godot/scene/resources/video_stream.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

89 lines
3.5 KiB
C++

/*************************************************************************/
/* video_stream.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef VIDEO_STREAM_H
#define VIDEO_STREAM_H
#include "scene/resources/texture.h"
class VideoStreamPlayback : public Resource {
GDCLASS(VideoStreamPlayback, Resource);
protected:
static void _bind_methods();
public:
typedef int (*AudioMixCallback)(void *p_udata, const float *p_data, int p_frames);
virtual void stop() = 0;
virtual void play() = 0;
virtual bool is_playing() const = 0;
virtual void set_paused(bool p_paused) = 0;
virtual bool is_paused() const = 0;
virtual void set_loop(bool p_enable) = 0;
virtual bool has_loop() const = 0;
virtual float get_length() const = 0;
virtual float get_playback_position() const = 0;
virtual void seek(float p_time) = 0;
virtual void set_audio_track(int p_idx) = 0;
//virtual int mix(int16_t* p_buffer,int p_frames)=0;
virtual Ref<Texture> get_texture() const = 0;
virtual void update(float p_delta) = 0;
virtual void set_mix_callback(AudioMixCallback p_callback, void *p_userdata) = 0;
virtual int get_channels() const = 0;
virtual int get_mix_rate() const = 0;
VideoStreamPlayback();
};
class VideoStream : public Resource {
GDCLASS(VideoStream, Resource);
OBJ_SAVE_TYPE(VideoStream); //children are all saved as AudioStream, so they can be exchanged
public:
virtual void set_audio_track(int p_track) = 0;
virtual Ref<VideoStreamPlayback> instance_playback() = 0;
VideoStream() {}
};
#endif