mirror of
https://github.com/mpv-player/mpv
synced 2024-12-29 02:22:19 +00:00
0a0bb9059f
MPlayer traditionally always used the display aspect ratio, e.g. 16:9, while FFmpeg uses the sample (aka pixel) aspect ratio. Both have a bunch of advantages and disadvantages. Actually, it seems using sample aspect ratio is generally nicer. The main reason for the change is making mpv closer to how FFmpeg works in order to make life easier. It's also nice that everything uses integer fractions instead of floats now (except --video-aspect option/property). Note that there is at least 1 user-visible change: vf_dsize now does not set the display size, only the display aspect ratio. This is because the image_params d_w/d_h fields did not just set the display aspect, but also the size (except in encoding mode).
130 lines
4.6 KiB
C
130 lines
4.6 KiB
C
/*
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* This file is part of mpv.
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*
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* mpv is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* mpv is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with mpv. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "win_state.h"
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#include "vo.h"
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#include "video/mp_image.h"
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static void calc_monitor_aspect(struct mp_vo_opts *opts, int scr_w, int scr_h,
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double *pixelaspect, int *w, int *h)
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{
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*pixelaspect = 1.0 / opts->monitor_pixel_aspect;
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if (scr_w > 0 && scr_h > 0 && opts->force_monitor_aspect)
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*pixelaspect = 1.0 / (opts->force_monitor_aspect * scr_h / scr_w);
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if (*pixelaspect < 1) {
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*h /= *pixelaspect;
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} else {
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*w *= *pixelaspect;
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}
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}
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// Fit *w/*h into the size specified by geo.
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static void apply_autofit(int *w, int *h, int scr_w, int scr_h,
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struct m_geometry *geo, bool allow_up, bool allow_down)
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{
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if (!geo->wh_valid)
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return;
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int dummy;
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int n_w = *w, n_h = *h;
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m_geometry_apply(&dummy, &dummy, &n_w, &n_h, scr_w, scr_h, geo);
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if (!allow_up && *w <= n_w && *h <= n_h)
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return;
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if (!allow_down && *w >= n_w && *h >= n_h)
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return;
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// If aspect mismatches, always make the window smaller than the fit box
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// (Or larger, if allow_down==false.)
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double asp = (double)*w / *h;
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double n_asp = (double)n_w / n_h;
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if ((n_asp <= asp) == allow_down) {
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*w = n_w;
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*h = n_w / asp;
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} else {
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*w = n_h * asp;
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*h = n_h;
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}
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}
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// Compute the "suggested" window size and position and return it in *out_geo.
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// screen is the bounding box of the current screen within the virtual desktop.
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// Does not change *vo.
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// Use vo_apply_window_geometry() to copy the result into the vo.
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// NOTE: currently, all windowing backends do their own handling of window
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// geometry additional to this code. This is to deal with initial window
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// placement, fullscreen handling, avoiding resize on reconfig() with no
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// size change, multi-monitor stuff, and possibly more.
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void vo_calc_window_geometry(struct vo *vo, const struct mp_rect *screen,
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struct vo_win_geometry *out_geo)
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{
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struct mp_vo_opts *opts = vo->opts;
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*out_geo = (struct vo_win_geometry){0};
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// The case of calling this function even though no video was configured
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// yet (i.e. vo->params==NULL) happens when vo_opengl creates a hidden
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// window in order to create an OpenGL context.
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struct mp_image_params params = { .w = 320, .h = 200 };
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if (vo->params)
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params = *vo->params;
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int d_w, d_h;
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mp_image_params_get_dsize(¶ms, &d_w, &d_h);
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if ((vo->driver->caps & VO_CAP_ROTATE90) && params.rotate % 180 == 90)
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MPSWAP(int, d_w, d_h);
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d_w = MPCLAMP(d_w * opts->window_scale, 1, 16000);
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d_h = MPCLAMP(d_h * opts->window_scale, 1, 16000);
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int scr_w = screen->x1 - screen->x0;
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int scr_h = screen->y1 - screen->y0;
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MP_DBG(vo, "screen size: %dx%d\n", scr_w, scr_h);
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calc_monitor_aspect(opts, scr_w, scr_h, &out_geo->monitor_par, &d_w, &d_h);
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apply_autofit(&d_w, &d_h, scr_w, scr_h, &opts->autofit, true, true);
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apply_autofit(&d_w, &d_h, scr_w, scr_h, &opts->autofit_larger, false, true);
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apply_autofit(&d_w, &d_h, scr_w, scr_h, &opts->autofit_smaller, true, false);
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out_geo->win.x0 = (int)(scr_w - d_w) / 2;
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out_geo->win.y0 = (int)(scr_h - d_h) / 2;
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m_geometry_apply(&out_geo->win.x0, &out_geo->win.y0, &d_w, &d_h,
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scr_w, scr_h, &opts->geometry);
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out_geo->win.x0 += screen->x0;
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out_geo->win.y0 += screen->y0;
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out_geo->win.x1 = out_geo->win.x0 + d_w;
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out_geo->win.y1 = out_geo->win.y0 + d_h;
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if (opts->geometry.xy_valid || opts->force_window_position)
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out_geo->flags |= VO_WIN_FORCE_POS;
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}
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// Copy the parameters in *geo to the vo fields.
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// (Doesn't do anything else - windowing backends should trigger VO_EVENT_RESIZE
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// to ensure that the VO reinitializes rendering properly.)
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void vo_apply_window_geometry(struct vo *vo, const struct vo_win_geometry *geo)
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{
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vo->dwidth = geo->win.x1 - geo->win.x0;
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vo->dheight = geo->win.y1 - geo->win.y0;
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vo->monitor_par = geo->monitor_par;
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}
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