//-------------------------------------------------------- void ofQuickTimePlayer::start(){ //-------------------------------------- #ifdef OF_VIDEO_PLAYER_QUICKTIME //-------------------------------------- if (bLoaded == true && bStarted == false){ SetMovieActive(moviePtr, true); //------------------ set the movie rate to default //------------------ and preroll, so the first frames come correct TimeValue timeNow = GetMovieTime(moviePtr, 0); Fixed playRate = GetMoviePreferredRate(moviePtr); //Not being used! PrerollMovie(moviePtr, timeNow, X2Fix(speed)); SetMovieRate(moviePtr, X2Fix(speed)); setLoopState(currentLoopState); // get some pixels in there right away: MoviesTask(moviePtr,0); #if defined(TARGET_OSX) && defined(__BIG_ENDIAN__) convertPixels(offscreenGWorldPixels, pixels.getPixels(), width, height); #endif bHavePixelsChanged = true; bStarted = true; bPlaying = true; } //-------------------------------------- #endif //-------------------------------------- }
//-------------------------------------------------------- void ofVideoPlayer::start(){ //-------------------------------------- #ifdef OF_VIDEO_PLAYER_QUICKTIME //-------------------------------------- if (bLoaded == true && bStarted == false){ SetMovieActive(moviePtr, true); //------------------ set the movie rate to default //------------------ and preroll, so the first frames come correct TimeValue timeNow = GetMovieTime(moviePtr, 0); Fixed playRate = GetMoviePreferredRate(moviePtr); //Not being used! PrerollMovie(moviePtr, timeNow, X2Fix(speed)); SetMovieRate(moviePtr, X2Fix(speed)); setLoopState(OF_LOOP_NORMAL); // get some pixels in there right away: MoviesTask(moviePtr,0); convertPixels(offscreenGWorldPixels, pixels, width, height); bHavePixelsChanged = true; if (bUseTexture == true){ tex.loadData(pixels, width, height, GL_RGB); } bStarted = true; bPlaying = true; } //-------------------------------------- #endif //-------------------------------------- }
void KNMusicNowPlaying::changeLoopState() { //Simply switch to the next mode. setLoopState(m_loopState+1); }