camera: Emscripten support!
This also adds code to deal with waiting for the user to approve camera access, reworks testcameraminimal to use main callbacks, etc.
This commit is contained in:
@@ -9,38 +9,27 @@
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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#include "SDL3/SDL_main.h"
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#include "SDL3/SDL.h"
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#include "SDL3/SDL_test.h"
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#include "SDL3/SDL_camera.h"
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#ifdef SDL_PLATFORM_EMSCRIPTEN
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#include <emscripten/emscripten.h>
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#endif
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#define SDL_MAIN_USE_CALLBACKS 1
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#include <SDL3/SDL_test.h>
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#include <SDL3/SDL_test_common.h>
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#include <SDL3/SDL_main.h>
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#include <stdio.h>
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static SDL_Window *window = NULL;
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static SDL_Renderer *renderer = NULL;
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static SDLTest_CommonState *state = NULL;
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static SDL_Camera *camera = NULL;
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static SDL_CameraSpec spec;
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static SDL_Texture *texture = NULL;
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static SDL_bool texture_updated = SDL_FALSE;
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static SDL_Surface *frame_current = NULL;
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int main(int argc, char **argv)
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int SDL_AppInit(int argc, char *argv[])
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{
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SDL_Window *window = NULL;
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SDL_Renderer *renderer = NULL;
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SDL_Event evt;
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int quit = 0;
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SDLTest_CommonState *state = NULL;
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SDL_Camera *camera = NULL;
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SDL_CameraSpec spec;
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SDL_Texture *texture = NULL;
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int texture_updated = 0;
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SDL_Surface *frame_current = NULL;
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SDL_zero(evt);
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SDL_zero(spec);
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/* Initialize test framework */
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state = SDLTest_CommonCreateState(argv, 0);
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if (state == NULL) {
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return 1;
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return -1;
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}
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/* Enable standard application logging */
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@@ -49,13 +38,13 @@ int main(int argc, char **argv)
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/* Load the SDL library */
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_CAMERA) < 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s", SDL_GetError());
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return 1;
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return -1;
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}
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window = SDL_CreateWindow("Local Video", 1000, 800, 0);
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if (window == NULL) {
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SDL_Log("Couldn't create window: %s", SDL_GetError());
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return 1;
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return -1;
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}
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SDL_LogSetAllPriority(SDL_LOG_PRIORITY_VERBOSE);
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@@ -63,13 +52,13 @@ int main(int argc, char **argv)
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renderer = SDL_CreateRenderer(window, NULL, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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if (renderer == NULL) {
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/* SDL_Log("Couldn't create renderer: %s", SDL_GetError()); */
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return 1;
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return -1;
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}
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SDL_CameraDeviceID *devices = SDL_GetCameraDevices(NULL);
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if (!devices) {
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SDL_Log("SDL_GetCameraDevices failed: %s", SDL_GetError());
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return 1;
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return -1;
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}
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const SDL_CameraDeviceID devid = devices[0]; /* just take the first one. */
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@@ -77,7 +66,7 @@ int main(int argc, char **argv)
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if (!devid) {
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SDL_Log("No cameras available? %s", SDL_GetError());
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return 1;
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return -1;
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}
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SDL_CameraSpec *pspec = NULL;
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@@ -91,115 +80,108 @@ int main(int argc, char **argv)
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camera = SDL_OpenCameraDevice(devid, pspec);
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if (!camera) {
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SDL_Log("Failed to open camera device: %s", SDL_GetError());
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return 1;
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return -1;
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}
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if (SDL_GetCameraFormat(camera, &spec) < 0) {
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SDL_Log("Couldn't get camera spec: %s", SDL_GetError());
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return 1;
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}
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/* Create texture with appropriate format */
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if (texture == NULL) {
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texture = SDL_CreateTexture(renderer, spec.format, SDL_TEXTUREACCESS_STATIC, spec.width, spec.height);
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if (texture == NULL) {
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SDL_Log("Couldn't create texture: %s", SDL_GetError());
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return 1;
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}
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}
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while (!quit) {
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while (SDL_PollEvent(&evt)) {
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int sym = 0;
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switch (evt.type)
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{
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case SDL_EVENT_KEY_DOWN:
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{
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sym = evt.key.keysym.sym;
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break;
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}
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case SDL_EVENT_QUIT:
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{
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quit = 1;
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SDL_Log("Ctlr+C : Quit!");
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}
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}
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return 0; /* start the main app loop. */
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}
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int SDL_AppEvent(const SDL_Event *event)
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{
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switch (event->type) {
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case SDL_EVENT_KEY_DOWN: {
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const SDL_Keycode sym = event->key.keysym.sym;
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if (sym == SDLK_ESCAPE || sym == SDLK_AC_BACK) {
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quit = 1;
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SDL_Log("Key : Escape!");
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return 1;
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}
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break;
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}
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{
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Uint64 timestampNS = 0;
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SDL_Surface *frame_next = SDL_AcquireCameraFrame(camera, ×tampNS);
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case SDL_EVENT_QUIT:
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SDL_Log("Ctlr+C : Quit!");
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return 1;
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#if 0
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if (frame_next) {
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SDL_Log("frame: %p at %" SDL_PRIu64, (void*)frame_next->pixels, timestampNS);
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case SDL_EVENT_CAMERA_DEVICE_APPROVED:
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if (SDL_GetCameraFormat(camera, &spec) < 0) {
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SDL_Log("Couldn't get camera spec: %s", SDL_GetError());
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return -1;
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}
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#endif
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if (frame_next) {
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if (frame_current) {
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if (SDL_ReleaseCameraFrame(camera, frame_current) < 0) {
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SDL_Log("err SDL_ReleaseCameraFrame: %s", SDL_GetError());
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}
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/* Create texture with appropriate format */
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texture = SDL_CreateTexture(renderer, spec.format, SDL_TEXTUREACCESS_STATIC, spec.width, spec.height);
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if (texture == NULL) {
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SDL_Log("Couldn't create texture: %s", SDL_GetError());
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return -1;
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}
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break;
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case SDL_EVENT_CAMERA_DEVICE_DENIED:
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Camera permission denied!", "User denied access to the camera!", window);
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return -1;
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}
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return SDLTest_CommonEventMainCallbacks(state, event);
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}
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int SDL_AppIterate(void)
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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 != NULL) { /* if not NULL, camera is ready to go. */
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int win_w, win_h, tw, th;
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SDL_FRect d;
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Uint64 timestampNS = 0;
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SDL_Surface *frame_next = SDL_AcquireCameraFrame(camera, ×tampNS);
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#if 0
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if (frame_next) {
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SDL_Log("frame: %p at %" SDL_PRIu64, (void*)frame_next->pixels, timestampNS);
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}
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#endif
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if (frame_next) {
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if (frame_current) {
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if (SDL_ReleaseCameraFrame(camera, frame_current) < 0) {
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SDL_Log("err SDL_ReleaseCameraFrame: %s", SDL_GetError());
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}
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/* It's not needed to keep the frame once updated the texture is updated.
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* But in case of 0-copy, it's needed to have the frame while using the texture.
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*/
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frame_current = frame_next;
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texture_updated = 0;
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}
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/* It's not needed to keep the frame once updated the texture is updated.
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* But in case of 0-copy, it's needed to have the frame while using the texture.
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*/
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frame_current = frame_next;
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texture_updated = SDL_FALSE;
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}
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/* Update SDL_Texture with last video frame (only once per new frame) */
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if (frame_current && texture_updated == 0) {
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if (frame_current && !texture_updated) {
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SDL_UpdateTexture(texture, NULL, frame_current->pixels, frame_current->pitch);
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texture_updated = 1;
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texture_updated = SDL_TRUE;
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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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{
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int win_w, win_h, tw, th, w;
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SDL_FRect d;
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SDL_QueryTexture(texture, NULL, NULL, &tw, &th);
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SDL_GetRenderOutputSize(renderer, &win_w, &win_h);
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w = win_w;
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if (tw > w - 20) {
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float scale = (float) (w - 20) / (float) tw;
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tw = w - 20;
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th = (int)((float) th * scale);
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}
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d.x = (float)(10 );
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d.y = ((float)(win_h - th)) / 2.0f;
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d.w = (float)tw;
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d.h = (float)(th - 10);
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SDL_RenderTexture(renderer, texture, NULL, &d);
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}
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SDL_Delay(10);
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SDL_RenderPresent(renderer);
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SDL_QueryTexture(texture, NULL, NULL, &tw, &th);
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SDL_GetRenderOutputSize(renderer, &win_w, &win_h);
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d.x = (float) ((win_w - tw) / 2);
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d.y = (float) ((win_h - th) / 2);
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d.w = (float) tw;
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d.h = (float) th;
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SDL_RenderTexture(renderer, texture, NULL, &d);
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}
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if (frame_current) {
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SDL_ReleaseCameraFrame(camera, frame_current);
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}
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SDL_CloseCamera(camera);
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SDL_RenderPresent(renderer);
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if (texture) {
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SDL_DestroyTexture(texture);
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}
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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SDLTest_CommonDestroyState(state);
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return 0;
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return 0; /* keep iterating. */
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}
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void SDL_AppQuit(void)
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{
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SDL_ReleaseCameraFrame(camera, frame_current);
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SDL_CloseCamera(camera);
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SDL_DestroyTexture(texture);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDLTest_CommonDestroyState(state);
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}
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