static gboolean
gst_visual_setup (GstAudioVisualizer * bscope)
{
  GstVisual *visual = GST_VISUAL (bscope);
  gint depth;

  gst_visual_clear_actors (visual);

  /* FIXME: we need to know how many bits we actually have in memory */
  depth = bscope->vinfo.finfo->pixel_stride[0];
  if (bscope->vinfo.finfo->bits >= 8) {
    depth *= 8;
  }

  visual->actor =
      visual_actor_new (GST_VISUAL_GET_CLASS (visual)->plugin->info->plugname);
  visual->video = visual_video_new ();
  visual->audio = visual_audio_new ();
  /* can't have a play without actors */
  if (!visual->actor || !visual->video)
    goto no_actors;

  if (visual_actor_realize (visual->actor) != 0)
    goto no_realize;

  visual_actor_set_video (visual->actor, visual->video);

  visual_video_set_depth (visual->video,
      visual_video_depth_enum_from_value (depth));
  visual_video_set_dimension (visual->video,
      GST_VIDEO_INFO_WIDTH (&bscope->vinfo),
      GST_VIDEO_INFO_HEIGHT (&bscope->vinfo));
  visual_actor_video_negotiate (visual->actor, 0, FALSE, FALSE);

  GST_DEBUG_OBJECT (visual, "WxH: %dx%d, bpp: %d, depth: %d",
      GST_VIDEO_INFO_WIDTH (&bscope->vinfo),
      GST_VIDEO_INFO_HEIGHT (&bscope->vinfo), visual->video->bpp, depth);

  return TRUE;
  /* ERRORS */
no_actors:
  {
    GST_ELEMENT_ERROR (visual, LIBRARY, INIT, (NULL),
        ("could not create actors"));
    gst_visual_clear_actors (visual);
    return FALSE;
  }
no_realize:
  {
    GST_ELEMENT_ERROR (visual, LIBRARY, INIT, (NULL),
        ("could not realize actor"));
    gst_visual_clear_actors (visual);
    return FALSE;
  }
}
Example #2
0
static GstStateChangeReturn
gst_visual_change_state (GstElement * element, GstStateChange transition)
{
  GstVisual *visual = GST_VISUAL (element);
  GstStateChangeReturn ret;

  switch (transition) {
    case GST_STATE_CHANGE_NULL_TO_READY:
      visual->actor =
          visual_actor_new (GST_VISUAL_GET_CLASS (visual)->plugin->
          info->plugname);
      visual->video = visual_video_new ();
      visual->audio = visual_audio_new ();
      /* can't have a play without actors */
      if (!visual->actor || !visual->video)
        goto no_actors;

      if (visual_actor_realize (visual->actor) != 0)
        goto no_realize;

      visual_actor_set_video (visual->actor, visual->video);
      break;
    case GST_STATE_CHANGE_READY_TO_PAUSED:
      gst_visual_reset (visual);
      break;
    case GST_STATE_CHANGE_PAUSED_TO_PLAYING:
      break;
    default:
      break;
  }

  ret = GST_ELEMENT_CLASS (parent_class)->change_state (element, transition);

  switch (transition) {
    case GST_STATE_CHANGE_PLAYING_TO_PAUSED:
      break;
    case GST_STATE_CHANGE_PAUSED_TO_READY:
      break;
    case GST_STATE_CHANGE_READY_TO_NULL:
      gst_visual_clear_actors (visual);
      break;
    default:
      break;
  }

  return ret;

  /* ERRORS */
no_actors:
  {
    GST_ELEMENT_ERROR (visual, LIBRARY, INIT, (NULL),
        ("could not create actors"));
    gst_visual_clear_actors (visual);
    return GST_STATE_CHANGE_FAILURE;
  }
no_realize:
  {
    GST_ELEMENT_ERROR (visual, LIBRARY, INIT, (NULL),
        ("could not realize actor"));
    gst_visual_clear_actors (visual);
    return GST_STATE_CHANGE_FAILURE;
  }
}