haiku/headers/private/media/MediaConnection.h

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/*
* Copyright 2015, Haiku, Inc. All rights reserved.
* Distributed under the terms of the MIT License.
*/
#ifndef _MEDIA_CONNECTION_H
#define _MEDIA_CONNECTION_H
#include <BufferGroup.h>
#include <MediaDefs.h>
#include <MediaClient.h>
#include <MediaClientDefs.h>
#include "MediaClientNode.h"
namespace BPrivate { namespace media {
// The BMediaConnection class is the swiss knife of BMediaClient.
// It represents a connection between two nodes and allow to create complex
// nodes without dealing with the unneeded complexity. Two local connections,
// can be binded, this means that when you will receive a buffer A as input,
// the Process function will be called so that you can process the BBuffer,
// and once the function returns the output will be automatically forwarded
// to the connection B.
// If you don't bind a connection, you have to call yourself the
// BMediaClient::SendBuffer() method or call BMediaClient::Recycle to
// recycle the buffer when you don't want to do anything further.
class BMediaConnection {
public:
enum notification {
B_CONNECTED = 1,
B_DISCONNECTED,
B_PREPARE_TO_CONNECT, // media_format* format, media_source* source,
// char* name
B_CONNECT,
B_DISCONNECT,
B_FORMAT_PROPOSAL, // media_format* format
B_ASK_FORMAT_CHANGE,
B_FORMAT_CHANGED
};
// This function is called when it is the moment to handle a buffer.
typedef void (*process_hook)(BMediaConnection* connection,
BBuffer* buffer);
// Used to notify or inquire the client about what to do when certain
// events happen.
typedef status_t (*notify_hook)(notification what,
BMediaConnection* connection,
...);
virtual ~BMediaConnection();
const media_connection& Connection() const;
media_connection_id Id() const;
const char* Name() const;
// TODO: while most of the objects for both kinds are common
// it would be worthwile to have a private implementation
// so that we can better model the differences and avoid
// problems.
bool IsInput() const;
bool IsOutput() const;
bool HasBinding() const;
BMediaConnection* Binding() const;
// This allow to specify a format that will be used while
// connecting to another node. See BMediaClient::SetFormat.
void SetAcceptedFormat(
const media_format& format);
const media_format& AcceptedFormat() const;
// Represents the buffer size used by the media_node
void SetBufferSize(size_t size);
size_t BufferSize() const;
// Represents the duration of one buffer
void SetBufferDuration(bigtime_t duration);
bigtime_t BufferDuration() const;
bool IsConnected() const;
void SetCookie(void* cookie);
void* Cookie() const;
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// Disconnect this connection. When a connection is disconnected,
// it can be reused as brand new.
status_t Disconnect();
// Once you are done with this connection you release it, it automatically
// remove the object from the BMediaClient and free all used resources.
// This will make the connection to disappear completely, so if you
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// want to preserve it for future connections just Disconnect() it.
status_t Release();
// Use this to set your callbacks.
void SetHooks(process_hook processHook = NULL,
notify_hook notifyHook = NULL,
void* cookie = NULL);
protected:
BMediaConnection(BMediaClient* owner,
media_connection_kind kind,
media_connection_id id);
// Those callbacks are shared between BMediaInput and BMediaOutput
virtual void Connected(const media_format& format);
virtual void Disconnected();
private:
const media_source& Source() const;
const media_destination& Destination() const;
void _Init();
media_connection fConnection;
BMediaClient* fOwner;
// A connection might be binded so that it will automatically
// forward or receive the data from/to a local BMediaConnection,
// see BMediaClient::Bind.
BMediaConnection* fBind;
process_hook fProcessHook;
notify_hook fNotifyHook;
void* fBufferCookie;
size_t fBufferSize;
bigtime_t fBufferDuration;
BBufferGroup* fBufferGroup;
bool fConnected;
virtual void _ReservedMediaConnection0();
virtual void _ReservedMediaConnection1();
virtual void _ReservedMediaConnection2();
virtual void _ReservedMediaConnection3();
virtual void _ReservedMediaConnection4();
virtual void _ReservedMediaConnection5();
virtual void _ReservedMediaConnection6();
virtual void _ReservedMediaConnection7();
virtual void _ReservedMediaConnection8();
virtual void _ReservedMediaConnection9();
virtual void _ReservedMediaConnection10();
uint32 fPadding[64];
friend class BMediaClient;
friend class BMediaClientNode;
friend class BMediaInput;
friend class BMediaOutput;
};
class BMediaInput : public BMediaConnection {
public:
BMediaInput(BMediaClient* owner,
media_connection_id id);
protected:
// Callbacks
virtual status_t FormatChanged(const media_format& format);
virtual void BufferReceived(BBuffer* buffer);
private:
media_input MediaInput() const;
friend class BMediaClientNode;
};
class BMediaOutput : public BMediaConnection {
public:
BMediaOutput(BMediaClient* owner,
media_connection_id id);
void SetOutputEnabled(bool enabled);
bool IsOutputEnabled() const;
protected:
// Callbacks
virtual status_t PrepareToConnect(media_format* format);
virtual status_t FormatProposal(media_format* format);
virtual status_t FormatChangeRequested(media_format* format);
// When a connection is not binded with another, it's your job to send
// the buffer to the connection you want. You might want
// to ovverride it so that you can track something, in this case
// be sure to call the base version.
virtual status_t SendBuffer(BBuffer* buffer);
private:
media_output MediaOutput() const;
bool fOutputEnabled;
friend class BMediaClientNode;
};
}
}
using namespace BPrivate::media;
#endif