1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
|
/*************************************************************************/
/* 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<Texture2D> 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
|