/*************************************************************************/ /* camera_win.cpp */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #include "camera_win.h" ///@TODO sorry guys, I got about 80% through implementing this using DirectShow only // to find out Microsoft deprecated half the API and its replacement is as confusing // as they could make it. Joey suggested looking into libuvc which offers a more direct // route to webcams over USB and this is very promising but it wouldn't compile on // windows for me...I've gutted the classes I implemented DirectShow in just to have // a skeleton for someone to work on, mail me for more details or if you want a copy.... ////////////////////////////////////////////////////////////////////////// // CameraFeedWindows - Subclass for our camera feed on windows /// @TODO need to implement this class CameraFeedWindows : public CameraFeed { private: protected: public: CameraFeedWindows(); virtual ~CameraFeedWindows(); bool activate_feed(); void deactivate_feed(); }; CameraFeedWindows::CameraFeedWindows(){ ///@TODO implement this, should store information about our available camera }; CameraFeedWindows::~CameraFeedWindows() { // make sure we stop recording if we are! if (is_active()) { deactivate_feed(); }; ///@TODO free up anything used by this }; bool CameraFeedWindows::activate_feed() { ///@TODO this should activate our camera and start the process of capturing frames return true; }; ///@TODO we should probably have a callback method here that is being called by the // camera API which provides frames and call back into the CameraServer to update our texture void CameraFeedWindows::deactivate_feed(){ ///@TODO this should deactivate our camera and stop the process of capturing frames }; ////////////////////////////////////////////////////////////////////////// // CameraWindows - Subclass for our camera server on windows void CameraWindows::add_active_cameras(){ ///@TODO scan through any active cameras and create CameraFeedWindows objects for them }; CameraWindows::CameraWindows() { // Find cameras active right now add_active_cameras(); // need to add something that will react to devices being connected/removed... }; CameraWindows::~CameraWindows(){ };