameThread */
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bool (*on_frame)(void * opaque, const FrameBuffer * frame, int dmaFD,
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const FrameDamageRect * damage, int damageCount);
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/* called when the rederer is to startup
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* Context: renderThread */
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bool (*render_startup)(void * opaque, bool useDMA);
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/* returns if the render method must be called even if nothing has changed.
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* Context: renderThread */
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bool (*needs_render)(void * opaque);
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/* called to render the scene
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* Context: renderThread */
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bool (*render)(void * opaque, LG_RendererRotate rotate, const bool newFrame,
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const bool invalidateWindow, void (*preSwap)(void * udata), void * udata);
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}
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LG_Renderer;
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