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c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
126 lines
4.0 KiB
C++
126 lines
4.0 KiB
C++
/*************************************************************************/
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/* video_player.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef VIDEO_PLAYER_H
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#define VIDEO_PLAYER_H
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#include "scene/resources/video_stream.h"
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#include "scene/gui/control.h"
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#include "servers/audio/audio_rb_resampler.h"
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class VideoPlayer : public Control {
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OBJ_TYPE(VideoPlayer,Control);
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struct InternalStream : public AudioServer::AudioStream {
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VideoPlayer *player;
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virtual int get_channel_count() const;
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virtual void set_mix_rate(int p_rate); //notify the stream of the mix rate
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virtual bool mix(int32_t *p_buffer,int p_frames);
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virtual void update();
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};
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InternalStream internal_stream;
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Ref<VideoStreamPlayback> playback;
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Ref<VideoStream> stream;
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int sp_get_channel_count() const;
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void sp_set_mix_rate(int p_rate); //notify the stream of the mix rate
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bool sp_mix(int32_t *p_buffer,int p_frames);
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void sp_update();
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RID stream_rid;
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Ref<ImageTexture> texture;
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Image last_frame;
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AudioRBResampler resampler;
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bool paused;
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bool autoplay;
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float volume;
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double last_audio_time;
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bool expand;
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bool loops;
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int buffering_ms;
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int server_mix_rate;
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int audio_track;
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static int _audio_mix_callback(void* p_udata,const int16_t *p_data,int p_frames);
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protected:
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static void _bind_methods();
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void _notification(int p_notification);
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public:
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Size2 get_minimum_size() const;
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void set_expand(bool p_expand);
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bool has_expand() const;
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Ref<Texture> get_video_texture();
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void set_stream(const Ref<VideoStream> &p_stream);
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Ref<VideoStream> get_stream() const;
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void play();
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void stop();
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bool is_playing() const;
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void set_paused(bool p_paused);
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bool is_paused() const;
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void set_volume(float p_vol);
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float get_volume() const;
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void set_volume_db(float p_db);
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float get_volume_db() const;
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String get_stream_name() const;
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float get_stream_pos() const;
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void set_autoplay(bool p_vol);
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bool has_autoplay() const;
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void set_audio_track(int p_track);
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int get_audio_track() const;
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void set_buffering_msec(int p_msec);
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int get_buffering_msec() const;
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VideoPlayer();
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~VideoPlayer();
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};
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#endif
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