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520 lines
20 KiB
C
520 lines
20 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 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 3.1.3.
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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 3.1.3.
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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 3.1.3.
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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 3.1.3.
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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 3.1.3.
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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 3.1.3.
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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 3.1.3.
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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 3.1.3.
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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 devid the camera device instance ID to query.
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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 3.1.3.
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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 devid, 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 3.1.3.
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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 3.1.3.
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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 3.1.3.
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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 3.1.3.
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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 3.1.3.
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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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* Get the properties associated with an opened camera.
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*
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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 3.1.3.
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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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*
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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.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* 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 3.1.3.
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*
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* \sa SDL_OpenCamera
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_GetCameraFormat(SDL_Camera *camera, SDL_CameraSpec *spec);
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/**
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* Acquire a frame.
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*
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* The frame is a memory pointer to the image data, whose size and format are
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* given by the spec requested when opening the device.
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*
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* This is a non blocking API. If there is a frame available, a non-NULL
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* surface is returned, and timestampNS will be filled with a non-zero value.
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*
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* Note that an error case can also return NULL, but a NULL by itself is
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* normal and just signifies that a new frame is not yet available. Note that
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* even if a camera device fails outright (a USB camera is unplugged while in
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* use, etc), SDL will send an event separately to notify the app, but
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* continue to provide blank frames at ongoing intervals until
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* SDL_CloseCamera() is called, so real failure here is almost always an out
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* of memory condition.
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*
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* After use, the frame should be released with SDL_ReleaseCameraFrame(). If
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* you don't do this, the system may stop providing more video!
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*
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* Do not call SDL_DestroySurface() on the returned surface! It must be given
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* back to the camera subsystem with SDL_ReleaseCameraFrame!
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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 NULL (no frames available); you
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* should either wait for an SDL_EVENT_CAMERA_DEVICE_APPROVED (or
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* SDL_EVENT_CAMERA_DEVICE_DENIED) event, or poll
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* SDL_GetCameraPermissionState() occasionally until it returns non-zero.
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*
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* \param camera opened camera device.
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* \param timestampNS a pointer filled in with the frame's timestamp, or 0 on
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* error. Can be NULL.
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* \returns a new frame of video on success, NULL if none is currently
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* available.
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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 3.1.3.
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*
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* \sa SDL_ReleaseCameraFrame
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*/
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extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_AcquireCameraFrame(SDL_Camera *camera, Uint64 *timestampNS);
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/**
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* Release a frame of video acquired from a camera.
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*
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* Let the back-end re-use the internal buffer for camera.
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*
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* This function _must_ be called only on surface objects returned by
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* SDL_AcquireCameraFrame(). This function should be called as quickly as
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* possible after acquisition, as SDL keeps a small FIFO queue of surfaces for
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* video frames; if surfaces aren't released in a timely manner, SDL may drop
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* upcoming video frames from the camera.
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*
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* If the app needs to keep the surface for a significant time, they should
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* make a copy of it and release the original.
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*
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* The app should not use the surface again after calling this function;
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* assume the surface is freed and the pointer is invalid.
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*
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* \param camera opened camera device.
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* \param frame the video frame surface to release.
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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 3.1.3.
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*
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* \sa SDL_AcquireCameraFrame
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_ReleaseCameraFrame(SDL_Camera *camera, SDL_Surface *frame);
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/**
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* Use this function to shut down camera processing and close the camera
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* device.
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*
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* \param camera opened camera device.
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*
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* \threadsafety It is safe to call this function from any thread, but no
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* thread may reference `device` once this function is called.
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*
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* \since This function is available since SDL 3.1.3.
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*
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* \sa SDL_OpenCamera
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_CloseCamera(SDL_Camera *camera);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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#endif
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#include <SDL3/SDL_close_code.h>
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#endif /* SDL_camera_h_ */
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