#include <windowsx.h>
#include <shellapi.h>
-#ifdef MODULE_NAME_IS_vout_directx
+#ifdef MODULE_NAME_IS_directx
#include <ddraw.h>
#endif
#ifdef MODULE_NAME_IS_direct3d
#ifdef MODULE_NAME_IS_direct3d
val.psz_string = strdup( VOUT_TITLE " (Direct3D output)" );
#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 =
strdup( VOUT_TITLE " (hardware YUV overlay DirectX output)" );
else if( p_event->p_vout->p_sys->b_hw_yuv ) val.psz_string =
rect_dest.top = point.y + i_y;
rect_dest.bottom = rect_dest.top + i_height;
-#ifdef MODULE_NAME_IS_vout_directx
+#ifdef MODULE_NAME_IS_directx
/* Apply overlay hardware constraints */
if( p_vout->p_sys->b_using_overlay )
{
rect_dest_clipped.right, rect_dest_clipped.bottom );
#endif
-#else /* MODULE_NAME_IS_vout_directx */
+#else /* MODULE_NAME_IS_directx */
/* AFAIK, there are no clipping constraints in Direct3D, OpenGL and GDI */
rect_dest_clipped = rect_dest;
(rect_dest.bottom - rect_dest_clipped.bottom) *
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 */
if( p_vout->p_sys->b_using_overlay )
{
rect_src_clipped.right, rect_src_clipped.bottom );
#endif
-#ifdef MODULE_NAME_IS_vout_directx
+#ifdef MODULE_NAME_IS_directx
/* The destination coordinates need to be relative to the current
* directdraw primary surface (display) */
rect_dest_clipped.left -= p_vout->p_sys->rect_display.left;
{
switch( message )
{
-#ifdef MODULE_NAME_IS_vout_directx
+#ifdef MODULE_NAME_IS_directx
case WM_ERASEBKGND:
/* For overlay, we need to erase background */
return !p_vout->p_sys->b_using_overlay ?