godot/servers/camera_server.h

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/**************************************************************************/
/* camera_server.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#ifndef CAMERA_SERVER_H
#define CAMERA_SERVER_H
#include "core/object/class_db.h"
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#include "core/object/ref_counted.h"
#include "core/os/thread_safe.h"
#include "core/templates/rid.h"
#include "core/variant/variant.h"
/**
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;
template <typename T>
class TypedArray;
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);
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// Add and remove feeds.
void add_feed(const Ref<CameraFeed> &p_feed);
void remove_feed(const Ref<CameraFeed> &p_feed);
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// Get our feeds.
Ref<CameraFeed> get_feed(int p_index);
int get_feed_count();
TypedArray<CameraFeed> get_feeds();
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// Intended for use with custom CameraServer implementation.
RID feed_texture(int p_id, FeedImage p_texture);
CameraServer();
~CameraServer();
};
VARIANT_ENUM_CAST(CameraServer::FeedImage);
#endif // CAMERA_SERVER_H