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- /*************************************************************************/
- /* camera_server.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2022 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 CAMERA_SERVER_H
- #define CAMERA_SERVER_H
- #include "core/object.h"
- #include "core/os/thread_safe.h"
- #include "core/reference.h"
- #include "core/rid.h"
- #include "core/variant.h"
- /**
- @author Bastiaan Olij <mux213@gmail.com>
- The camera server is a singleton object that gives access to the various
- camera feeds that can be used as the background for our environment.
- **/
- class CameraFeed;
- class CameraServer : public Object {
- GDCLASS(CameraServer, Object);
- _THREAD_SAFE_CLASS_
- public:
- enum FeedImage {
- FEED_RGBA_IMAGE = 0,
- FEED_YCBCR_IMAGE = 0,
- FEED_Y_IMAGE = 0,
- FEED_CBCR_IMAGE = 1,
- FEED_IMAGES = 2
- };
- typedef CameraServer *(*CreateFunc)();
- private:
- protected:
- static CreateFunc create_func;
- Vector<Ref<CameraFeed>> feeds;
- static CameraServer *singleton;
- static void _bind_methods();
- template <class T>
- static CameraServer *_create_builtin() {
- return memnew(T);
- }
- public:
- static CameraServer *get_singleton();
- template <class T>
- static void make_default() {
- create_func = _create_builtin<T>;
- }
- static CameraServer *create() {
- CameraServer *server = create_func ? create_func() : memnew(CameraServer);
- return server;
- };
- // Right now we identify our feed by it's ID when it's used in the background.
- // May see if we can change this to purely relying on CameraFeed objects or by name.
- int get_free_id();
- int get_feed_index(int p_id);
- Ref<CameraFeed> get_feed_by_id(int p_id);
- // add and remove feeds
- void add_feed(const Ref<CameraFeed> &p_feed);
- void remove_feed(const Ref<CameraFeed> &p_feed);
- // get our feeds
- Ref<CameraFeed> get_feed(int p_index);
- int get_feed_count();
- Array get_feeds();
- RID feed_texture(int p_id, FeedImage p_texture);
- CameraServer();
- ~CameraServer();
- };
- VARIANT_ENUM_CAST(CameraServer::FeedImage);
- #endif /* CAMERA_SERVER_H */
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