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			C
		
	
	
	
	
	
			
		
		
	
	
			520 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely, subject to the following restrictions:
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  1. The origin of this software must not be misrepresented; you must not
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     claim that you wrote the original software. If you use this software
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     in a product, an acknowledgment in the product documentation would be
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     appreciated but is not required.
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  2. Altered source versions must be plainly marked as such, and must not be
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     misrepresented as being the original software.
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  3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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 * # CategoryCamera
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 *
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 * Video capture for the SDL library.
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 *
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 * This API lets apps read input from video sources, like webcams. Camera
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 * devices can be enumerated, queried, and opened. Once opened, it will
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 * provide SDL_Surface objects as new frames of video come in. These surfaces
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 * can be uploaded to an SDL_Texture or processed as pixels in memory.
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 *
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 * Several platforms will alert the user if an app tries to access a camera,
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 * and some will present a UI asking the user if your application should be
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 * allowed to obtain images at all, which they can deny. A successfully opened
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 * camera will not provide images until permission is granted. Applications,
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 * after opening a camera device, can see if they were granted access by
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 * either polling with the SDL_GetCameraPermissionState() function, or waiting
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 * for an SDL_EVENT_CAMERA_DEVICE_APPROVED or SDL_EVENT_CAMERA_DEVICE_DENIED
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 * event. Platforms that don't have any user approval process will report
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 * approval immediately.
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 *
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 * Note that SDL cameras only provide video as individual frames; they will
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 * not provide full-motion video encoded in a movie file format, although an
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 * app is free to encode the acquired frames into any format it likes. It also
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 * does not provide audio from the camera hardware through this API; not only
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 * do many webcams not have microphones at all, many people--from streamers to
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 * people on Zoom calls--will want to use a separate microphone regardless of
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 * the camera. In any case, recorded audio will be available through SDL's
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 * audio API no matter what hardware provides the microphone.
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 *
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 * ## Camera gotchas
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 *
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 * Consumer-level camera hardware tends to take a little while to warm up,
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 * once the device has been opened. Generally most camera apps have some sort
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 * of UI to take a picture (a button to snap a pic while a preview is showing,
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 * some sort of multi-second countdown for the user to pose, like a photo
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 * booth), which puts control in the users' hands, or they are intended to
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 * stay on for long times (Pokemon Go, etc).
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 *
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 * It's not uncommon that a newly-opened camera will provide a couple of
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 * completely black frames, maybe followed by some under-exposed images. If
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 * taking a single frame automatically, or recording video from a camera's
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 * input without the user initiating it from a preview, it could be wise to
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 * drop the first several frames (if not the first several _seconds_ worth of
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 * frames!) before using images from a camera.
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 */
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#ifndef SDL_camera_h_
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#define SDL_camera_h_
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#include <SDL3/SDL_stdinc.h>
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#include <SDL3/SDL_error.h>
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#include <SDL3/SDL_pixels.h>
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#include <SDL3/SDL_properties.h>
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#include <SDL3/SDL_surface.h>
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#include <SDL3/SDL_begin_code.h>
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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 * This is a unique ID for a camera device for the time it is connected to the
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 * system, and is never reused for the lifetime of the application.
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 *
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 * If the device is disconnected and reconnected, it will get a new ID.
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 *
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 * The value 0 is an invalid ID.
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 *
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 * \since This datatype is available since SDL 3.2.0.
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 *
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 * \sa SDL_GetCameras
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 */
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typedef Uint32 SDL_CameraID;
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/**
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 * The opaque structure used to identify an opened SDL camera.
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 *
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 * \since This struct is available since SDL 3.2.0.
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 */
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typedef struct SDL_Camera SDL_Camera;
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/**
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 * The details of an output format for a camera device.
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 *
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 * Cameras often support multiple formats; each one will be encapsulated in
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 * this struct.
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 *
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 * \since This struct is available since SDL 3.2.0.
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 *
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 * \sa SDL_GetCameraSupportedFormats
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 * \sa SDL_GetCameraFormat
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 */
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typedef struct SDL_CameraSpec
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{
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    SDL_PixelFormat format;     /**< Frame format */
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    SDL_Colorspace colorspace;  /**< Frame colorspace */
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    int width;                  /**< Frame width */
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    int height;                 /**< Frame height */
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    int framerate_numerator;     /**< Frame rate numerator ((num / denom) == FPS, (denom / num) == duration in seconds) */
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    int framerate_denominator;   /**< Frame rate demoninator ((num / denom) == FPS, (denom / num) == duration in seconds) */
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} SDL_CameraSpec;
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/**
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 * The position of camera in relation to system device.
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 *
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 * \since This enum is available since SDL 3.2.0.
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 *
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 * \sa SDL_GetCameraPosition
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 */
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typedef enum SDL_CameraPosition
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{
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    SDL_CAMERA_POSITION_UNKNOWN,
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    SDL_CAMERA_POSITION_FRONT_FACING,
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    SDL_CAMERA_POSITION_BACK_FACING
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} SDL_CameraPosition;
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/**
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 * Use this function to get the number of built-in camera drivers.
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 *
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 * This function returns a hardcoded number. This never returns a negative
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 * value; if there are no drivers compiled into this build of SDL, this
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 * function returns zero. The presence of a driver in this list does not mean
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 * it will function, it just means SDL is capable of interacting with that
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 * interface. For example, a build of SDL might have v4l2 support, but if
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 * there's no kernel support available, SDL's v4l2 driver would fail if used.
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 *
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 * By default, SDL tries all drivers, in its preferred order, until one is
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 * found to be usable.
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 *
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 * \returns the number of built-in camera drivers.
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 *
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 * \threadsafety It is safe to call this function from any thread.
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 *
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 * \since This function is available since SDL 3.2.0.
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 *
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 * \sa SDL_GetCameraDriver
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 */
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extern SDL_DECLSPEC int SDLCALL SDL_GetNumCameraDrivers(void);
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/**
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 * Use this function to get the name of a built in camera driver.
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 *
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 * The list of camera drivers is given in the order that they are normally
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 * initialized by default; the drivers that seem more reasonable to choose
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 * first (as far as the SDL developers believe) are earlier in the list.
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 *
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 * The names of drivers are all simple, low-ASCII identifiers, like "v4l2",
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 * "coremedia" or "android". These never have Unicode characters, and are not
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 * meant to be proper names.
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 *
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 * \param index the index of the camera driver; the value ranges from 0 to
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 *              SDL_GetNumCameraDrivers() - 1.
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 * \returns the name of the camera driver at the requested index, or NULL if
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 *          an invalid index was specified.
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 *
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 * \threadsafety It is safe to call this function from any thread.
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 *
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 * \since This function is available since SDL 3.2.0.
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 *
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 * \sa SDL_GetNumCameraDrivers
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 */
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extern SDL_DECLSPEC const char * SDLCALL SDL_GetCameraDriver(int index);
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/**
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 * Get the name of the current camera driver.
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 *
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 * The names of drivers are all simple, low-ASCII identifiers, like "v4l2",
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 * "coremedia" or "android". These never have Unicode characters, and are not
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 * meant to be proper names.
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 *
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 * \returns the name of the current camera driver or NULL if no driver has
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 *          been initialized.
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 *
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 * \threadsafety It is safe to call this function from any thread.
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 *
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 * \since This function is available since SDL 3.2.0.
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 */
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extern SDL_DECLSPEC const char * SDLCALL SDL_GetCurrentCameraDriver(void);
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/**
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 * Get a list of currently connected camera devices.
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 *
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 * \param count a pointer filled in with the number of cameras returned, may
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 *              be NULL.
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 * \returns a 0 terminated array of camera instance IDs or NULL on failure;
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 *          call SDL_GetError() for more information. This should be freed
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 *          with SDL_free() when it is no longer needed.
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 *
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 * \threadsafety It is safe to call this function from any thread.
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 *
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 * \since This function is available since SDL 3.2.0.
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 *
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 * \sa SDL_OpenCamera
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 */
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extern SDL_DECLSPEC SDL_CameraID * SDLCALL SDL_GetCameras(int *count);
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/**
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 * Get the list of native formats/sizes a camera supports.
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 *
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 * This returns a list of all formats and frame sizes that a specific camera
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 * can offer. This is useful if your app can accept a variety of image formats
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 * and sizes and so want to find the optimal spec that doesn't require
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 * conversion.
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 *
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 * This function isn't strictly required; if you call SDL_OpenCamera with a
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 * NULL spec, SDL will choose a native format for you, and if you instead
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 * specify a desired format, it will transparently convert to the requested
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 * format on your behalf.
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 *
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 * If `count` is not NULL, it will be filled with the number of elements in
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 * the returned array.
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 *
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 * Note that it's legal for a camera to supply an empty list. This is what
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 * will happen on Emscripten builds, since that platform won't tell _anything_
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 * about available cameras until you've opened one, and won't even tell if
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 * there _is_ a camera until the user has given you permission to check
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 * through a scary warning popup.
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 *
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 * \param instance_id the camera device instance ID.
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 * \param count a pointer filled in with the number of elements in the list,
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 *              may be NULL.
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 * \returns a NULL terminated array of pointers to SDL_CameraSpec or NULL on
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 *          failure; call SDL_GetError() for more information. This is a
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 *          single allocation that should be freed with SDL_free() when it is
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 *          no longer needed.
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 *
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 * \threadsafety It is safe to call this function from any thread.
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 *
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 * \since This function is available since SDL 3.2.0.
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 *
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 * \sa SDL_GetCameras
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 * \sa SDL_OpenCamera
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 */
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extern SDL_DECLSPEC SDL_CameraSpec ** SDLCALL SDL_GetCameraSupportedFormats(SDL_CameraID instance_id, int *count);
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/**
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 * Get the human-readable device name for a camera.
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 *
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 * \param instance_id the camera device instance ID.
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 * \returns a human-readable device name or NULL on failure; call
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 *          SDL_GetError() for more information.
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 *
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 * \threadsafety It is safe to call this function from any thread.
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 *
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 * \since This function is available since SDL 3.2.0.
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 *
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 * \sa SDL_GetCameras
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 */
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extern SDL_DECLSPEC const char * SDLCALL SDL_GetCameraName(SDL_CameraID instance_id);
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/**
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 * Get the position of the camera in relation to the system.
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 *
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 * Most platforms will report UNKNOWN, but mobile devices, like phones, can
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 * often make a distinction between cameras on the front of the device (that
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 * points towards the user, for taking "selfies") and cameras on the back (for
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 * filming in the direction the user is facing).
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 *
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 * \param instance_id the camera device instance ID.
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 * \returns the position of the camera on the system hardware.
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 *
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 * \threadsafety It is safe to call this function from any thread.
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 *
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 * \since This function is available since SDL 3.2.0.
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 *
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 * \sa SDL_GetCameras
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 */
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extern SDL_DECLSPEC SDL_CameraPosition SDLCALL SDL_GetCameraPosition(SDL_CameraID instance_id);
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/**
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 * Open a video recording device (a "camera").
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 *
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 * You can open the device with any reasonable spec, and if the hardware can't
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 * directly support it, it will convert data seamlessly to the requested
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 * format. This might incur overhead, including scaling of image data.
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 *
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 * If you would rather accept whatever format the device offers, you can pass
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 * a NULL spec here and it will choose one for you (and you can use
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 * SDL_Surface's conversion/scaling functions directly if necessary).
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 *
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 * You can call SDL_GetCameraFormat() to get the actual data format if passing
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 * a NULL spec here. You can see the exact specs a device can support without
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 * conversion with SDL_GetCameraSupportedFormats().
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 *
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 * SDL will not attempt to emulate framerate; it will try to set the hardware
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 * to the rate closest to the requested speed, but it won't attempt to limit
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 * or duplicate frames artificially; call SDL_GetCameraFormat() to see the
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 * actual framerate of the opened the device, and check your timestamps if
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 * this is crucial to your app!
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 *
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 * Note that the camera is not usable until the user approves its use! On some
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 * platforms, the operating system will prompt the user to permit access to
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 * the camera, and they can choose Yes or No at that point. Until they do, the
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 * camera will not be usable. The app should either wait for an
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 * SDL_EVENT_CAMERA_DEVICE_APPROVED (or SDL_EVENT_CAMERA_DEVICE_DENIED) event,
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 * or poll SDL_GetCameraPermissionState() occasionally until it returns
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 * non-zero. On platforms that don't require explicit user approval (and
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 * perhaps in places where the user previously permitted access), the approval
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 * event might come immediately, but it might come seconds, minutes, or hours
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 * later!
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 *
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 * \param instance_id the camera device instance ID.
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 * \param spec the desired format for data the device will provide. Can be
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 *             NULL.
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 * \returns an SDL_Camera object or NULL on failure; call SDL_GetError() for
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 *          more information.
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 *
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 * \threadsafety It is safe to call this function from any thread.
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 *
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 * \since This function is available since SDL 3.2.0.
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 *
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 * \sa SDL_GetCameras
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 * \sa SDL_GetCameraFormat
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 */
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extern SDL_DECLSPEC SDL_Camera * SDLCALL SDL_OpenCamera(SDL_CameraID instance_id, const SDL_CameraSpec *spec);
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/**
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 * Query if camera access has been approved by the user.
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 *
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 * Cameras will not function between when the device is opened by the app and
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 * when the user permits access to the hardware. On some platforms, this
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 * presents as a popup dialog where the user has to explicitly approve access;
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 * on others the approval might be implicit and not alert the user at all.
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 *
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 * This function can be used to check the status of that approval. It will
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 * return 0 if still waiting for user response, 1 if the camera is approved
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 * for use, and -1 if the user denied access.
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 *
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 * Instead of polling with this function, you can wait for a
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 * SDL_EVENT_CAMERA_DEVICE_APPROVED (or SDL_EVENT_CAMERA_DEVICE_DENIED) event
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 * in the standard SDL event loop, which is guaranteed to be sent once when
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 * permission to use the camera is decided.
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 *
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 * If a camera is declined, there's nothing to be done but call
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 * SDL_CloseCamera() to dispose of it.
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 *
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 * \param camera the opened camera device to query.
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 * \returns -1 if user denied access to the camera, 1 if user approved access,
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 *          0 if no decision has been made yet.
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 *
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 * \threadsafety It is safe to call this function from any thread.
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 *
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 * \since This function is available since SDL 3.2.0.
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 *
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 * \sa SDL_OpenCamera
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 * \sa SDL_CloseCamera
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 */
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extern SDL_DECLSPEC int SDLCALL SDL_GetCameraPermissionState(SDL_Camera *camera);
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/**
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 * Get the instance ID of an opened camera.
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 *
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 * \param camera an SDL_Camera to query.
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 * \returns the instance ID of the specified camera on success or 0 on
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 *          failure; call SDL_GetError() for more information.
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 *
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 * \threadsafety It is safe to call this function from any thread.
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 *
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 * \since This function is available since SDL 3.2.0.
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 *
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 * \sa SDL_OpenCamera
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 */
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extern SDL_DECLSPEC SDL_CameraID SDLCALL SDL_GetCameraID(SDL_Camera *camera);
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 | 
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/**
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 * Get the properties associated with an opened camera.
 | 
						|
 *
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 * \param camera the SDL_Camera obtained from SDL_OpenCamera().
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 * \returns a valid property ID on success or 0 on failure; call
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 *          SDL_GetError() for more information.
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 *
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 * \threadsafety It is safe to call this function from any thread.
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 *
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 * \since This function is available since SDL 3.2.0.
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 */
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extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetCameraProperties(SDL_Camera *camera);
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/**
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 * Get the spec that a camera is using when generating images.
 | 
						|
 *
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						|
 * Note that this might not be the native format of the hardware, as SDL might
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 * be converting to this format behind the scenes.
 | 
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 *
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						|
 * If the system is waiting for the user to approve access to the camera, as
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 * some platforms require, this will return false, but this isn't necessarily
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 * a fatal error; you should either wait for an
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 * SDL_EVENT_CAMERA_DEVICE_APPROVED (or SDL_EVENT_CAMERA_DEVICE_DENIED) event,
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						|
 * or poll SDL_GetCameraPermissionState() occasionally until it returns
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 * non-zero.
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 *
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 * \param camera opened camera device.
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 * \param spec the SDL_CameraSpec to be initialized by this function.
 | 
						|
 * \returns true on success or false on failure; call SDL_GetError() for more
 | 
						|
 *          information.
 | 
						|
 *
 | 
						|
 * \threadsafety It is safe to call this function from any thread.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.2.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_OpenCamera
 | 
						|
 */
 | 
						|
extern SDL_DECLSPEC bool SDLCALL SDL_GetCameraFormat(SDL_Camera *camera, SDL_CameraSpec *spec);
 | 
						|
 | 
						|
/**
 | 
						|
 * Acquire a frame.
 | 
						|
 *
 | 
						|
 * The frame is a memory pointer to the image data, whose size and format are
 | 
						|
 * given by the spec requested when opening the device.
 | 
						|
 *
 | 
						|
 * This is a non blocking API. If there is a frame available, a non-NULL
 | 
						|
 * surface is returned, and timestampNS will be filled with a non-zero value.
 | 
						|
 *
 | 
						|
 * Note that an error case can also return NULL, but a NULL by itself is
 | 
						|
 * normal and just signifies that a new frame is not yet available. Note that
 | 
						|
 * even if a camera device fails outright (a USB camera is unplugged while in
 | 
						|
 * use, etc), SDL will send an event separately to notify the app, but
 | 
						|
 * continue to provide blank frames at ongoing intervals until
 | 
						|
 * SDL_CloseCamera() is called, so real failure here is almost always an out
 | 
						|
 * of memory condition.
 | 
						|
 *
 | 
						|
 * After use, the frame should be released with SDL_ReleaseCameraFrame(). If
 | 
						|
 * you don't do this, the system may stop providing more video!
 | 
						|
 *
 | 
						|
 * Do not call SDL_DestroySurface() on the returned surface! It must be given
 | 
						|
 * back to the camera subsystem with SDL_ReleaseCameraFrame!
 | 
						|
 *
 | 
						|
 * If the system is waiting for the user to approve access to the camera, as
 | 
						|
 * some platforms require, this will return NULL (no frames available); you
 | 
						|
 * should either wait for an SDL_EVENT_CAMERA_DEVICE_APPROVED (or
 | 
						|
 * SDL_EVENT_CAMERA_DEVICE_DENIED) event, or poll
 | 
						|
 * SDL_GetCameraPermissionState() occasionally until it returns non-zero.
 | 
						|
 *
 | 
						|
 * \param camera opened camera device.
 | 
						|
 * \param timestampNS a pointer filled in with the frame's timestamp, or 0 on
 | 
						|
 *                    error. Can be NULL.
 | 
						|
 * \returns a new frame of video on success, NULL if none is currently
 | 
						|
 *          available.
 | 
						|
 *
 | 
						|
 * \threadsafety It is safe to call this function from any thread.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.2.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_ReleaseCameraFrame
 | 
						|
 */
 | 
						|
extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_AcquireCameraFrame(SDL_Camera *camera, Uint64 *timestampNS);
 | 
						|
 | 
						|
/**
 | 
						|
 * Release a frame of video acquired from a camera.
 | 
						|
 *
 | 
						|
 * Let the back-end re-use the internal buffer for camera.
 | 
						|
 *
 | 
						|
 * This function _must_ be called only on surface objects returned by
 | 
						|
 * SDL_AcquireCameraFrame(). This function should be called as quickly as
 | 
						|
 * possible after acquisition, as SDL keeps a small FIFO queue of surfaces for
 | 
						|
 * video frames; if surfaces aren't released in a timely manner, SDL may drop
 | 
						|
 * upcoming video frames from the camera.
 | 
						|
 *
 | 
						|
 * If the app needs to keep the surface for a significant time, they should
 | 
						|
 * make a copy of it and release the original.
 | 
						|
 *
 | 
						|
 * The app should not use the surface again after calling this function;
 | 
						|
 * assume the surface is freed and the pointer is invalid.
 | 
						|
 *
 | 
						|
 * \param camera opened camera device.
 | 
						|
 * \param frame the video frame surface to release.
 | 
						|
 *
 | 
						|
 * \threadsafety It is safe to call this function from any thread.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.2.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_AcquireCameraFrame
 | 
						|
 */
 | 
						|
extern SDL_DECLSPEC void SDLCALL SDL_ReleaseCameraFrame(SDL_Camera *camera, SDL_Surface *frame);
 | 
						|
 | 
						|
/**
 | 
						|
 * Use this function to shut down camera processing and close the camera
 | 
						|
 * device.
 | 
						|
 *
 | 
						|
 * \param camera opened camera device.
 | 
						|
 *
 | 
						|
 * \threadsafety It is safe to call this function from any thread, but no
 | 
						|
 *               thread may reference `device` once this function is called.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.2.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_OpenCamera
 | 
						|
 */
 | 
						|
extern SDL_DECLSPEC void SDLCALL SDL_CloseCamera(SDL_Camera *camera);
 | 
						|
 | 
						|
/* Ends C function definitions when using C++ */
 | 
						|
#ifdef __cplusplus
 | 
						|
}
 | 
						|
#endif
 | 
						|
#include <SDL3/SDL_close_code.h>
 | 
						|
 | 
						|
#endif /* SDL_camera_h_ */
 |