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+/*
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+ * This example code reads frames from a camera and draws it to the screen.
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+ *
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+ * This is a very simple approach that is often Good Enough. You can get
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+ * fancier with this: multiple cameras, front/back facing cameras on phones,
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+ * color spaces, choosing formats and framerates...this just requests
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+ * _anything_ and goes with what it is handed.
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+ *
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+ * This code is public domain. Feel free to use it for any purpose!
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+ */
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+
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+#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
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+#include <SDL3/SDL.h>
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+#include <SDL3/SDL_main.h>
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+
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+/* We will use this renderer to draw into this window every frame. */
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+static SDL_Window *window = NULL;
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+static SDL_Renderer *renderer = NULL;
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+static SDL_Camera *camera = NULL;
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+static SDL_Texture *texture = NULL;
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+
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+
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+/* This function runs once at startup. */
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+SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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+{
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+ SDL_CameraID *devices = NULL;
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+ int devcount = 0;
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+
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+ if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_CAMERA) == -1) {
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+ SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't initialize SDL!", SDL_GetError(), NULL);
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+ return SDL_APP_FAILURE;
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+ }
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+
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+ if (SDL_CreateWindowAndRenderer("examples/camera/read-and-draw", 640, 480, 0, &window, &renderer) == -1) {
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+ SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window/renderer!", SDL_GetError(), NULL);
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+ return SDL_APP_FAILURE;
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+ }
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+
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+ devices = SDL_GetCameras(&devcount);
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+ if (devices == NULL) {
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+ SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't enumerate camera devices!", SDL_GetError(), window);
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+ return SDL_APP_FAILURE;
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+ } else if (devcount == 0) {
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+ SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't find any camera devices!", "Please connect a camera and try again.", window);
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+ return SDL_APP_FAILURE;
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+ }
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+
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+ camera = SDL_OpenCamera(devices[0], NULL); // just take the first thing we see in any format it wants.
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+ SDL_free(devices);
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+ if (camera == NULL) {
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+ SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't open camera!", SDL_GetError(), window);
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+ return SDL_APP_FAILURE;
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+ }
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+
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+ return SDL_APP_CONTINUE; /* carry on with the program! */
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+}
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+
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+/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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+SDL_AppResult SDL_AppEvent(void *appstate, const SDL_Event *event)
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+{
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+ if (event->type == SDL_EVENT_QUIT) {
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+ return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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+ } else if (event->type == SDL_EVENT_CAMERA_DEVICE_APPROVED) {
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+ SDL_Log("Camera use approved by user!");
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+ } else if (event->type == SDL_EVENT_CAMERA_DEVICE_DENIED) {
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+ SDL_Log("Camera use denied by user!");
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+ SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Camera permission denied!", "User denied access to the camera!", window);
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+ return SDL_APP_FAILURE;
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+ }
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+ return SDL_APP_CONTINUE; /* carry on with the program! */
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+}
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+
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+/* This function runs once per frame, and is the heart of the program. */
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+SDL_AppResult SDL_AppIterate(void *appstate)
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+{
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+ Uint64 timestampNS = 0;
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+ SDL_Surface *frame = SDL_AcquireCameraFrame(camera, ×tampNS);
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+
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+ if (frame != NULL) {
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+ /* Some platforms (like Emscripten) don't know _what_ the camera offers
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+ until the user gives permission, so we build the texture and resize
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+ the window when we get a first frame from the camera. */
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+ if (!texture) {
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+ SDL_SetWindowSize(window, frame->w, frame->h); /* Resize the window to match */
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+ texture = SDL_CreateTexture(renderer, frame->format, SDL_TEXTUREACCESS_STREAMING, frame->w, frame->h);
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+ }
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+
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+ if (texture) {
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+ SDL_UpdateTexture(texture, NULL, frame->pixels, frame->pitch);
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+ }
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+
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+ SDL_ReleaseCameraFrame(camera, frame);
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+ }
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+
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+ SDL_SetRenderDrawColor(renderer, 0x99, 0x99, 0x99, 255);
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+ SDL_RenderClear(renderer);
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+ if (texture) { /* draw the latest camera frame, if available. */
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+ SDL_RenderTexture(renderer, texture, NULL, NULL);
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+ }
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+ SDL_RenderPresent(renderer);
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+
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+ return SDL_APP_CONTINUE; /* carry on with the program! */
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+}
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+
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+/* This function runs once at shutdown. */
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+void SDL_AppQuit(void *appstate)
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+{
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+ SDL_CloseCamera(camera);
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+ SDL_DestroyTexture(texture);
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+ /* SDL will clean up the window/renderer for us. */
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+}
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+
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