camera_win.cpp 4.2 KB

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  1. /*************************************************************************/
  2. /* camera_win.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "camera_win.h"
  31. ///@TODO sorry guys, I got about 80% through implementing this using DirectShow only
  32. // to find out Microsoft deprecated half the API and its replacement is as confusing
  33. // as they could make it. Joey suggested looking into libuvc which offers a more direct
  34. // route to webcams over USB and this is very promising but it wouldn't compile on
  35. // windows for me...I've gutted the classes I implemented DirectShow in just to have
  36. // a skeleton for someone to work on, mail me for more details or if you want a copy....
  37. //////////////////////////////////////////////////////////////////////////
  38. // CameraFeedWindows - Subclass for our camera feed on windows
  39. /// @TODO need to implement this
  40. class CameraFeedWindows : public CameraFeed {
  41. private:
  42. protected:
  43. public:
  44. CameraFeedWindows();
  45. virtual ~CameraFeedWindows();
  46. bool activate_feed();
  47. void deactivate_feed();
  48. };
  49. CameraFeedWindows::CameraFeedWindows(){
  50. ///@TODO implement this, should store information about our available camera
  51. };
  52. CameraFeedWindows::~CameraFeedWindows() {
  53. // make sure we stop recording if we are!
  54. if (is_active()) {
  55. deactivate_feed();
  56. };
  57. ///@TODO free up anything used by this
  58. };
  59. bool CameraFeedWindows::activate_feed() {
  60. ///@TODO this should activate our camera and start the process of capturing frames
  61. return true;
  62. };
  63. ///@TODO we should probably have a callback method here that is being called by the
  64. // camera API which provides frames and call back into the CameraServer to update our texture
  65. void CameraFeedWindows::deactivate_feed(){
  66. ///@TODO this should deactivate our camera and stop the process of capturing frames
  67. };
  68. //////////////////////////////////////////////////////////////////////////
  69. // CameraWindows - Subclass for our camera server on windows
  70. void CameraWindows::add_active_cameras(){
  71. ///@TODO scan through any active cameras and create CameraFeedWindows objects for them
  72. };
  73. CameraWindows::CameraWindows() {
  74. // Find cameras active right now
  75. add_active_cameras();
  76. // need to add something that will react to devices being connected/removed...
  77. };
  78. CameraWindows::~CameraWindows(){
  79. };