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https://repo.dec05eba.com/gpu-screen-recorder
synced 2026-05-06 06:50:43 +09:00
Draw cursor in window capture
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@@ -57,8 +57,8 @@ int gsr_capture_xcomposite_start(gsr_capture_xcomposite *self, AVCodecContext *v
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/* TODO: Do these in tick, and allow error if follow_focused */
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XWindowAttributes attr;
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if(!XGetWindowAttributes(self->params.egl->x11.dpy, self->params.window, &attr) && !self->params.follow_focused) {
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fprintf(stderr, "gsr error: gsr_capture_xcomposite_start failed: invalid window id: %lu\n", self->params.window);
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if(!XGetWindowAttributes(self->params.egl->x11.dpy, self->window, &attr) && !self->params.follow_focused) {
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fprintf(stderr, "gsr error: gsr_capture_xcomposite_start failed: invalid window id: %lu\n", self->window);
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return -1;
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}
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@@ -69,7 +69,7 @@ int gsr_capture_xcomposite_start(gsr_capture_xcomposite *self, AVCodecContext *v
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XSelectInput(self->params.egl->x11.dpy, DefaultRootWindow(self->params.egl->x11.dpy), PropertyChangeMask);
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// TODO: Get select and add these on top of it and then restore at the end. Also do the same in other xcomposite
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XSelectInput(self->params.egl->x11.dpy, self->params.window, StructureNotifyMask | ExposureMask);
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XSelectInput(self->params.egl->x11.dpy, self->window, StructureNotifyMask | ExposureMask);
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if(!self->params.egl->eglExportDMABUFImageQueryMESA) {
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fprintf(stderr, "gsr error: gsr_capture_xcomposite_start: could not find eglExportDMABUFImageQueryMESA\n");
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@@ -83,8 +83,13 @@ int gsr_capture_xcomposite_start(gsr_capture_xcomposite *self, AVCodecContext *v
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/* Disable vsync */
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self->params.egl->eglSwapInterval(self->params.egl->egl_display, 0);
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if(window_texture_init(&self->window_texture, self->params.egl->x11.dpy, self->params.window, self->params.egl) != 0 && !self->params.follow_focused) {
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fprintf(stderr, "gsr error: gsr_capture_xcomposite_start: failed to get window texture for window %ld\n", self->params.window);
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if(window_texture_init(&self->window_texture, self->params.egl->x11.dpy, self->window, self->params.egl) != 0 && !self->params.follow_focused) {
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fprintf(stderr, "gsr error: gsr_capture_xcomposite_start: failed to get window texture for window %ld\n", self->window);
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return -1;
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}
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if(gsr_cursor_init(&self->cursor, self->params.egl, self->params.egl->x11.dpy) != 0) {
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gsr_capture_xcomposite_stop(self, video_codec_context);
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return -1;
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}
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@@ -115,14 +120,9 @@ int gsr_capture_xcomposite_start(gsr_capture_xcomposite *self, AVCodecContext *v
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}
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void gsr_capture_xcomposite_stop(gsr_capture_xcomposite *self, AVCodecContext *video_codec_context) {
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(void)video_codec_context;
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window_texture_deinit(&self->window_texture);
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if(video_codec_context->hw_device_ctx)
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av_buffer_unref(&video_codec_context->hw_device_ctx);
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if(video_codec_context->hw_frames_ctx)
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av_buffer_unref(&video_codec_context->hw_frames_ctx);
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gsr_capture_base_stop(&self->base, self->params.egl);
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gsr_cursor_deinit(&self->cursor);
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}
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void gsr_capture_xcomposite_tick(gsr_capture_xcomposite *self, AVCodecContext *video_codec_context) {
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@@ -168,6 +168,8 @@ void gsr_capture_xcomposite_tick(gsr_capture_xcomposite *self, AVCodecContext *v
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break;
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}
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}
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gsr_cursor_update(&self->cursor, &self->xev);
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}
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if(self->params.follow_focused && !self->follow_focused_initialized) {
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@@ -194,17 +196,6 @@ void gsr_capture_xcomposite_tick(gsr_capture_xcomposite *self, AVCodecContext *v
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window_texture_deinit(&self->window_texture);
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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
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self->texture_size.x = 0;
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self->texture_size.y = 0;
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self->params.egl->glBindTexture(GL_TEXTURE_2D, window_texture_get_opengl_texture_id(&self->window_texture));
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self->params.egl->glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &self->texture_size.x);
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self->params.egl->glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &self->texture_size.y);
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self->params.egl->glBindTexture(GL_TEXTURE_2D, 0);
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self->texture_size.x = min_int(video_codec_context->width, max_int(2, even_number_ceil(self->texture_size.x)));
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self->texture_size.y = min_int(video_codec_context->height, max_int(2, even_number_ceil(self->texture_size.y)));
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}
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}
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@@ -252,11 +243,51 @@ int gsr_capture_xcomposite_capture(gsr_capture_xcomposite *self, AVFrame *frame)
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const int target_x = max_int(0, frame->width / 2 - self->texture_size.x / 2);
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const int target_y = max_int(0, frame->height / 2 - self->texture_size.y / 2);
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// TODO: Can we do this a better way than to call it every capture?
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gsr_cursor_tick(&self->cursor, self->window);
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const vec2i cursor_pos = {
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target_x + self->cursor.position.x - self->cursor.hotspot.x,
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target_y + self->cursor.position.y - self->cursor.hotspot.y
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};
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const bool cursor_completely_inside_window =
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cursor_pos.x >= target_x &&
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cursor_pos.x <= target_x + self->texture_size.x &&
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cursor_pos.y >= target_y &&
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cursor_pos.y <= target_y + self->texture_size.x;
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const bool cursor_inside_window =
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cursor_pos.x + self->cursor.size.x >= target_x &&
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cursor_pos.x <= target_x + self->texture_size.x &&
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cursor_pos.y + self->cursor.size.y >= target_y &&
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cursor_pos.y <= target_y + self->texture_size.x;
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if(self->clear_next_frame) {
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self->clear_next_frame = false;
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gsr_color_conversion_clear(&self->base.color_conversion);
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}
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/*
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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
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will not get overdrawn the next frame causing a cursor trail to be visible since we dont clear the background.
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To fix this we detect if the cursor is partially inside the window and clear the background only in that case.
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*/
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if(!cursor_completely_inside_window && cursor_inside_window)
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self->clear_next_frame = true;
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gsr_color_conversion_draw(&self->base.color_conversion, window_texture_get_opengl_texture_id(&self->window_texture),
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(vec2i){target_x, target_y}, self->texture_size,
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(vec2i){0, 0}, self->texture_size,
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0.0f, false);
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if(cursor_inside_window) {
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gsr_color_conversion_draw(&self->base.color_conversion, self->cursor.texture_id,
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cursor_pos, self->cursor.size,
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(vec2i){0, 0}, self->cursor.size,
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0.0f, false);
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}
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self->params.egl->eglSwapBuffers(self->params.egl->egl_display, self->params.egl->egl_surface);
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//self->params.egl->glFlush();
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//self->params.egl->glFinish();
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