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Each file in Godot has had multiple contributors who co-authored it over the years, and the information of who was the original person to create that file is not very relevant, especially when used so inconsistently. `git blame` is a much better way to know who initially authored or later modified a given chunk of code, and most IDEs now have good integration to show this information.
115 lines
4.0 KiB
C++
115 lines
4.0 KiB
C++
/*************************************************************************/
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/* camera_server.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef CAMERA_SERVER_H
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#define CAMERA_SERVER_H
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#include "core/object/class_db.h"
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#include "core/object/ref_counted.h"
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#include "core/os/thread_safe.h"
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#include "core/templates/rid.h"
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#include "core/variant/variant.h"
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/**
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The camera server is a singleton object that gives access to the various
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camera feeds that can be used as the background for our environment.
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**/
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class CameraFeed;
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class CameraServer : public Object {
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GDCLASS(CameraServer, Object);
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_THREAD_SAFE_CLASS_
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public:
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enum FeedImage {
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FEED_RGBA_IMAGE = 0,
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FEED_YCBCR_IMAGE = 0,
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FEED_Y_IMAGE = 0,
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FEED_CBCR_IMAGE = 1,
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FEED_IMAGES = 2
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};
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typedef CameraServer *(*CreateFunc)();
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private:
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protected:
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static CreateFunc create_func;
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Vector<Ref<CameraFeed>> feeds;
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static CameraServer *singleton;
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static void _bind_methods();
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template <class T>
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static CameraServer *_create_builtin() {
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return memnew(T);
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}
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public:
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static CameraServer *get_singleton();
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template <class T>
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static void make_default() {
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create_func = _create_builtin<T>;
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}
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static CameraServer *create() {
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CameraServer *server = create_func ? create_func() : memnew(CameraServer);
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return server;
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};
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// Right now we identify our feed by it's ID when it's used in the background.
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// May see if we can change this to purely relying on CameraFeed objects or by name.
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int get_free_id();
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int get_feed_index(int p_id);
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Ref<CameraFeed> get_feed_by_id(int p_id);
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// Add and remove feeds.
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void add_feed(const Ref<CameraFeed> &p_feed);
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void remove_feed(const Ref<CameraFeed> &p_feed);
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// Get our feeds.
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Ref<CameraFeed> get_feed(int p_index);
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int get_feed_count();
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Array get_feeds();
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// Intended for use with custom CameraServer implementation.
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RID feed_texture(int p_id, FeedImage p_texture);
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CameraServer();
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~CameraServer();
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};
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VARIANT_ENUM_CAST(CameraServer::FeedImage);
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#endif // CAMERA_SERVER_H
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