/* * Copyright 2021 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #pragma once #include "DisplayMode.h" #include #include #include #include #include #include namespace android::ui { // Information about a physical display which may change on hotplug reconnect. struct DynamicDisplayInfo { std::vector supportedDisplayModes; // This struct is going to be serialized over binder, so // we can't use size_t because it may have different width // in the client process. ui::DisplayModeId activeDisplayModeId; float renderFrameRate; std::vector supportedColorModes; ui::ColorMode activeColorMode; HdrCapabilities hdrCapabilities; // True if the display reports support for HDMI 2.1 Auto Low Latency Mode. // For more information, see the HDMI 2.1 specification. bool autoLowLatencyModeSupported; // True if the display reports support for Game Content Type. // For more information, see the HDMI 1.4 specification. bool gameContentTypeSupported; // The boot display mode preferred by the implementation. ui::DisplayModeId preferredBootDisplayMode; std::optional getActiveDisplayMode() const; bool hasArrSupport; // Represents frame rate for FrameRateCategory Normal and High. ui::FrameRateCategoryRate frameRateCategoryRate; // All the refresh rates supported for the default display mode. std::vector supportedRefreshRates; }; } // namespace android::ui