49646383f1
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7
)
98 lines
4.2 KiB
C++
98 lines
4.2 KiB
C++
/*************************************************************************/
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/* camera_win.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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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#include "camera_win.h"
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///@TODO sorry guys, I got about 80% through implementing this using DirectShow only
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// to find out Microsoft deprecated half the API and its replacement is as confusing
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// as they could make it. Joey suggested looking into libuvc which offers a more direct
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// route to webcams over USB and this is very promising but it wouldn't compile on
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// windows for me...I've gutted the classes I implemented DirectShow in just to have
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// a skeleton for someone to work on, mail me for more details or if you want a copy....
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//////////////////////////////////////////////////////////////////////////
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// CameraFeedWindows - Subclass for our camera feed on windows
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/// @TODO need to implement this
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class CameraFeedWindows : public CameraFeed {
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private:
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protected:
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public:
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CameraFeedWindows();
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virtual ~CameraFeedWindows();
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bool activate_feed();
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void deactivate_feed();
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};
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CameraFeedWindows::CameraFeedWindows(){
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///@TODO implement this, should store information about our available camera
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};
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CameraFeedWindows::~CameraFeedWindows() {
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// make sure we stop recording if we are!
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if (is_active()) {
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deactivate_feed();
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};
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///@TODO free up anything used by this
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};
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bool CameraFeedWindows::activate_feed() {
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///@TODO this should activate our camera and start the process of capturing frames
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return true;
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};
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///@TODO we should probably have a callback method here that is being called by the
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// camera API which provides frames and call back into the CameraServer to update our texture
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void CameraFeedWindows::deactivate_feed(){
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///@TODO this should deactivate our camera and stop the process of capturing frames
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};
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//////////////////////////////////////////////////////////////////////////
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// CameraWindows - Subclass for our camera server on windows
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void CameraWindows::add_active_cameras(){
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///@TODO scan through any active cameras and create CameraFeedWindows objects for them
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};
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CameraWindows::CameraWindows() {
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// Find cameras active right now
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add_active_cameras();
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// need to add something that will react to devices being connected/removed...
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};
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CameraWindows::~CameraWindows(){
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};
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