forked from enlightenment/efl
parent
2dde82d216
commit
7c5cbe6e3d
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@ -202,12 +202,22 @@ enum _Emotion_Vis
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EMOTION_VIS_LAST /* sentinel */
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};
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/**
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* @enum Emotion_Suspend
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*
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* Used for emotion pipeline ressource management.
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*
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* @see emotion_object_suspend_set()
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* @see emotion_object_suspend_get()
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*
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* @ingroup Emotion_Ressource
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*/
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typedef enum
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{
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EMOTION_WAKEUP,
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EMOTION_SLEEP,
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EMOTION_DEEP_SLEEP,
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EMOTION_HIBERNATE
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EMOTION_WAKEUP, /**< pipeline is up and running */
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EMOTION_SLEEP, /**< turn off hardware ressource usage like overlay */
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EMOTION_DEEP_SLEEP, /**< destroy the pipeline, but keep full resolution pixels output around */
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EMOTION_HIBERNATE /**< destroy the pipeline, and keep half resolution or object resolution if lower */
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} Emotion_Suspend;
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enum _Emotion_Aspect
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@ -309,6 +319,10 @@ extern "C" {
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* @defgroup Emotion_Info Miscellaneous information retrieval functions
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*/
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/**
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* @defgroup Emotion_Ressource Video ressource management
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*/
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EAPI Eina_Bool emotion_init(void);
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EAPI Eina_Bool emotion_shutdown(void);
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@ -931,6 +945,17 @@ EAPI void emotion_object_video_mute_set (Evas_Object *obj, Eina_B
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* @ingroup Emotion_Video
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*/
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EAPI Eina_Bool emotion_object_video_mute_get (const Evas_Object *obj);
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/**
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* @brief Get the number of available video channel
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*
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* @param obj The object which we are retrieving the channel count from
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* @return the number of available channel.
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*
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* @see emotion_object_video_channel_name_get()
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*
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* @ingroup Emotion_Video
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*/
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EAPI int emotion_object_video_channel_count (const Evas_Object *obj);
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EAPI const char *emotion_object_video_channel_name_get(const Evas_Object *obj, int channel);
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EAPI void emotion_object_video_channel_set (Evas_Object *obj, int channel);
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@ -1041,26 +1066,176 @@ EAPI Emotion_Vis emotion_object_vis_get (const Evas_Object *obj);
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*/
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EAPI Eina_Bool emotion_object_vis_supported (const Evas_Object *obj, Emotion_Vis visualization);
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/**
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* @brief Raise priority of an object so it will have a priviledged access to hardware ressource.
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*
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* @param obj The object which the query is being ran on.
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* @param priority EINA_TRUE means give me a priority access to the hardware ressource.
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*
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* Hardware have a few dedicated hardware pipeline that process the video at no cost for the CPU.
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* Especially on SoC, you mostly have one (on mobile phone SoC) or two (on Set Top Box SoC) when
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* Picture in Picture is needed. And most application just have a few video stream that really
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* deserve high frame rate, hiogh quality output. That's why this call is for.
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*
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* Please note that if Emotion can't acquire a priviledged hardware ressource, it will fallback
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* to the no-priority path. This work on the first asking first get basis system.
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*
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* @see emotion_object_priority_get()
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*
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* @ingroup Emotion_Ressource
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*/
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EAPI void emotion_object_priority_set(Evas_Object *obj, Eina_Bool priority);
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/**
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* @brief Get the actual priority of an object.
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*
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* @param obj The object which the query is being ran on.
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* @return EINA_TRUE if the object has a priority access to the hardware.
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*
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* This actually return the priority status of an object. If it failed to have a priviledged
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* access to the hardware, it will return EINA_FALSE.
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*
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* @see emotion_object_priority_get()
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*
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* @ingroup Emotion_Ressource
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*/
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EAPI Eina_Bool emotion_object_priority_get(const Evas_Object *obj);
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EAPI void emotion_object_last_position_load (Evas_Object *obj);
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EAPI void emotion_object_last_position_save (Evas_Object *obj);
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/**
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* @brief Change the state of an object pipeline.
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*
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* @param obj The object which the query is being ran on.
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* @param state The new state for the object.
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*
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* Changing the state of a pipeline should help preserve the battery of an embedded device.
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* But it will only work sanely if the pipeline is not playing at the time you change its
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* state. Depending on the engine all state may be not implemented.
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*
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* @see Emotion_Suspend
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* @see emotion_object_suspend_get()
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*
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* @ingroup Emotion_Ressource
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*/
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EAPI void emotion_object_suspend_set(Evas_Object *obj, Emotion_Suspend state);
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/**
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* @brief Get the current state of the pipeline
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*
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* @param obj The object which the query is being ran on.
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* @return the current state of the pipeline.
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*
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* @see Emotion_Suspend
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* @see emotion_object_suspend_set()
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*
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* @ingroup Emotion_Ressource
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*/
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EAPI Emotion_Suspend emotion_object_suspend_get(Evas_Object *obj);
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/**
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* @brief Load the last known position if available
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*
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* @param obj The object which the query is being ran on.
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*
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* By using Xattr, Emotion is able, if the system permitt it, to store and retrieve
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* the latest position. It should trigger some smart callback to let the application
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* know when it succeed or fail. Every operation is fully asynchronous and not
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* linked to the actual engine used to play the vide.
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*
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* @see emotion_object_last_position_save()
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*
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* @ingroup Emotion_Info
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*/
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EAPI void emotion_object_last_position_load(Evas_Object *obj);
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/**
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* @brief Save the lastest position if possible
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*
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* @param obj The object which the query is being ran on.
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*
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* By using Xattr, Emotion is able, if the system permitt it, to store and retrieve
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* the latest position. It should trigger some smart callback to let the application
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* know when it succeed or fail. Every operation is fully asynchronous and not
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* linked to the actual engine used to play the vide.
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*
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* @see emotion_object_last_position_load()
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*
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* @ingroup Emotion_Info
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*/
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EAPI void emotion_object_last_position_save(Evas_Object *obj);
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/**
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* @brief Do we have a chance to play that file
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*
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* @param file A stringshared filename that we want to know if Emotion can play.
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*
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* This just actually look at the extention of the file, it doesn't check the mime-type
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* nor if the file is actually sane. So this is just an hint for your application.
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*
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* @see emotion_object_extension_may_play_get()
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*/
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EAPI Eina_Bool emotion_object_extension_may_play_fast_get(const char *file);
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/**
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* @brief Do we have a chance to play that file
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*
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* @param file A filename that we want to know if Emotion can play.
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*
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* This just actually look at the extention of the file, it doesn't check the mime-type
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* nor if the file is actually sane. So this is just an hint for your application.
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*
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* @see emotion_object_extension_may_play_fast_get()
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*/
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EAPI Eina_Bool emotion_object_extension_may_play_get(const char *file);
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/**
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* @brief Get the actual image object that contains the pixels of the video stream
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*
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* @param obj The object which the query is being ran on.
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*
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* This function is usefull when you want to get a direct access to the pixels.
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*
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* @see emotion_object_image_get()
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*/
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EAPI Evas_Object *emotion_object_image_get(const Evas_Object *obj);
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typedef struct _Emotion_Webcam Emotion_Webcam;
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/**
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* @defgroup Emotion_Webcam
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*/
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extern int EMOTION_WEBCAM_UPDATE;
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typedef struct _Emotion_Webcam Emotion_Webcam; /**< Webcam description */
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extern int EMOTION_WEBCAM_UPDATE; /**< Ecore_Event triggered when a new webcam is plugged in */
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/**
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* @brief Get a list of active and available webcam
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*
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* @return the list of available webcam at the time of the call.
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*
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* It will return the current live list of webcam. It is updated before
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* triggering EMOTION_WEBCAM_UPDATE and should never be modified.
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*
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* @ingroup Emotion_Webcam
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*/
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EAPI const Eina_List *emotion_webcams_get(void);
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/**
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* @brief Get the human understandable name of a Webcam
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*
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* @param ew The webcam to get the name from.
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* @return the actual human readable name.
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*
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* @ingroup Emotion_Webcam
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*/
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EAPI const char *emotion_webcam_name_get(const Emotion_Webcam *ew);
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/**
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* @brief Get the uri of a Webcam that will be understood by emotion
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*
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* @param ew The webcam to get the uri from.
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* @return the actual uri that emotion will later understood.
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*
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* @ingroup Emotion_Webcam
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*/
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EAPI const char *emotion_webcam_device_get(const Emotion_Webcam *ew);
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/**
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