/**************************************************************************/ /* camera_server.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 CAMERA_SERVER_H #define CAMERA_SERVER_H #include "core/object/class_db.h" #include "core/object/ref_counted.h" #include "core/os/thread_safe.h" #include "core/templates/rid.h" #include "core/variant/variant.h" /** The camera server is a singleton object that gives access to the various camera feeds that can be used as the background for our environment. **/ class CameraFeed; template <typename T> class TypedArray; class CameraServer : public Object { GDCLASS(CameraServer, Object); _THREAD_SAFE_CLASS_ public: enum FeedImage { FEED_RGBA_IMAGE = 0, FEED_YCBCR_IMAGE = 0, FEED_Y_IMAGE = 0, FEED_CBCR_IMAGE = 1, FEED_IMAGES = 2 }; typedef CameraServer *(*CreateFunc)(); private: protected: static CreateFunc create_func; Vector<Ref<CameraFeed>> feeds; static CameraServer *singleton; static void _bind_methods(); template <class T> static CameraServer *_create_builtin() { return memnew(T); } public: static CameraServer *get_singleton(); template <class T> static void make_default() { create_func = _create_builtin<T>; } static CameraServer *create() { CameraServer *server = create_func ? create_func() : memnew(CameraServer); return server; }; // Right now we identify our feed by it's ID when it's used in the background. // May see if we can change this to purely relying on CameraFeed objects or by name. int get_free_id(); int get_feed_index(int p_id); Ref<CameraFeed> get_feed_by_id(int p_id); // Add and remove feeds. void add_feed(const Ref<CameraFeed> &p_feed); void remove_feed(const Ref<CameraFeed> &p_feed); // Get our feeds. Ref<CameraFeed> get_feed(int p_index); int get_feed_count(); TypedArray<CameraFeed> get_feeds(); // Intended for use with custom CameraServer implementation. RID feed_texture(int p_id, FeedImage p_texture); CameraServer(); ~CameraServer(); }; VARIANT_ENUM_CAST(CameraServer::FeedImage); #endif // CAMERA_SERVER_H