d64dd7beea
* Cleaned up some unneeded callbacks.
214 lines
6.2 KiB
C++
214 lines
6.2 KiB
C++
/*
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* Copyright 2015, Haiku, Inc. All rights reserved.
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* Distributed under the terms of the MIT License.
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*/
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#ifndef _MEDIA_CONNECTION_H
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#define _MEDIA_CONNECTION_H
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#include <BufferGroup.h>
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#include <MediaDefs.h>
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#include <MediaClient.h>
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#include <MediaClientDefs.h>
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namespace BPrivate { namespace media {
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class BMediaClientNode;
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// The BMediaConnection class is the swiss knife of BMediaClient.
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// It represents a connection between two nodes and allow to create complex
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// nodes without dealing with the unneeded complexity. Two local connections,
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// can be binded, this means that when you will receive a buffer A as input,
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// the BufferReceived function will be called so that you can process the BBuffer,
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// and once the function returns the output will be automatically forwarded
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// to the connection B SendBuffer method.
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class BMediaConnection {
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public:
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virtual ~BMediaConnection();
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const media_connection& Connection() const;
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BMediaClient* Client() const;
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media_connection_id Id() const;
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const char* Name() const;
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bool HasBinding() const;
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BMediaConnection* Binding() const;
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bool IsConnected() const;
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// This allow to specify a format that will be used while
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// connecting to another node. See BMediaClient::SetFormat.
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void SetAcceptedFormat(
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const media_format& format);
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const media_format& AcceptedFormat() const;
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// Represents the buffer size, depends on the format set or negotiated
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// for this connection.
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size_t BufferSize() const;
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// Represents the duration of one buffer depends on the format set or
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// negotiated for this connection.
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bigtime_t BufferDuration() const;
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// Disconnect this connection. When a connection is disconnected,
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// it can be reused as brand new.
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status_t Disconnect();
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// Once you are done with this connection you release it, it automatically
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// remove the object from the BMediaClient and free all used resources.
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// 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.
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status_t Release();
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protected:
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BMediaConnection(
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media_connection_kinds kinds);
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// Those callbacks are shared between BMediaInput and BMediaOutput
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virtual void Connected(const media_format& format);
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virtual void Disconnected();
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// Specify a latency range to allow the connection behave correctly.
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// Ideally the minimum latency should be the algorithmic latency you expect
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// from the node and will be used as starting point. The max latency is the
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// maximum acceptable by you, over that point the node will adjust it's
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// performance time to recover if a big delay happen.
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void SetLatencyRange(bigtime_t min,
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bigtime_t max);
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void GetLatencyRange(bigtime_t* min,
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bigtime_t* max) const;
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private:
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void _ConnectionRegistered(BMediaClient* owner,
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media_connection_id id);
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const media_source& _Source() const;
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const media_destination& _Destination() const;
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media_connection fConnection;
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BMediaClient* fOwner;
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// A connection might be binded so that it will automatically
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// forward or receive the data from/to a local BMediaConnection,
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// see BMediaClient::Bind.
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BMediaConnection* fBind;
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size_t fBufferSize;
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bigtime_t fBufferDuration;
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BBufferGroup* fBufferGroup;
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bool fConnected;
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bigtime_t fMinLatency;
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bigtime_t fMaxLatency;
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virtual void _ReservedMediaConnection0();
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virtual void _ReservedMediaConnection1();
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virtual void _ReservedMediaConnection2();
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virtual void _ReservedMediaConnection3();
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virtual void _ReservedMediaConnection4();
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virtual void _ReservedMediaConnection5();
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virtual void _ReservedMediaConnection6();
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virtual void _ReservedMediaConnection7();
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virtual void _ReservedMediaConnection8();
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virtual void _ReservedMediaConnection9();
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virtual void _ReservedMediaConnection10();
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uint32 fPadding[64];
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friend class BMediaClient;
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friend class BMediaClientNode;
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friend class BMediaInput;
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friend class BMediaOutput;
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};
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class BMediaInput : public virtual BMediaConnection {
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public:
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BMediaInput();
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protected:
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// Callbacks
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virtual status_t FormatChanged(const media_format& format);
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virtual void BufferReceived(BBuffer* buffer);
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private:
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media_input _MediaInput() const;
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virtual void _ReservedMediaInput0();
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virtual void _ReservedMediaInput1();
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virtual void _ReservedMediaInput2();
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virtual void _ReservedMediaInput3();
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virtual void _ReservedMediaInput4();
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virtual void _ReservedMediaInput5();
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virtual void _ReservedMediaInput6();
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virtual void _ReservedMediaInput7();
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virtual void _ReservedMediaInput8();
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virtual void _ReservedMediaInput9();
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virtual void _ReservedMediaInput10();
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uint32 fPadding[32];
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friend class BMediaClientNode;
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};
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class BMediaOutput : public virtual BMediaConnection {
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public:
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BMediaOutput();
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void SetEnabled(bool enabled);
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bool IsEnabled() const;
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protected:
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// Callbacks
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virtual status_t PrepareToConnect(media_format* format);
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virtual status_t FormatProposal(media_format* format);
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virtual status_t FormatChangeRequested(media_format* format);
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// When a connection is not binded with another, and you really don't want
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// to use BMediaGraph it's your job to send the buffer to the connection
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// you want. You might want to ovverride it so that you can track something,
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// in this case be sure to call the base version. Be sure to know what
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// you are doing.
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virtual status_t SendBuffer(BBuffer* buffer);
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private:
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media_output _MediaOutput() const;
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bool fEnabled;
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size_t fFramesSent;
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virtual void _ReservedMediaOutput0();
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virtual void _ReservedMediaOutput1();
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virtual void _ReservedMediaOutput2();
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virtual void _ReservedMediaOutput3();
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virtual void _ReservedMediaOutput4();
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virtual void _ReservedMediaOutput5();
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virtual void _ReservedMediaOutput6();
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virtual void _ReservedMediaOutput7();
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virtual void _ReservedMediaOutput8();
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virtual void _ReservedMediaOutput9();
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virtual void _ReservedMediaOutput10();
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uint32 fPadding[32];
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friend class BMediaClientNode;
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};
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}
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}
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using namespace BPrivate::media;
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#endif
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