d8223ffa75
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!
(cherry picked from commit c7bc44d5ad
)
94 lines
3.4 KiB
C++
94 lines
3.4 KiB
C++
/*************************************************************************/
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/* video_stream.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_STREAM_H
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#define VIDEO_STREAM_H
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#include "audio_stream_resampled.h"
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#include "scene/resources/texture.h"
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class VideoStreamPlayback : public Resource {
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OBJ_TYPE(VideoStreamPlayback,Resource);
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protected:
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static void _bind_methods();
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public:
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typedef int (*AudioMixCallback)(void* p_udata,const int16_t *p_data,int p_frames);
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virtual void stop()=0;
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virtual void play()=0;
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virtual bool is_playing() const=0;
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virtual void set_paused(bool p_paused)=0;
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virtual bool is_paused(bool p_paused) const=0;
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virtual void set_loop(bool p_enable)=0;
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virtual bool has_loop() const=0;
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virtual float get_length() const=0;
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virtual float get_pos() const=0;
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virtual void seek_pos(float p_time)=0;
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virtual void set_audio_track(int p_idx) =0;
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//virtual int mix(int16_t* p_bufer,int p_frames)=0;
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virtual Ref<Texture> get_texture()=0;
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virtual void update(float p_delta)=0;
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virtual void set_mix_callback(AudioMixCallback p_callback,void *p_userdata)=0;
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virtual int get_channels() const=0;
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virtual int get_mix_rate() const=0;
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VideoStreamPlayback();
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};
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class VideoStream : public Resource {
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OBJ_TYPE( VideoStream, Resource );
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OBJ_SAVE_TYPE( VideoStream ); //children are all saved as AudioStream, so they can be exchanged
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public:
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virtual void set_audio_track(int p_track)=0;
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virtual Ref<VideoStreamPlayback> instance_playback()=0;
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VideoStream() {}
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};
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#endif
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