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			114 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			114 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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 * This example code reads frames from a camera and draws it to the screen.
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 *
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 * This is a very simple approach that is often Good Enough. You can get
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 * fancier with this: multiple cameras, front/back facing cameras on phones,
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 * color spaces, choosing formats and framerates...this just requests
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 * _anything_ and goes with what it is handed.
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 *
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 * This code is public domain. Feel free to use it for any purpose!
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 */
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#define SDL_MAIN_USE_CALLBACKS 1  /* use the callbacks instead of main() */
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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/* We will use this renderer to draw into this window every frame. */
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static SDL_Window *window = NULL;
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static SDL_Renderer *renderer = NULL;
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static SDL_Camera *camera = NULL;
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static SDL_Texture *texture = NULL;
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/* This function runs once at startup. */
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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    SDL_CameraID *devices = NULL;
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    int devcount = 0;
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    SDL_SetAppMetadata("Example Camera Read and Draw", "1.0", "com.example.camera-read-and-draw");
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    if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_CAMERA)) {
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        SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
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        return SDL_APP_FAILURE;
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    }
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    if (!SDL_CreateWindowAndRenderer("examples/camera/read-and-draw", 640, 480, 0, &window, &renderer)) {
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        SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
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        return SDL_APP_FAILURE;
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    }
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    devices = SDL_GetCameras(&devcount);
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    if (devices == NULL) {
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        SDL_Log("Couldn't enumerate camera devices: %s", SDL_GetError());
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        return SDL_APP_FAILURE;
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    } else if (devcount == 0) {
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        SDL_Log("Couldn't find any camera devices! Please connect a camera and try again.");
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        return SDL_APP_FAILURE;
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    }
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    camera = SDL_OpenCamera(devices[0], NULL);  // just take the first thing we see in any format it wants.
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    SDL_free(devices);
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    if (camera == NULL) {
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        SDL_Log("Couldn't open camera: %s", SDL_GetError());
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        return SDL_APP_FAILURE;
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    }
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    return SDL_APP_CONTINUE;  /* carry on with the program! */
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}
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/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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    if (event->type == SDL_EVENT_QUIT) {
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        return SDL_APP_SUCCESS;  /* end the program, reporting success to the OS. */
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    } else if (event->type == SDL_EVENT_CAMERA_DEVICE_APPROVED) {
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        SDL_Log("Camera use approved by user!");
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    } else if (event->type == SDL_EVENT_CAMERA_DEVICE_DENIED) {
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        SDL_Log("Camera use denied by user!");
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        return SDL_APP_FAILURE;
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    }
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    return SDL_APP_CONTINUE;  /* carry on with the program! */
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}
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/* This function runs once per frame, and is the heart of the program. */
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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    Uint64 timestampNS = 0;
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    SDL_Surface *frame = SDL_AcquireCameraFrame(camera, ×tampNS);
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    if (frame != NULL) {
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        /* Some platforms (like Emscripten) don't know _what_ the camera offers
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           until the user gives permission, so we build the texture and resize
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           the window when we get a first frame from the camera. */
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        if (!texture) {
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            SDL_SetWindowSize(window, frame->w, frame->h);  /* Resize the window to match */
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            texture = SDL_CreateTexture(renderer, frame->format, SDL_TEXTUREACCESS_STREAMING, frame->w, frame->h);
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        }
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        if (texture) {
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            SDL_UpdateTexture(texture, NULL, frame->pixels, frame->pitch);
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        }
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        SDL_ReleaseCameraFrame(camera, frame);
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    }
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    SDL_SetRenderDrawColor(renderer, 0x99, 0x99, 0x99, SDL_ALPHA_OPAQUE);
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    SDL_RenderClear(renderer);
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    if (texture) {  /* draw the latest camera frame, if available. */
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        SDL_RenderTexture(renderer, texture, NULL, NULL);
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    }
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    SDL_RenderPresent(renderer);
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    return SDL_APP_CONTINUE;  /* carry on with the program! */
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}
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/* This function runs once at shutdown. */
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void SDL_AppQuit(void *appstate, SDL_AppResult result)
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{
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    SDL_CloseCamera(camera);
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    SDL_DestroyTexture(texture);
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    /* SDL will clean up the window/renderer for us. */
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}
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