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csdlplayer.cpp
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115 lines (101 loc) · 2.91 KB
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#include "csdlplayer.h"
#include <iostream>
CSDLPlayer::CSDLPlayer() : m_SDLTexture(nullptr)
,m_SDLRenderer(nullptr)
,m_Screen(nullptr)
,m_WindowW(852)
,m_WindowH(480)
{
}
void CSDLPlayer::InitSDL()
{
std::cout << "SDL init begin." << std::endl;
if(0 != SDL_Init(SDL_INIT_VIDEO))
{
std::cout<< "Could not initialize SDL - " << SDL_GetError() << std::endl;
return;
}
//SDL 2.0 Support for multiple windows
m_Screen = SDL_CreateWindow("Simplest Video Play SDL2", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
m_WindowW, m_WindowH, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
if( nullptr == m_Screen )
{
std::cout<<"SDL: could not create window - exiting:"<<SDL_GetError();
return;
}
m_SDLRenderer = SDL_CreateRenderer(m_Screen, -1, 0);
m_SDLTexture = SDL_CreateTexture(m_SDLRenderer, m_Pixformat, SDL_TEXTUREACCESS_STREAMING, m_PixelW, m_PixelH);
std::cout << "SDL init finished." << std::endl;
}
void CSDLPlayer::Init()
{
InitFrameData();
InitSDL();
}
void CSDLPlayer::UpdateTexture(const unsigned char* pBuffer, int& iFrameDataPitch)
{
if (nullptr == pBuffer)
return;
SDL_UpdateTexture( m_SDLTexture, NULL, pBuffer, iFrameDataPitch);
SDL_RenderClear( m_SDLRenderer );
SDL_RenderCopy( m_SDLRenderer, m_SDLTexture, NULL, &m_SDLRect);
SDL_RenderPresent( m_SDLRenderer );
}
int CSDLPlayer::RefreshTimer(void *param)
{
while ( true )
{
SDL_Event event;
event.type = REFRESH_EVENT;
SDL_PushEvent(&event);
SDL_Delay(40);
bool bRefreshing = *(bool*)param;
if (!bRefreshing)
break;
}
std::cout << "exit RefreshTimer thread." << std::endl;
return 0;
}
void CSDLPlayer::Run()
{
bool bRefreshing = true;
SDL_Thread *hdRefreshThd = SDL_CreateThread(CSDLPlayer::RefreshTimer, NULL, &bRefreshing);
SDL_Event event;
unsigned char* pData = nullptr;
int iFrameDataPitch = 0;
while(1)
{
//Wait
SDL_WaitEvent(&event);
if( REFRESH_EVENT == event.type )
{
GetRenderData(pData, iFrameDataPitch);
UpdateTexture(pData, iFrameDataPitch);
//Delay 40ms
SDL_Delay(40);
}
else if( SDL_WINDOWEVENT == event.type )
{
//If Resize
SDL_GetWindowSize(m_Screen, &m_WindowW, &m_WindowH);
m_SDLRect.x = 0;
m_SDLRect.y = 0;
m_SDLRect.w = m_WindowW;
m_SDLRect.h = m_WindowH;
}
else if( SDL_QUIT == event.type )
{
bRefreshing = false;
break;
}
}
int iRetThd = 0;
SDL_WaitThread(hdRefreshThd, &iRetThd);
SDL_Quit();
std::cout << "hdRefreshThd ret: " << iRetThd << std::endl;
}
void CSDLPlayer::Play()
{
Init();
Run();
}