Note1: disable generic plugin on Windows as shm_open like
function note implemented on that platform yet.
Note2: want_module stuff must be fixed in the m4 macro
Note3: abstract semaphore code in Eina ?
SVN revision: 66686
These options must be set on the player even if there's no file opened
yet. Thus, just postpone the related commands to when the player has
opened the file already.
SVN revision: 63234
Move the frame drop counter to the shared memory object, so the player
can check its value and not send new frames if we didn't "consume" the
previous one.
Also move the triple buffering pointer changing to the display function,
so it will only lock once when accessing the critical region.
SVN revision: 63220
Otherwise if we try to call file_set(<some file>) after file_set(NULL),
it will send a close command to the player for an already closed file.
Also make the example cycle through the list of movies, but still
passing through a NULL file when reaching one of the ends of the list.
SVN revision: 63208
These values need to be reset as soon as a new file is set, otherwise
they can give wrong information to evas about the size of pixels to
render.
SVN revision: 63205
Now the player will have the stdin and stdout available for anything
else, and there's no need to make line-buffering with ecore_exe anymore.
SVN revision: 63198
It now checks if was possible to get the shared memory, and returns true
or false. This will command will also be used later to return false for
file opening no matter what was the problem, and maybe the int parameter
will indicate the type of error.
SVN revision: 63197
Previous commit to disable VLC messed everything, so this one fixes it doing:
- remove old src/modules/vlc and related.
- add EMOTION_CHECK_GENERIC_PLAYER() m4 macro
- change previous EMOTION_BUILD_VLC to EMOTION_BUILD_GENERIC_VLC
SVN revision: 63140
Move players from $bindir to $libdir/emotion/utils and find them with
eina_prefix. I was willing to play with this prefix thing, quite nice
;-)
SVN revision: 63077
This generic player backend executes a separate player in another
process. It receives the bytes to be drawn on the emotion object through
a shared memory, and communicates with the player through a pipe, using
the player standard input/output.
The player must communicate with emotion using the defined commands
specified in the Emotion_Generic_Plugin.h. It doesn't need to link
against emotion, just include this file for easier implementation.
This implementation was sponsored by Zodiac Aerospace.
SVN revision: 63062