godot/scene/gui/video_player.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

128 lines
4.2 KiB
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/*************************************************************************/
/* video_player.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef VIDEO_PLAYER_H
#define VIDEO_PLAYER_H
#include "scene/gui/control.h"
#include "scene/resources/video_stream.h"
#include "servers/audio/audio_rb_resampler.h"
#include "servers/audio_server.h"
class VideoPlayer : public Control {
GDCLASS(VideoPlayer, Control);
struct Output {
AudioFrame vol;
int bus_index;
Viewport *viewport; //pointer only used for reference to previous mix
};
Ref<VideoStreamPlayback> playback;
Ref<VideoStream> stream;
int sp_get_channel_count() const;
bool mix(AudioFrame *p_buffer, int p_frames);
RID stream_rid;
Ref<ImageTexture> texture;
AudioRBResampler resampler;
Vector<AudioFrame> mix_buffer;
int wait_resampler, wait_resampler_limit;
bool paused;
bool autoplay;
float volume;
double last_audio_time;
bool expand;
bool loops;
int buffering_ms;
int audio_track;
int bus_index;
StringName bus;
void _mix_audio();
static int _audio_mix_callback(void *p_udata, const float *p_data, int p_frames);
static void _mix_audios(void *p_self);
protected:
static void _bind_methods();
void _notification(int p_notification);
void _validate_property(PropertyInfo &p_property) const;
public:
Size2 get_minimum_size() const;
void set_expand(bool p_expand);
bool has_expand() const;
Ref<Texture> get_video_texture() const;
void set_stream(const Ref<VideoStream> &p_stream);
Ref<VideoStream> get_stream() const;
void play();
void stop();
bool is_playing() const;
void set_paused(bool p_paused);
bool is_paused() const;
void set_volume(float p_vol);
float get_volume() const;
void set_volume_db(float p_db);
float get_volume_db() const;
String get_stream_name() const;
float get_stream_position() const;
void set_stream_position(float p_position);
void set_autoplay(bool p_enable);
bool has_autoplay() const;
void set_audio_track(int p_track);
int get_audio_track() const;
void set_buffering_msec(int p_msec);
int get_buffering_msec() const;
void set_bus(const StringName &p_bus);
StringName get_bus() const;
VideoPlayer();
~VideoPlayer();
};
#endif // VIDEO_PLAYER_H