virtualx-engine/scene/resources/video_stream.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
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!
2017-01-01 22:03:33 +01:00

93 lines
3.4 KiB
C++

/*************************************************************************/
/* video_stream.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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 VIDEO_STREAM_H
#define VIDEO_STREAM_H
#include "audio_stream_resampled.h"
#include "scene/resources/texture.h"
class VideoStreamPlayback : public Resource {
OBJ_TYPE(VideoStreamPlayback,Resource);
protected:
static void _bind_methods();
public:
typedef int (*AudioMixCallback)(void* p_udata,const int16_t *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(bool p_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_pos() const=0;
virtual void seek_pos(float p_time)=0;
virtual void set_audio_track(int p_idx) =0;
//virtual int mix(int16_t* p_bufer,int p_frames)=0;
virtual Ref<Texture> get_texture()=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 {
OBJ_TYPE( 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