#ifndef SDL2_H #define SDL2_H /* Avoid compiler warning because macro is redefined in SDL_syswm.h. */ #undef WIN32_LEAN_AND_MEAN #include /* with Alpine / muslc SDL headers pull in directfb headers * which in turn trigger warning about redundant decls for * direct_waitqueue_deinit. */ #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wredundant-decls" #include #pragma GCC diagnostic pop #ifdef CONFIG_SDL_IMAGE # include #endif #include "ui/kbd-state.h" #ifdef CONFIG_OPENGL # include "ui/egl-helpers.h" #endif struct sdl2_console { DisplayGLCtx dgc; DisplayChangeListener dcl; DisplaySurface *surface; DisplayOptions *opts; SDL_Texture *texture; SDL_Window *real_window; SDL_Renderer *real_renderer; int idx; int last_vm_running; /* per console for caption reasons */ int x, y, w, h; int hidden; int opengl; int updates; int idle_counter; int ignore_hotkeys; bool gui_keysym; SDL_GLContext winctx; QKbdState *kbd; #ifdef CONFIG_OPENGL QemuGLShader *gls; egl_fb guest_fb; egl_fb win_fb; bool y0_top; bool scanout_mode; #endif }; void sdl2_window_create(struct sdl2_console *scon); void sdl2_window_destroy(struct sdl2_console *scon); void sdl2_window_resize(struct sdl2_console *scon); void sdl2_poll_events(struct sdl2_console *scon); void sdl2_process_key(struct sdl2_console *scon, SDL_KeyboardEvent *ev); void sdl2_release_modifiers(struct sdl2_console *scon); void sdl2_2d_update(DisplayChangeListener *dcl, int x, int y, int w, int h); void sdl2_2d_switch(DisplayChangeListener *dcl, DisplaySurface *new_surface); void sdl2_2d_refresh(DisplayChangeListener *dcl); void sdl2_2d_redraw(struct sdl2_console *scon); bool sdl2_2d_check_format(DisplayChangeListener *dcl, pixman_format_code_t format); void sdl2_gl_update(DisplayChangeListener *dcl, int x, int y, int w, int h); void sdl2_gl_switch(DisplayChangeListener *dcl, DisplaySurface *new_surface); void sdl2_gl_refresh(DisplayChangeListener *dcl); void sdl2_gl_redraw(struct sdl2_console *scon); QEMUGLContext sdl2_gl_create_context(DisplayGLCtx *dgc, QEMUGLParams *params); void sdl2_gl_destroy_context(DisplayGLCtx *dgc, QEMUGLContext ctx); int sdl2_gl_make_context_current(DisplayGLCtx *dgc, QEMUGLContext ctx); void sdl2_gl_scanout_disable(DisplayChangeListener *dcl); void sdl2_gl_scanout_texture(DisplayChangeListener *dcl, uint32_t backing_id, bool backing_y_0_top, uint32_t backing_width, uint32_t backing_height, uint32_t x, uint32_t y, uint32_t w, uint32_t h, void *d3d_tex2d); void sdl2_gl_scanout_flush(DisplayChangeListener *dcl, uint32_t x, uint32_t y, uint32_t w, uint32_t h); #endif /* SDL2_H */