/** VisBin.connect() */ JNIEXPORT void JNICALL Java_org_libvisual_android_VisBin_binConnect(JNIEnv * env, jobject obj, jint bin, jint actor, jint input) { VisBin *b = (VisBin *) bin; VisActor *a = (VisActor *) actor; VisInput *i = (VisInput *) input; visual_bin_connect(b, a, i); }
/** VisBin.connect() */ JNIEXPORT void JNICALL Java_org_libvisual_android_VisBin_binConnect(JNIEnv * env, jobject obj, jobject bin, jobject actor, jobject input) { VisBin *b = getObjectFromCPtr<VisBin *>(env, bin); VisActor *a = getObjectFromCPtr<VisActor *>(env, actor); VisInput *i = getObjectFromCPtr<VisInput *>(env, input); visual_bin_connect(b, a, i); }
int visual_bin_connect_by_names (VisBin *bin, char *actname, char *inname) { VisActor *actor; VisInput *input; int depthflag; int depth; visual_log_return_val_if_fail (bin != NULL, -1); /* Create the actor */ actor = visual_actor_new (actname); visual_log_return_val_if_fail (actor != NULL, -1); /* Check and set required depth */ depthflag = visual_actor_get_supported_depth (actor); /* GL plugin, and ONLY a GL plugin */ if (depthflag == VISUAL_VIDEO_DEPTH_GL) visual_bin_set_depth (bin, VISUAL_VIDEO_DEPTH_GL); else { depth = bin_get_depth_using_preferred (bin, depthflag); /* Is supported within bin natively */ if ((bin->depthflag & depth) > 0) { visual_bin_set_depth (bin, depth); } else { /* Not supported by the bin, taking the highest depth from the bin */ visual_bin_set_depth (bin, visual_video_depth_get_highest_nogl (bin->depthflag)); } } /* Initialize the managed depth */ bin->depthforcedmain = bin->depth; /* Create the input */ input = visual_input_new (inname); visual_log_return_val_if_fail (input != NULL, -1); /* Connect */ visual_bin_connect (bin, actor, input); bin->managed = TRUE; bin->inputmanaged = TRUE; return 0; }
int main (int argc, char **argv) { // print warm welcome std::cerr << argv[0] << " v0.1\n"; // initialize libvisual once (this is meant to be called only once, // visual_init() after visual_quit() results in undefined state) visual_log_set_verbosity(VISUAL_LOG_DEBUG); visual_init (&argc, &argv); try { // parse commandline arguments if (_parse_args(argc, argv) != EXIT_SUCCESS) throw std::runtime_error ("Failed to parse arguments"); // create new VisBin for video output VisBin *bin = visual_bin_new(); visual_bin_set_supported_depth(bin, VISUAL_VIDEO_DEPTH_ALL); visual_bin_switch_set_style(bin, VISUAL_SWITCH_STYLE_MORPH); // initialize actor plugin std::cerr << "Loading actor '" << actor_name << "'...\n"; VisActor *actor = visual_actor_new (actor_name.c_str ()); if (!actor) throw std::runtime_error ("Failed to load actor '" + actor_name + "'"); // Set random seed if (have_seed) { VisPluginData *plugin_data = visual_actor_get_plugin(actor); VisRandomContext *r_context = visual_plugin_get_random_context (plugin_data); visual_random_context_set_seed (r_context, seed); seed++; } // initialize input plugin std::cerr << "Loading input '" << input_name << "'...\n"; VisInput *input = visual_input_new(input_name.c_str()); if (!input) { throw std::runtime_error ("Failed to load input '" + input_name + "'"); } // Pick the best display depth int depthflag = visual_actor_get_supported_depth (actor); VisVideoDepth depth; if (depthflag == VISUAL_VIDEO_DEPTH_GL) { depth = visual_video_depth_get_highest (depthflag); } else { depth = visual_video_depth_get_highest_nogl (depthflag); } visual_bin_set_depth (bin, depth); VisVideoAttributeOptions const* vidoptions = visual_actor_get_video_attribute_options(actor); // initialize display SADisplay display (driver_name); // create display display.create(depth, vidoptions, width, height, true); VisVideo *video = display.get_video(); if(!video) throw std::runtime_error("Failed to get VisVideo from display"); // put it all together visual_bin_connect(bin, actor, input); visual_bin_set_video(bin, video); visual_bin_realize(bin); visual_bin_sync(bin, FALSE); visual_bin_depth_changed(bin); // get a queue to handle events VisEventQueue localqueue; // main loop bool running = true; bool visible = true; while (running) { LV::Event ev; // Handle all events display.drain_events(localqueue); LV::EventQueue* pluginqueue = visual_plugin_get_eventqueue(visual_actor_get_plugin (bin->actor)); while (localqueue.poll(ev)) { if(ev.type != VISUAL_EVENT_RESIZE) pluginqueue->add (ev); switch (ev.type) { case VISUAL_EVENT_PARAM: { break; } case VISUAL_EVENT_RESIZE: { display.lock(); width = ev.event.resize.width; height = ev.event.resize.height; display.create(depth, vidoptions, width, height, true); video = display.get_video (); visual_bin_set_video (bin, video); visual_actor_video_negotiate (bin->actor, depth, FALSE, FALSE); display.unlock(); break; } case VISUAL_EVENT_MOUSEMOTION: { break; } case VISUAL_EVENT_MOUSEBUTTONDOWN: { // switch to next actor v_cycleActor(1); v_cycleMorph(); visual_bin_set_morph_by_name(bin, morph_name.c_str()); visual_bin_switch_actor_by_name(bin, actor_name.c_str()); // get new actor actor = visual_bin_get_actor(bin); // handle depth of new actor depthflag = visual_actor_get_supported_depth(actor); if (depthflag == VISUAL_VIDEO_DEPTH_GL) { visual_bin_set_depth(bin, VISUAL_VIDEO_DEPTH_GL); } else { depth = visual_video_depth_get_highest(depthflag); if ((bin->depthflag & depth) > 0) visual_bin_set_depth(bin, depth); else visual_bin_set_depth(bin, visual_video_depth_get_highest_nogl(bin->depthflag)); } bin->depthforcedmain = bin->depth; break; } case VISUAL_EVENT_MOUSEBUTTONUP: { break; } case VISUAL_EVENT_KEYDOWN: { switch(ev.event.keyboard.keysym.sym) { case VKEY_ESCAPE: { running = false; break; } case VKEY_TAB: { break; } default: break; } break; } case VISUAL_EVENT_KEYUP: { break; } case VISUAL_EVENT_QUIT: { running = FALSE; break; } case VISUAL_EVENT_VISIBILITY: { visible = ev.event.visibility.is_visible; break; } default: { break; } } } if (visual_bin_depth_changed(bin)) { display.lock(); display.create(depth, vidoptions, width, height, true); VisVideo *video = display.get_video(); visual_bin_set_video(bin, video); visual_bin_sync(bin, TRUE); display.unlock(); } // Do a run cycle if (!visible) continue; display.lock(); visual_bin_run(bin); display.unlock(); display.update_all(); display.set_fps_limit(framerate); } } catch (std::exception& error) { std::cerr << error.what () << std::endl; } //printf ("Total frames: %d, average fps: %f\n", display_fps_total (display), display_fps_average (display)); visual_quit (); return EXIT_SUCCESS; }