efl/src/lib/emotion/emotion_modules.c

799 lines
22 KiB
C

#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef _WIN32
/* normally, they will never be called as it's for Wayland */
# include <evil_private.h> /* setenv unsetenv */
#endif
#include "emotion_private.h"
#include "../../static_libs/buildsystem/buildsystem.h"
#include <unistd.h>
#if defined(EMOTION_STATIC_BUILD_GSTREAMER1)
Eina_Bool gstreamer_module_init(void);
void gstreamer_module_shutdown(void);
#endif
typedef struct _Emotion_Engine_Registry_Entry
{
const Emotion_Engine *engine;
int priority;
} Emotion_Engine_Registry_Entry;
static Eina_List *_emotion_engine_registry = NULL;
static Eina_Array *_emotion_modules = NULL;
static Eina_Bool _emotion_modules_loaded = EINA_FALSE;
static void
_emotion_engine_registry_entry_free(Emotion_Engine_Registry_Entry *re)
{
free(re);
}
static int
_emotion_engine_registry_entry_cmp(const void *pa, const void *pb)
{
const Emotion_Engine_Registry_Entry *a = pa, *b = pb;
int r = b->priority - a->priority;
if (r == 0)
r = b->engine->priority - a->engine->priority;
if (r == 0)
/* guarantee some order to ease debug */
r = strcmp(b->engine->name, a->engine->name);
return r;
}
static void
_emotion_modules_load(void)
{
char buf[PATH_MAX];
if (_emotion_modules_loaded) return;
_emotion_modules_loaded = EINA_TRUE;
#ifdef NEED_RUN_IN_TREE
#if defined(HAVE_GETUID) && defined(HAVE_GETEUID)
if (getuid() == geteuid())
#endif
{
if (getenv("EFL_RUN_IN_TREE"))
{
struct stat st;
snprintf(buf, sizeof(buf), "%s/src/modules/emotion",
PACKAGE_BUILD_DIR);
if (stat(buf, &st) == 0)
{
const char *built_modules[] = {
"gstreamer1",
NULL
};
const char **itr;
for (itr = built_modules; *itr != NULL; itr++)
{
Eina_Module *m;
bs_mod_get(buf, sizeof(buf), "emotion", *itr);
m = eina_module_new(buf);
if (!m) continue;
if (!_emotion_modules)
_emotion_modules = eina_array_new(4);
eina_array_push(_emotion_modules, m);
}
return;
}
}
}
#endif
snprintf(buf, sizeof(buf), "%s/emotion/modules", eina_prefix_lib_get(_emotion_pfx));
_emotion_modules = eina_module_arch_list_get(_emotion_modules, buf, MODULE_ARCH);
// no - this is dumb. load ALL modules we find - force ALL the code pages of
// every lib a module MAY depend on and need to execute some init code into
// memory even if we never use it? not a good idea! the point of modules was
// to avoid such cost until a module is EXPLICITLY asked for.
//load:
// if (_emotion_modules)
// eina_module_list_load(_emotion_modules);
//
// if (!_emotion_engine_registry)
// ERR("Couldn't find any emotion engine.");
}
Eina_Bool
emotion_modules_init(void)
{
#if defined(EMOTION_STATIC_BUILD_GSTREAMER1)
gstreamer_module_init();
#endif
return EINA_TRUE;
}
void
emotion_modules_shutdown(void)
{
Emotion_Engine_Registry_Entry *re;
#if defined(EMOTION_STATIC_BUILD_GSTREAMER1)
gstreamer_module_shutdown();
#endif
if (_emotion_modules)
{
eina_module_list_free(_emotion_modules);
eina_array_free(_emotion_modules);
_emotion_modules = NULL;
}
EINA_LIST_FREE(_emotion_engine_registry, re)
{
WRN("Engine was not unregistered: %p", re->engine);
_emotion_engine_registry_entry_free(re);
}
_emotion_modules_loaded = EINA_FALSE;
}
EAPI Eina_Bool
_emotion_module_register(const Emotion_Engine *api)
{
Emotion_Engine_Registry_Entry *re;
EINA_SAFETY_ON_NULL_RETURN_VAL(api, EINA_FALSE);
if (api->version != EMOTION_ENGINE_API_VERSION)
{
ERR("Module '%p' uses api version=%u while %u was expected",
api, api->version, EMOTION_ENGINE_API_VERSION);
return EINA_FALSE;
}
EINA_SAFETY_ON_NULL_RETURN_VAL(api->name, EINA_FALSE);
INF("register name=%s, version=%u, priority=%d, api=%p",
api->name, api->version, api->priority, api);
re = calloc(1, sizeof(Emotion_Engine_Registry_Entry));
EINA_SAFETY_ON_NULL_RETURN_VAL(re, EINA_FALSE);
re->engine = api;
re->priority = api->priority; // TODO: use user-priority from file as weel.
_emotion_engine_registry = eina_list_sorted_insert
(_emotion_engine_registry, _emotion_engine_registry_entry_cmp, re);
return EINA_TRUE;
}
EAPI Eina_Bool
_emotion_module_unregister(const Emotion_Engine *api)
{
Eina_List *n;
Emotion_Engine_Registry_Entry *re;
EINA_SAFETY_ON_NULL_RETURN_VAL(api, EINA_FALSE);
if (api->version != EMOTION_ENGINE_API_VERSION)
{
ERR("Module '%p' uses api version=%u while %u was expected",
api, api->version, EMOTION_ENGINE_API_VERSION);
return EINA_FALSE;
}
INF("unregister name=%s, api=%p", api->name, api);
EINA_LIST_FOREACH(_emotion_engine_registry, n, re)
{
if (re->engine == api)
{
_emotion_engine_registry_entry_free(re);
_emotion_engine_registry = eina_list_remove_list
(_emotion_engine_registry, n);
return EINA_TRUE;
}
}
ERR("module not registered name=%s, api=%p", api->name, api);
return EINA_FALSE;
}
struct _Emotion_Engine_Instance
{
const Emotion_Engine *api;
Evas_Object *obj;
void *data;
};
#define EMOTION_ENGINE_INSTANCE_CHECK(inst, meth, ...) \
do \
{ \
if (!inst) \
{ \
DBG("no instance to call "#meth); \
return __VA_ARGS__; \
} \
if (!inst->api->meth) \
{ \
DBG("no "#meth" in instance=%p", inst); \
return __VA_ARGS__; \
} \
} \
while (0)
#define EMOTION_ENGINE_INSTANCE_CALL(inst, meth, ...) \
do \
{ \
EMOTION_ENGINE_INSTANCE_CHECK(inst, meth); \
inst->api->meth(inst->data, ## __VA_ARGS__); \
} \
while (0)
#define EMOTION_ENGINE_INSTANCE_CALL_RET(inst, meth, retval, ...) \
do \
{ \
EMOTION_ENGINE_INSTANCE_CHECK(inst, meth, retval); \
return inst->api->meth(inst->data, ## __VA_ARGS__); \
} \
while (0)
static const Emotion_Engine *
_emotion_engine_registry_find(const char *name)
{
const Eina_List *n;
const Emotion_Engine_Registry_Entry *re;
EINA_LIST_FOREACH(_emotion_engine_registry, n, re)
{
if (strcmp(re->engine->name, name) == 0)
return re->engine;
}
return NULL;
}
static Emotion_Engine_Instance *
_emotion_engine_instance_new(const Emotion_Engine *engine, Evas_Object *obj, void *data)
{
Emotion_Engine_Instance *inst = calloc(1, sizeof(Emotion_Engine_Instance));
EINA_SAFETY_ON_NULL_GOTO(inst, error);
inst->api = engine;
inst->obj = obj;
inst->data = data;
return inst;
error:
engine->del(data);
return NULL;
}
static Eina_Module *
_find_mod(const char *name)
{
Eina_Array_Iterator iterator;
Eina_Module *m;
unsigned int i;
int inlen;
if (!name || !_emotion_modules) return NULL;
inlen = strlen(name);
EINA_ARRAY_ITER_NEXT(_emotion_modules, i, m, iterator)
{
const char *path = eina_module_file_get(m);
const char *p, *p1, *p2, *p3;
int found, len, len2;
if ((!path) || (!path[0])) continue;
// path is /*/modulename/ARCH/module.* - we want "modulename"
found = 0;
p1 = p2 = p3 = NULL;
for (p = path + strlen(path) - 1;
p > path;
p--)
{
if ((*p == '/')
/* FIXME : find a better way to handle Windows path in all the EFL */
#ifdef _WIN32
|| (*p == '\\')
#endif
)
{
found++;
// found == 1 -> p = /module.*
// found == 2 -> p = /ARCH/module.*
// found == 3 -> p = /modulename/ARCH/module.*
if (found == 1) p3 = p;
if (found == 2) p2 = p;
if (found == 3)
{
p1 = p;
break;
}
}
}
if (p1)
{
p1++;
len = p2 - p1;
len2 = p3 - (p2 + 1);
if (len == inlen || len2 == inlen)
{
if (!strncmp(p1, name, len) || !strncmp(p2 + 1, name, len2)) return m;
}
}
}
return NULL;
}
Emotion_Engine_Instance *
emotion_engine_instance_new(const char *name, Evas_Object *obj, Emotion_Module_Options *opts)
{
const Eina_List *n;
const Emotion_Engine_Registry_Entry *re;
const Emotion_Engine *engine;
void *data;
Eina_Module *m;
char *disp = NULL;
_emotion_modules_load();
if ((!name) && getenv("EMOTION_ENGINE"))
{
name = getenv("EMOTION_ENGINE");
DBG("using EMOTION_ENGINE=%s", name);
}
if (getenv("WAYLAND_DISPLAY"))
{
disp = eina_strdup(getenv("DISPLAY"));
unsetenv("DISPLAY");
}
if (name)
{
m = _find_mod(name);
if (m)
{
if (!eina_module_load(m))
ERR("Cannot load module %s", eina_module_file_get(m));
}
}
if (!_emotion_engine_registry)
{
m = _find_mod("gstreamer1");
if (!eina_module_load(m))
ERR("Cannot load module %s", eina_module_file_get(m));
}
if (name)
{
engine = _emotion_engine_registry_find(name);
if (!engine)
ERR("Couldn't find requested engine: %s. Try fallback", name);
else
{
data = engine->add(engine, obj, opts);
if (data)
{
INF("Using requested engine %s, data=%p", name, data);
if (disp) setenv("DISPLAY", disp, 1);
free(disp);
return _emotion_engine_instance_new(engine, obj, data);
}
ERR("Requested engine '%s' could not be used. Try fallback", name);
}
}
EINA_LIST_FOREACH(_emotion_engine_registry, n, re)
{
engine = re->engine;
DBG("Trying engine %s, priority=%d (%d)",
engine->name, re->priority, engine->priority);
data = engine->add(engine, obj, opts);
if (data)
{
INF("Using fallback engine %s, data=%p", engine->name, data);
if (disp) setenv("DISPLAY", disp, 1);
free(disp);
return _emotion_engine_instance_new(engine, obj, data);
}
}
ERR("No engine worked");
if (disp) setenv("DISPLAY", disp, 1);
free(disp);
return NULL;
}
void
emotion_engine_instance_del(Emotion_Engine_Instance *inst)
{
EINA_SAFETY_ON_NULL_RETURN(inst);
inst->api->del(inst->data);
free(inst);
}
Eina_Bool
emotion_engine_instance_name_equal(const Emotion_Engine_Instance *inst, const char *name)
{
/* these are valid, no safety macros here */
if (!name) return EINA_FALSE;
if (!inst) return EINA_FALSE;
return strcmp(name, inst->api->name) == 0;
}
void *
emotion_engine_instance_data_get(const Emotion_Engine_Instance *inst)
{
EINA_SAFETY_ON_NULL_RETURN_VAL(inst, NULL);
return inst->data;
}
Eina_Bool
emotion_engine_instance_file_open(Emotion_Engine_Instance *inst, const char *file)
{
EMOTION_ENGINE_INSTANCE_CHECK(inst, file_open, EINA_FALSE);
return inst->api->file_open(inst->data, file);
}
void
emotion_engine_instance_file_close(Emotion_Engine_Instance *inst)
{
EMOTION_ENGINE_INSTANCE_CALL(inst, file_close);
}
void
emotion_engine_instance_play(Emotion_Engine_Instance *inst, double pos)
{
EMOTION_ENGINE_INSTANCE_CALL(inst, play, pos);
}
void
emotion_engine_instance_stop(Emotion_Engine_Instance *inst)
{
EMOTION_ENGINE_INSTANCE_CALL(inst, stop);
}
void
emotion_engine_instance_size_get(const Emotion_Engine_Instance *inst, int *w, int *h)
{
EMOTION_ENGINE_INSTANCE_CALL(inst, size_get, w, h);
}
void
emotion_engine_instance_pos_set(Emotion_Engine_Instance *inst, double pos)
{
EMOTION_ENGINE_INSTANCE_CALL(inst, pos_set, pos);
}
double
emotion_engine_instance_len_get(const Emotion_Engine_Instance *inst)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, len_get, 0.0);
}
double
emotion_engine_instance_buffer_size_get(const Emotion_Engine_Instance *inst)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, buffer_size_get, 1.0);
}
int
emotion_engine_instance_fps_num_get(const Emotion_Engine_Instance *inst)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, fps_num_get, 1);
}
int
emotion_engine_instance_fps_den_get(const Emotion_Engine_Instance *inst)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, fps_den_get, 1);
}
double
emotion_engine_instance_fps_get(const Emotion_Engine_Instance *inst)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, fps_get, 1.0);
}
double
emotion_engine_instance_pos_get(const Emotion_Engine_Instance *inst)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, pos_get, 0.0);
}
void
emotion_engine_instance_vis_set(Emotion_Engine_Instance *inst, Emotion_Vis vis)
{
EMOTION_ENGINE_INSTANCE_CALL(inst, vis_set, vis);
}
Emotion_Vis
emotion_engine_instance_vis_get(const Emotion_Engine_Instance *inst)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, vis_get, EMOTION_VIS_NONE);
}
Eina_Bool
emotion_engine_instance_vis_supported(Emotion_Engine_Instance *inst, Emotion_Vis vis)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, vis_supported, EINA_FALSE, vis);
}
double
emotion_engine_instance_ratio_get(const Emotion_Engine_Instance *inst)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, ratio_get, 0.0);
}
Eina_Bool
emotion_engine_instance_video_handled(Emotion_Engine_Instance *inst)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, video_handled, EINA_FALSE);
}
Eina_Bool
emotion_engine_instance_audio_handled(Emotion_Engine_Instance *inst)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, audio_handled, EINA_FALSE);
}
Eina_Bool
emotion_engine_instance_seekable(Emotion_Engine_Instance *inst)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, seekable, EINA_FALSE);
}
void
emotion_engine_instance_frame_done(Emotion_Engine_Instance *inst)
{
EMOTION_ENGINE_INSTANCE_CALL(inst, frame_done);
}
Emotion_Format
emotion_engine_instance_format_get(const Emotion_Engine_Instance *inst)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, format_get, EMOTION_FORMAT_NONE);
}
void
emotion_engine_instance_video_data_size_get(const Emotion_Engine_Instance *inst, int *w, int *h)
{
EMOTION_ENGINE_INSTANCE_CALL(inst, video_data_size_get, w, h);
}
Eina_Bool
emotion_engine_instance_yuv_rows_get(const Emotion_Engine_Instance *inst, int w, int h, unsigned char **yrows, unsigned char **urows, unsigned char **vrows)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, yuv_rows_get, EINA_FALSE, w, h, yrows, urows, vrows);
}
Eina_Bool
emotion_engine_instance_bgra_data_get(const Emotion_Engine_Instance *inst, unsigned char **bgra_data)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, bgra_data_get, EINA_FALSE, bgra_data);
}
void
emotion_engine_instance_event_feed(Emotion_Engine_Instance *inst, int event)
{
EMOTION_ENGINE_INSTANCE_CALL(inst, event_feed, event);
}
void
emotion_engine_instance_event_mouse_button_feed(Emotion_Engine_Instance *inst, int button, int x, int y)
{
EMOTION_ENGINE_INSTANCE_CALL(inst, event_mouse_button_feed, button, x, y);
}
void
emotion_engine_instance_event_mouse_move_feed(Emotion_Engine_Instance *inst, int x, int y)
{
EMOTION_ENGINE_INSTANCE_CALL(inst, event_mouse_move_feed, x, y);
}
int
emotion_engine_instance_video_channel_count(Emotion_Engine_Instance *inst)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, video_channel_count, 0);
}
void
emotion_engine_instance_video_channel_set(Emotion_Engine_Instance *inst, int channel)
{
EMOTION_ENGINE_INSTANCE_CALL(inst, video_channel_set, channel);
}
int
emotion_engine_instance_video_channel_get(const Emotion_Engine_Instance *inst)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, video_channel_get, 0);
}
void
emotion_engine_instance_video_subtitle_file_set(Emotion_Engine_Instance *inst, const char *filepath)
{
EMOTION_ENGINE_INSTANCE_CALL(inst, video_subtitle_file_set, filepath);
}
const char *
emotion_engine_instance_video_subtitle_file_get(const Emotion_Engine_Instance *inst)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, video_subtitle_file_get, NULL);
}
const char *
emotion_engine_instance_video_channel_name_get(const Emotion_Engine_Instance *inst, int channel)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, video_channel_name_get, NULL, channel);
}
void
emotion_engine_instance_video_channel_mute_set(Emotion_Engine_Instance *inst, Eina_Bool mute)
{
EMOTION_ENGINE_INSTANCE_CALL(inst, video_channel_mute_set, mute);
}
Eina_Bool
emotion_engine_instance_video_channel_mute_get(const Emotion_Engine_Instance *inst)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, video_channel_mute_get, EINA_FALSE);
}
int
emotion_engine_instance_audio_channel_count(Emotion_Engine_Instance *inst)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, audio_channel_count, 0);
}
void
emotion_engine_instance_audio_channel_set(Emotion_Engine_Instance *inst, int channel)
{
EMOTION_ENGINE_INSTANCE_CALL(inst, audio_channel_set, channel);
}
int
emotion_engine_instance_audio_channel_get(const Emotion_Engine_Instance *inst)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, audio_channel_get, 0);
}
const char *
emotion_engine_instance_audio_channel_name_get(const Emotion_Engine_Instance *inst, int channel)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, audio_channel_name_get, NULL, channel);
}
void
emotion_engine_instance_audio_channel_mute_set(Emotion_Engine_Instance *inst, Eina_Bool mute)
{
EMOTION_ENGINE_INSTANCE_CALL(inst, audio_channel_mute_set, mute);
}
Eina_Bool
emotion_engine_instance_audio_channel_mute_get(const Emotion_Engine_Instance *inst)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, audio_channel_mute_get, EINA_FALSE);
}
void
emotion_engine_instance_audio_channel_volume_set(Emotion_Engine_Instance *inst, double vol)
{
EMOTION_ENGINE_INSTANCE_CALL(inst, audio_channel_volume_set, vol);
}
double
emotion_engine_instance_audio_channel_volume_get(const Emotion_Engine_Instance *inst)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, audio_channel_volume_get, 0.0);
}
int
emotion_engine_instance_spu_channel_count(Emotion_Engine_Instance *inst)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, spu_channel_count, 0);
}
void
emotion_engine_instance_spu_channel_set(Emotion_Engine_Instance *inst, int channel)
{
EMOTION_ENGINE_INSTANCE_CALL(inst, spu_channel_set, channel);
}
int
emotion_engine_instance_spu_channel_get(const Emotion_Engine_Instance *inst)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, spu_channel_get, 0);
}
const char *
emotion_engine_instance_spu_channel_name_get(const Emotion_Engine_Instance *inst, int channel)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, spu_channel_name_get, NULL, channel);
}
void
emotion_engine_instance_spu_channel_mute_set(Emotion_Engine_Instance *inst, Eina_Bool mute)
{
EMOTION_ENGINE_INSTANCE_CALL(inst, spu_channel_mute_set, mute);
}
Eina_Bool
emotion_engine_instance_spu_channel_mute_get(const Emotion_Engine_Instance *inst)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, spu_channel_mute_get, EINA_FALSE);
}
int
emotion_engine_instance_chapter_count(Emotion_Engine_Instance *inst)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, chapter_count, 0);
}
void
emotion_engine_instance_chapter_set(Emotion_Engine_Instance *inst, int chapter)
{
EMOTION_ENGINE_INSTANCE_CALL(inst, chapter_set, chapter);
}
int
emotion_engine_instance_chapter_get(const Emotion_Engine_Instance *inst)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, chapter_get, 0);
}
const char *
emotion_engine_instance_chapter_name_get(const Emotion_Engine_Instance *inst, int chapter)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, chapter_name_get, NULL, chapter);
}
void
emotion_engine_instance_speed_set(Emotion_Engine_Instance *inst, double speed)
{
EMOTION_ENGINE_INSTANCE_CALL(inst, speed_set, speed);
}
double
emotion_engine_instance_speed_get(const Emotion_Engine_Instance *inst)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, speed_get, 0.0);
}
Eina_Bool
emotion_engine_instance_eject(Emotion_Engine_Instance *inst)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, eject, EINA_FALSE);
}
const char *
emotion_engine_instance_meta_get(const Emotion_Engine_Instance *inst, int meta)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, meta_get, NULL, meta);
}
void *
emotion_engine_instance_meta_artwork_get(const Emotion_Engine_Instance *inst, Evas_Object *img, const char *path, Emotion_Artwork_Info type)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, meta_artwork_get, NULL, img, path, type);
}
void
emotion_engine_instance_priority_set(Emotion_Engine_Instance *inst, Eina_Bool priority)
{
EMOTION_ENGINE_INSTANCE_CALL(inst, priority_set, priority);
}
Eina_Bool
emotion_engine_instance_priority_get(const Emotion_Engine_Instance *inst)
{
EMOTION_ENGINE_INSTANCE_CALL_RET(inst, priority_get, EINA_FALSE);
}