Draw cursor in window capture

This commit is contained in:
dec05eba
2024-03-09 16:59:09 +01:00
parent 5e05bbbbcb
commit a3fedae329
11 changed files with 238 additions and 36 deletions

View File

@@ -57,8 +57,8 @@ int gsr_capture_xcomposite_start(gsr_capture_xcomposite *self, AVCodecContext *v
/* TODO: Do these in tick, and allow error if follow_focused */
XWindowAttributes attr;
if(!XGetWindowAttributes(self->params.egl->x11.dpy, self->params.window, &attr) && !self->params.follow_focused) {
fprintf(stderr, "gsr error: gsr_capture_xcomposite_start failed: invalid window id: %lu\n", self->params.window);
if(!XGetWindowAttributes(self->params.egl->x11.dpy, self->window, &attr) && !self->params.follow_focused) {
fprintf(stderr, "gsr error: gsr_capture_xcomposite_start failed: invalid window id: %lu\n", self->window);
return -1;
}
@@ -69,7 +69,7 @@ int gsr_capture_xcomposite_start(gsr_capture_xcomposite *self, AVCodecContext *v
XSelectInput(self->params.egl->x11.dpy, DefaultRootWindow(self->params.egl->x11.dpy), PropertyChangeMask);
// TODO: Get select and add these on top of it and then restore at the end. Also do the same in other xcomposite
XSelectInput(self->params.egl->x11.dpy, self->params.window, StructureNotifyMask | ExposureMask);
XSelectInput(self->params.egl->x11.dpy, self->window, StructureNotifyMask | ExposureMask);
if(!self->params.egl->eglExportDMABUFImageQueryMESA) {
fprintf(stderr, "gsr error: gsr_capture_xcomposite_start: could not find eglExportDMABUFImageQueryMESA\n");
@@ -83,8 +83,13 @@ int gsr_capture_xcomposite_start(gsr_capture_xcomposite *self, AVCodecContext *v
/* Disable vsync */
self->params.egl->eglSwapInterval(self->params.egl->egl_display, 0);
if(window_texture_init(&self->window_texture, self->params.egl->x11.dpy, self->params.window, self->params.egl) != 0 && !self->params.follow_focused) {
fprintf(stderr, "gsr error: gsr_capture_xcomposite_start: failed to get window texture for window %ld\n", self->params.window);
if(window_texture_init(&self->window_texture, self->params.egl->x11.dpy, self->window, self->params.egl) != 0 && !self->params.follow_focused) {
fprintf(stderr, "gsr error: gsr_capture_xcomposite_start: failed to get window texture for window %ld\n", self->window);
return -1;
}
if(gsr_cursor_init(&self->cursor, self->params.egl, self->params.egl->x11.dpy) != 0) {
gsr_capture_xcomposite_stop(self, video_codec_context);
return -1;
}
@@ -115,14 +120,9 @@ int gsr_capture_xcomposite_start(gsr_capture_xcomposite *self, AVCodecContext *v
}
void gsr_capture_xcomposite_stop(gsr_capture_xcomposite *self, AVCodecContext *video_codec_context) {
(void)video_codec_context;
window_texture_deinit(&self->window_texture);
if(video_codec_context->hw_device_ctx)
av_buffer_unref(&video_codec_context->hw_device_ctx);
if(video_codec_context->hw_frames_ctx)
av_buffer_unref(&video_codec_context->hw_frames_ctx);
gsr_capture_base_stop(&self->base, self->params.egl);
gsr_cursor_deinit(&self->cursor);
}
void gsr_capture_xcomposite_tick(gsr_capture_xcomposite *self, AVCodecContext *video_codec_context) {
@@ -168,6 +168,8 @@ void gsr_capture_xcomposite_tick(gsr_capture_xcomposite *self, AVCodecContext *v
break;
}
}
gsr_cursor_update(&self->cursor, &self->xev);
}
if(self->params.follow_focused && !self->follow_focused_initialized) {
@@ -194,17 +196,6 @@ void gsr_capture_xcomposite_tick(gsr_capture_xcomposite *self, AVCodecContext *v
window_texture_deinit(&self->window_texture);
window_texture_init(&self->window_texture, self->params.egl->x11.dpy, self->window, self->params.egl); // TODO: Do not do the below window_texture_on_resize after this
self->texture_size.x = 0;
self->texture_size.y = 0;
self->params.egl->glBindTexture(GL_TEXTURE_2D, window_texture_get_opengl_texture_id(&self->window_texture));
self->params.egl->glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &self->texture_size.x);
self->params.egl->glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &self->texture_size.y);
self->params.egl->glBindTexture(GL_TEXTURE_2D, 0);
self->texture_size.x = min_int(video_codec_context->width, max_int(2, even_number_ceil(self->texture_size.x)));
self->texture_size.y = min_int(video_codec_context->height, max_int(2, even_number_ceil(self->texture_size.y)));
}
}
@@ -252,11 +243,51 @@ int gsr_capture_xcomposite_capture(gsr_capture_xcomposite *self, AVFrame *frame)
const int target_x = max_int(0, frame->width / 2 - self->texture_size.x / 2);
const int target_y = max_int(0, frame->height / 2 - self->texture_size.y / 2);
// TODO: Can we do this a better way than to call it every capture?
gsr_cursor_tick(&self->cursor, self->window);
const vec2i cursor_pos = {
target_x + self->cursor.position.x - self->cursor.hotspot.x,
target_y + self->cursor.position.y - self->cursor.hotspot.y
};
const bool cursor_completely_inside_window =
cursor_pos.x >= target_x &&
cursor_pos.x <= target_x + self->texture_size.x &&
cursor_pos.y >= target_y &&
cursor_pos.y <= target_y + self->texture_size.x;
const bool cursor_inside_window =
cursor_pos.x + self->cursor.size.x >= target_x &&
cursor_pos.x <= target_x + self->texture_size.x &&
cursor_pos.y + self->cursor.size.y >= target_y &&
cursor_pos.y <= target_y + self->texture_size.x;
if(self->clear_next_frame) {
self->clear_next_frame = false;
gsr_color_conversion_clear(&self->base.color_conversion);
}
/*
We dont draw the cursor if it's outside the window but if it's partially inside the window then the cursor area that is outside the window
will not get overdrawn the next frame causing a cursor trail to be visible since we dont clear the background.
To fix this we detect if the cursor is partially inside the window and clear the background only in that case.
*/
if(!cursor_completely_inside_window && cursor_inside_window)
self->clear_next_frame = true;
gsr_color_conversion_draw(&self->base.color_conversion, window_texture_get_opengl_texture_id(&self->window_texture),
(vec2i){target_x, target_y}, self->texture_size,
(vec2i){0, 0}, self->texture_size,
0.0f, false);
if(cursor_inside_window) {
gsr_color_conversion_draw(&self->base.color_conversion, self->cursor.texture_id,
cursor_pos, self->cursor.size,
(vec2i){0, 0}, self->cursor.size,
0.0f, false);
}
self->params.egl->eglSwapBuffers(self->params.egl->egl_display, self->params.egl->egl_surface);
//self->params.egl->glFlush();
//self->params.egl->glFinish();