2003-09-02 04:01:01 +00:00
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#ifndef RAGEMovieTexture_FFMPEG_H
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#define RAGEMovieTexture_FFMPEG_H
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2003-08-29 04:34:10 +00:00
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#include "MovieTexture.h"
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#include "RageDisplay.h"
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#include "RageTexture.h"
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#include "RageThreads.h"
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#include "RageTimer.h"
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#include "SDL_mutex.h"
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namespace avcodec
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{
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2003-09-02 04:01:01 +00:00
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#if defined(_WIN32)
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#include "ffmpeg/include/ffmpeg/avformat.h"
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#else
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2003-09-01 06:39:08 +00:00
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#include <ffmpeg/avformat.h>
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2003-09-02 04:01:01 +00:00
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#endif
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2003-08-29 04:34:10 +00:00
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};
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2003-09-02 04:01:01 +00:00
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class MovieTexture_FFMpeg: public RageMovieTexture
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2003-08-29 04:34:10 +00:00
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{
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public:
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2003-09-02 04:01:01 +00:00
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MovieTexture_FFMpeg( RageTextureID ID );
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virtual ~MovieTexture_FFMpeg();
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2003-08-29 04:34:10 +00:00
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/* only called by RageTextureManager::InvalidateTextures */
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void Invalidate() { m_uTexHandle = 0; }
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void Update(float fDeltaTime);
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virtual void Reload();
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virtual void Play();
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virtual void Pause();
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virtual void SetPosition( float fSeconds );
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virtual void SetPlaybackRate( float fRate ) { m_Rate=fRate; }
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virtual bool IsPlaying() const { return m_State == PLAYING; }
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void SetLooping(bool looping=true) { m_bLoop = looping; }
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private:
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avcodec::AVFormatContext *m_fctx;
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avcodec::AVStream *m_stream;
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avcodec::AVCodec *m_codec;
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RageTimer m_RunningTimer;
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/* The time the movie *should* be at right now: */
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float m_Timer;
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/* The time the movie is actually at: */
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float m_Position;
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float m_ActualTimer;
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float m_Rate;
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bool m_ImageWaiting;
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bool m_shutdown;
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bool m_bLoop;
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/* If m_bPausing is true, then the decoder thread will stop on its
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* next iteration, set m_bPlaying false and post the "paused" semaphore. */
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/*
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* Only the main thread can change m_State, except to go from the
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* PAUSING_DECODER to PAUSING_DECODER_OK state.
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*
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* PLAYING->PAUSE_DECODER (main thread only): ask the decoder thread to pause
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* PAUSE_DECODER->PLAYING (main thread only): ask the decoder thread to resume
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* *->QUITTING (main thread only):
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*
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* If in PLAYING, pause by setting m_State to PAUSE_DECODER.
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* The decoding thread will notice this, change to PAUSED and post
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* m_paused. Then, on the next command, CompletePause will
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* wait for the semaphore. CompletePause must be called before
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* changing to another state (to clear the semaphore).
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*
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* Transitions:
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* Default: PAUSED
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* CompletePause: If PAUSE_OK, WAITING_FOR_PAUSE, block on m_paused, then set
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* to PAUSED.
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* Play(): If PAUSED, set to PLAYING. If WAITING_FOR_PAUSE, wait
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* for the "paused" semaphore to
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*/
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/* DECODER_QUIT: The decoder thread is not running. We should only
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* be in this state internally; when we return after a call, we should
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* never be in this state. Start the thread before returning.
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*
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* PAUSE_DECODER: The decoder thread is idle.
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*
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* PLAYING: The decoder thread is running.
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*
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* PLAYING_ONE: The decoder thread will decode one frame, post the
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* m_FrameDecoded semaphore and change to the PAUSE_DECODER state.
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* This is only used by Create().
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*/
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enum State { DECODER_QUIT, PAUSE_DECODER, PLAYING, PLAYING_ONE } m_State;
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unsigned m_uTexHandle;
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SDL_Surface *m_img;
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int m_AVTexfmt; /* of m_img */
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SDL_sem *m_BufferFinished, *m_OneFrameDecoded;
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2003-09-02 04:01:01 +00:00
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static int DecoderThread_start(void *p) { ((MovieTexture_FFMpeg *)(p))->DecoderThread(); return 0; }
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2003-08-29 04:34:10 +00:00
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void DecoderThread();
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RageThread m_DecoderThread;
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void Create();
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void Destroy();
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void CreateTexture();
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void CheckFrame();
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void StartThread();
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void StopThread();
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unsigned GetTexHandle() const { return m_uTexHandle; }
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};
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/*
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Copyright (c) 2003 by the person(s) listed below. All rights reserved.
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Glenn Maynard
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*/
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#endif
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