haiku/headers/private/media/experimental/MediaConnection.h
2018-03-02 03:18:26 +01:00

203 lines
6.2 KiB
C++

/*
* Copyright 2015-2018, Dario Casalinuovo. 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>
namespace BPrivate { namespace media {
class BMediaClientNode;
// 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 BufferReceived 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 SendBuffer method.
// It's not possible to mix a BMediaInput with a BMediaOutput in the same class.
class BMediaConnection {
public:
const media_connection& Connection() const;
BMediaClient* Client() const;
media_connection_id Id() const;
const char* Name() const;
bool HasBinding() const;
BMediaConnection* Binding() const;
bool IsConnected() const;
// If the connection is connected get the other endpoint,
// return media_connection::null otherwise.
media_connection Endpoint();
// Represents the buffer size, implement it to return the buffer size
// you decided for this connection.
// TODO: Do we want this (and ChainSize) moved on the output side?
// Or perhaps provide an implementation based on the buffer group
// for the consumer?
// Problem is: the consumer has not easy access to the buffer group,
// so we way want to add a special messaging between clients after
// connection, so that inputs know the buffer size and chain size.
virtual size_t BufferSize() const = 0;
// Implement it to specify the size of your chain of buffers.
//virtual int32 ChainSize() const = 0;
// 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
// want to preserve it for future connections just Disconnect() it.
status_t Release();
protected:
BMediaConnection(
media_connection_kinds kinds,
const char* name = NULL);
virtual ~BMediaConnection();
private:
// Those callbacks are shared between BMediaInput and BMediaOutput
virtual void Connected(const media_format& format);
virtual void Disconnected();
void _ConnectionRegistered(BMediaClient* owner,
media_connection_id id);
const media_source& _Source() const;
const media_destination& _Destination() const;
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;
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 virtual BMediaConnection {
protected:
BMediaInput(const char* name = NULL);
virtual ~BMediaInput();
// Callbacks
virtual status_t AcceptFormat(media_format* format) = 0;
virtual void HandleBuffer(BBuffer* buffer);
virtual void Connected(const media_format& format);
virtual void Disconnected();
private:
virtual void _ReservedMediaInput0();
virtual void _ReservedMediaInput1();
virtual void _ReservedMediaInput2();
virtual void _ReservedMediaInput3();
virtual void _ReservedMediaInput4();
virtual void _ReservedMediaInput5();
virtual void _ReservedMediaInput6();
virtual void _ReservedMediaInput7();
virtual void _ReservedMediaInput8();
virtual void _ReservedMediaInput9();
virtual void _ReservedMediaInput10();
uint32 fPadding[32];
friend class BMediaClientNode;
};
class BMediaOutput : public virtual BMediaConnection {
protected:
BMediaOutput(const char* name = NULL);
virtual ~BMediaOutput();
// Callbacks
virtual status_t PrepareToConnect(media_format* format) = 0;
virtual status_t FormatProposal(media_format* format) = 0;
// When a connection is not binded with another, and you really don't want
// to use BMediaGraph 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. Be sure to know what
// you are doing.
virtual status_t SendBuffer(BBuffer* buffer);
virtual void Connected(const media_format& format);
virtual void Disconnected();
private:
// TODO: possibly unneeded.
void _SetEnabled(bool enabled);
bool _IsEnabled() const;
bool fEnabled;
size_t fFramesSent;
BBufferGroup* fBufferGroup;
virtual void _ReservedMediaOutput0();
virtual void _ReservedMediaOutput1();
virtual void _ReservedMediaOutput2();
virtual void _ReservedMediaOutput3();
virtual void _ReservedMediaOutput4();
virtual void _ReservedMediaOutput5();
virtual void _ReservedMediaOutput6();
virtual void _ReservedMediaOutput7();
virtual void _ReservedMediaOutput8();
virtual void _ReservedMediaOutput9();
virtual void _ReservedMediaOutput10();
uint32 fPadding[32];
friend class BMediaClientNode;
};
}
}
using namespace BPrivate::media;
#endif