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+/*************************************************************************/
+/* camera_win.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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(){
+
+};