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- /**************************************************************************/
- /* camera_win.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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...
- }
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