Commit 13b5baf3 authored by Jean-Baptiste Kempf's avatar Jean-Baptiste Kempf

Rename vout_directx to directx for consistency.

parent 6d833c2c
SOURCES_vout_directx = \ SOURCES_directx = \
directx.c \ directx.c \
vout.h \ vout.h \
events.c \ events.c \
......
...@@ -48,7 +48,7 @@ ...@@ -48,7 +48,7 @@
#include <windowsx.h> #include <windowsx.h>
#include <shellapi.h> #include <shellapi.h>
#ifdef MODULE_NAME_IS_vout_directx #ifdef MODULE_NAME_IS_directx
#include <ddraw.h> #include <ddraw.h>
#endif #endif
#ifdef MODULE_NAME_IS_direct3d #ifdef MODULE_NAME_IS_direct3d
...@@ -333,7 +333,7 @@ void* EventThread( vlc_object_t *p_this ) ...@@ -333,7 +333,7 @@ void* EventThread( vlc_object_t *p_this )
#ifdef MODULE_NAME_IS_direct3d #ifdef MODULE_NAME_IS_direct3d
val.psz_string = strdup( VOUT_TITLE " (Direct3D output)" ); val.psz_string = strdup( VOUT_TITLE " (Direct3D output)" );
#endif #endif
#ifdef MODULE_NAME_IS_vout_directx #ifdef MODULE_NAME_IS_directx
if( p_event->p_vout->p_sys->b_using_overlay ) val.psz_string = if( p_event->p_vout->p_sys->b_using_overlay ) val.psz_string =
strdup( VOUT_TITLE " (hardware YUV overlay DirectX output)" ); strdup( VOUT_TITLE " (hardware YUV overlay DirectX output)" );
else if( p_event->p_vout->p_sys->b_hw_yuv ) val.psz_string = else if( p_event->p_vout->p_sys->b_hw_yuv ) val.psz_string =
...@@ -665,7 +665,7 @@ void UpdateRects( vout_thread_t *p_vout, bool b_force ) ...@@ -665,7 +665,7 @@ void UpdateRects( vout_thread_t *p_vout, bool b_force )
rect_dest.top = point.y + i_y; rect_dest.top = point.y + i_y;
rect_dest.bottom = rect_dest.top + i_height; rect_dest.bottom = rect_dest.top + i_height;
#ifdef MODULE_NAME_IS_vout_directx #ifdef MODULE_NAME_IS_directx
/* Apply overlay hardware constraints */ /* Apply overlay hardware constraints */
if( p_vout->p_sys->b_using_overlay ) if( p_vout->p_sys->b_using_overlay )
{ {
...@@ -698,7 +698,7 @@ void UpdateRects( vout_thread_t *p_vout, bool b_force ) ...@@ -698,7 +698,7 @@ void UpdateRects( vout_thread_t *p_vout, bool b_force )
rect_dest_clipped.right, rect_dest_clipped.bottom ); rect_dest_clipped.right, rect_dest_clipped.bottom );
#endif #endif
#else /* MODULE_NAME_IS_vout_directx */ #else /* MODULE_NAME_IS_directx */
/* AFAIK, there are no clipping constraints in Direct3D, OpenGL and GDI */ /* AFAIK, there are no clipping constraints in Direct3D, OpenGL and GDI */
rect_dest_clipped = rect_dest; rect_dest_clipped = rect_dest;
...@@ -735,7 +735,7 @@ void UpdateRects( vout_thread_t *p_vout, bool b_force ) ...@@ -735,7 +735,7 @@ void UpdateRects( vout_thread_t *p_vout, bool b_force )
(rect_dest.bottom - rect_dest_clipped.bottom) * (rect_dest.bottom - rect_dest_clipped.bottom) *
p_vout->fmt_out.i_visible_height / (rect_dest.bottom - rect_dest.top); p_vout->fmt_out.i_visible_height / (rect_dest.bottom - rect_dest.top);
#ifdef MODULE_NAME_IS_vout_directx #ifdef MODULE_NAME_IS_directx
/* Apply overlay hardware constraints */ /* Apply overlay hardware constraints */
if( p_vout->p_sys->b_using_overlay ) if( p_vout->p_sys->b_using_overlay )
{ {
...@@ -759,7 +759,7 @@ void UpdateRects( vout_thread_t *p_vout, bool b_force ) ...@@ -759,7 +759,7 @@ void UpdateRects( vout_thread_t *p_vout, bool b_force )
rect_src_clipped.right, rect_src_clipped.bottom ); rect_src_clipped.right, rect_src_clipped.bottom );
#endif #endif
#ifdef MODULE_NAME_IS_vout_directx #ifdef MODULE_NAME_IS_directx
/* The destination coordinates need to be relative to the current /* The destination coordinates need to be relative to the current
* directdraw primary surface (display) */ * directdraw primary surface (display) */
rect_dest_clipped.left -= p_vout->p_sys->rect_display.left; rect_dest_clipped.left -= p_vout->p_sys->rect_display.left;
...@@ -828,7 +828,7 @@ static long FAR PASCAL DirectXEventProc( HWND hwnd, UINT message, ...@@ -828,7 +828,7 @@ static long FAR PASCAL DirectXEventProc( HWND hwnd, UINT message,
{ {
switch( message ) switch( message )
{ {
#ifdef MODULE_NAME_IS_vout_directx #ifdef MODULE_NAME_IS_directx
case WM_ERASEBKGND: case WM_ERASEBKGND:
/* For overlay, we need to erase background */ /* For overlay, we need to erase background */
return !p_vout->p_sys->b_using_overlay ? return !p_vout->p_sys->b_using_overlay ?
......
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