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sdl/examples/camera/01-read-and-draw/read-and-draw.c

114 lines
4.0 KiB
C

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