#ifndef EMOTION_H #define EMOTION_H #include #ifdef EAPI # undef EAPI #endif #ifdef _WIN32 # ifdef EFL_EMOTION_BUILD # ifdef DLL_EXPORT # define EAPI __declspec(dllexport) # else # define EAPI # endif /* ! DLL_EXPORT */ # else # define EAPI __declspec(dllimport) # endif /* ! EFL_EMOTION_BUILD */ #else # ifdef __GNUC__ # if __GNUC__ >= 4 # define EAPI __attribute__ ((visibility("default"))) # else # define EAPI # endif # else # define EAPI # endif #endif /* ! _WIN32 */ /** * @file Emotion.h * @brief The file that provides Emotion the API, with functions available for * play, seek, change volume, etc. */ enum _Emotion_Module { EMOTION_MODULE_XINE, EMOTION_MODULE_GSTREAMER }; enum _Emotion_Event { EMOTION_EVENT_MENU1, // Escape Menu EMOTION_EVENT_MENU2, // Title Menu EMOTION_EVENT_MENU3, // Root Menu EMOTION_EVENT_MENU4, // Subpicture Menu EMOTION_EVENT_MENU5, // Audio Menu EMOTION_EVENT_MENU6, // Angle Menu EMOTION_EVENT_MENU7, // Part Menu EMOTION_EVENT_UP, EMOTION_EVENT_DOWN, EMOTION_EVENT_LEFT, EMOTION_EVENT_RIGHT, EMOTION_EVENT_SELECT, EMOTION_EVENT_NEXT, EMOTION_EVENT_PREV, EMOTION_EVENT_ANGLE_NEXT, EMOTION_EVENT_ANGLE_PREV, EMOTION_EVENT_FORCE, EMOTION_EVENT_0, EMOTION_EVENT_1, EMOTION_EVENT_2, EMOTION_EVENT_3, EMOTION_EVENT_4, EMOTION_EVENT_5, EMOTION_EVENT_6, EMOTION_EVENT_7, EMOTION_EVENT_8, EMOTION_EVENT_9, EMOTION_EVENT_10 }; enum _Emotion_Meta_Info { EMOTION_META_INFO_TRACK_TITLE, EMOTION_META_INFO_TRACK_ARTIST, EMOTION_META_INFO_TRACK_ALBUM, EMOTION_META_INFO_TRACK_YEAR, EMOTION_META_INFO_TRACK_GENRE, EMOTION_META_INFO_TRACK_COMMENT, EMOTION_META_INFO_TRACK_DISC_ID, EMOTION_META_INFO_TRACK_COUNT }; enum _Emotion_Vis { EMOTION_VIS_NONE, EMOTION_VIS_GOOM, EMOTION_VIS_LIBVISUAL_BUMPSCOPE, EMOTION_VIS_LIBVISUAL_CORONA, EMOTION_VIS_LIBVISUAL_DANCING_PARTICLES, EMOTION_VIS_LIBVISUAL_GDKPIXBUF, EMOTION_VIS_LIBVISUAL_G_FORCE, EMOTION_VIS_LIBVISUAL_GOOM, EMOTION_VIS_LIBVISUAL_INFINITE, EMOTION_VIS_LIBVISUAL_JAKDAW, EMOTION_VIS_LIBVISUAL_JESS, EMOTION_VIS_LIBVISUAL_LV_ANALYSER, EMOTION_VIS_LIBVISUAL_LV_FLOWER, EMOTION_VIS_LIBVISUAL_LV_GLTEST, EMOTION_VIS_LIBVISUAL_LV_SCOPE, EMOTION_VIS_LIBVISUAL_MADSPIN, EMOTION_VIS_LIBVISUAL_NEBULUS, EMOTION_VIS_LIBVISUAL_OINKSIE, EMOTION_VIS_LIBVISUAL_PLASMA, EMOTION_VIS_LAST /* sentinel */ }; typedef enum _Emotion_Module Emotion_Module; typedef enum _Emotion_Event Emotion_Event; typedef enum _Emotion_Meta_Info Emotion_Meta_Info; typedef enum _Emotion_Vis Emotion_Vis; #define EMOTION_CHANNEL_AUTO -1 #define EMOTION_CHANNEL_DEFAULT 0 #ifdef __cplusplus extern "C" { #endif /* api calls available */ /** * @brief How to create, initialize, manipulate and connect to signals of an * Emotion object. * @defgroup Emotion_API API available for manipulating Emotion object. * * @{ * * @li Add the description of modules here. * @li Basic emotion example * @li Signals available */ /** * @defgroup Emotion_Init Creation and initialization functions */ /** * @defgroup Emotion_Audio Audio control functions */ /** * @defgroup Emotion_Video Video control functions */ /** * @brief Add an emotion object to the canvas. * * @param evas The canvas where the object will be added to. * @return The emotion object just created. * * This function creates an emotion object and adds it to the specified @p evas. * The returned object can be manipulated as any other Evas object, using the * default object manipulation functions - evas_object_*. * * After creating the object with this function, it's still necessary to * initialize it with emotion_object_init(), and if an audio file is going to be * played with this object instead of a video, use * emotion_object_video_mute_set(). * * The next step is to open the desired file with emotion_object_file_set(), and * start playing it with emotion_object_play_set(). * * @see emotion_object_init() * @see emotion_object_video_mute_set() * @see emotion_object_file_set() * @see emotion_object_play_set() * * @ingroup Emotion_Init */ EAPI Evas_Object *emotion_object_add (Evas *evas); /** * @brief Set the specified option for the current module. * * @param obj The emotion object which the option is being set to. * @param opt The option that is being set. Currently supported optiosn: "video" * and "audio". * @param val The value of the option. Currently only supports "off" (?!?!?!) * * This function allows one to mute the video or audio of the emotion object. * * @note Please don't use this function, consider using * emotion_object_audio_mute_set() and emotion_object_video_mute_set() instead. * * @see emotion_object_audio_mute_set() * @see emotion_object_video_mute_set() * * @ingroup Emotion_Audio * @ingroup Emotion_Video */ EAPI void emotion_object_module_option_set (Evas_Object *obj, const char *opt, const char *val); /** * @brief Initializes an emotion object with the specified module. * * @param obj The emotion object to be initialized. * @param module_filename The name of the module to be used (gstreamer or xine). * @return @c EINA_TRUE if the specified module was successfully initialized for * this object, @c EINA_FALSE otherwise. * * This function is required after creating the emotion object, in order to * specify which module will be used with this object. Different objects can * use different modules to play a media file. The current supported modules are * @b gstreamer and @b xine. * * To use any of them, you need to make sure that support for them was compiled * correctly. * * @note It's possible to disable the build of a module with * --disable-module_name. * * @see emotion_object_add() * @see emotion_object_file_set() * * @ingroup Emotion_Init */ EAPI Eina_Bool emotion_object_init (Evas_Object *obj, const char *module_filename); /** * @brief Set the file to be played in the Emotion object. * * @param obj The emotion object where the file is being loaded. * @param filename Path to the file to be loaded. It can be absolute or relative * path. * @return EINA_TRUE if the new file could be loaded successfully, and * EINA_FALSE if the file could not be loaded. This happens when the filename is * could not be found, when the module couldn't open the file, when no module is * initialized in this object, or when the @p filename is the same as the * one previously set. * * This function sets the file to be used with this emotion object. If the * object already has another file set, this file will be unset and unloaded, * and the new file will be loaded to this emotion object. The seek position * will be set to 0, and the emotion object will be paused, instead of playing. * * If there was already a filename set, and it's the same as the one being set * now, this function does nothing and returns EINA_FALSE. * * Use @c NULL as argument to @p filename if you want to unload the current file * but don't want to load anything else. * * @see emotion_object_init() * @see emotion_object_play_set() * @see emotion_object_file_get() * * @ingroup Emotion_Init */ EAPI Eina_Bool emotion_object_file_set (Evas_Object *obj, const char *filename); /** * @brief Get the filename of the file associated with the emotion object. * * @param obj The emotion object from which the filename will be retrieved. * @return The path to the file loaded into this emotion object. * * This function returns the path of the file loaded in this emotion object. If * no object is loaded, it will return @c NULL. * * @note Don't free or change the string returned by this function in any way. * If you want to unset it, use @c emotion_object_file_set(obj, NULL). * * @see emotion_object_file_set() * * @ingroup Emotion_Init */ EAPI const char *emotion_object_file_get (const Evas_Object *obj); EAPI void emotion_object_play_set (Evas_Object *obj, Eina_Bool play); EAPI Eina_Bool emotion_object_play_get (const Evas_Object *obj); EAPI void emotion_object_position_set (Evas_Object *obj, double sec); EAPI double emotion_object_position_get (const Evas_Object *obj); EAPI Eina_Bool emotion_object_video_handled_get (const Evas_Object *obj); EAPI Eina_Bool emotion_object_audio_handled_get (const Evas_Object *obj); EAPI Eina_Bool emotion_object_seekable_get (const Evas_Object *obj); EAPI double emotion_object_play_length_get (const Evas_Object *obj); EAPI void emotion_object_size_get (const Evas_Object *obj, int *iw, int *ih); EAPI void emotion_object_smooth_scale_set (Evas_Object *obj, Eina_Bool smooth); EAPI Eina_Bool emotion_object_smooth_scale_get (const Evas_Object *obj); EAPI double emotion_object_ratio_get (const Evas_Object *obj); EAPI void emotion_object_event_simple_send (Evas_Object *obj, Emotion_Event ev); EAPI void emotion_object_audio_volume_set (Evas_Object *obj, double vol); EAPI double emotion_object_audio_volume_get (const Evas_Object *obj); EAPI void emotion_object_audio_mute_set (Evas_Object *obj, Eina_Bool mute); EAPI Eina_Bool emotion_object_audio_mute_get (const Evas_Object *obj); EAPI int emotion_object_audio_channel_count (const Evas_Object *obj); EAPI const char *emotion_object_audio_channel_name_get(const Evas_Object *obj, int channel); EAPI void emotion_object_audio_channel_set (Evas_Object *obj, int channel); EAPI int emotion_object_audio_channel_get (const Evas_Object *obj); EAPI void emotion_object_video_mute_set (Evas_Object *obj, Eina_Bool mute); EAPI Eina_Bool emotion_object_video_mute_get (const Evas_Object *obj); EAPI int emotion_object_video_channel_count (const Evas_Object *obj); EAPI const char *emotion_object_video_channel_name_get(const Evas_Object *obj, int channel); EAPI void emotion_object_video_channel_set (Evas_Object *obj, int channel); EAPI int emotion_object_video_channel_get (const Evas_Object *obj); EAPI void emotion_object_spu_mute_set (Evas_Object *obj, Eina_Bool mute); EAPI Eina_Bool emotion_object_spu_mute_get (const Evas_Object *obj); EAPI int emotion_object_spu_channel_count (const Evas_Object *obj); EAPI const char *emotion_object_spu_channel_name_get (const Evas_Object *obj, int channel); EAPI void emotion_object_spu_channel_set (Evas_Object *obj, int channel); EAPI int emotion_object_spu_channel_get (const Evas_Object *obj); EAPI int emotion_object_chapter_count (const Evas_Object *obj); EAPI void emotion_object_chapter_set (Evas_Object *obj, int chapter); EAPI int emotion_object_chapter_get (const Evas_Object *obj); EAPI const char *emotion_object_chapter_name_get (const Evas_Object *obj, int chapter); EAPI void emotion_object_play_speed_set (Evas_Object *obj, double speed); EAPI double emotion_object_play_speed_get (const Evas_Object *obj); EAPI void emotion_object_eject (Evas_Object *obj); EAPI const char *emotion_object_title_get (const Evas_Object *obj); EAPI const char *emotion_object_progress_info_get (const Evas_Object *obj); EAPI double emotion_object_progress_status_get (const Evas_Object *obj); EAPI const char *emotion_object_ref_file_get (const Evas_Object *obj); EAPI int emotion_object_ref_num_get (const Evas_Object *obj); EAPI int emotion_object_spu_button_count_get (const Evas_Object *obj); EAPI int emotion_object_spu_button_get (const Evas_Object *obj); EAPI const char *emotion_object_meta_info_get (const Evas_Object *obj, Emotion_Meta_Info meta); EAPI void emotion_object_vis_set (Evas_Object *obj, Emotion_Vis visualization); EAPI Emotion_Vis emotion_object_vis_get (const Evas_Object *obj); EAPI Eina_Bool emotion_object_vis_supported (const Evas_Object *obj, Emotion_Vis visualization); EAPI void emotion_object_last_position_load (Evas_Object *obj); EAPI void emotion_object_last_position_save (Evas_Object *obj); EAPI Eina_Bool emotion_object_extension_can_play_get(const Evas_Object *obj, const char *file); EAPI Eina_Bool emotion_object_extension_can_play_fast_get(const Evas_Object *obj, const char *file); EAPI Eina_Bool emotion_object_extension_may_play_fast_get(const char *file); EAPI Eina_Bool emotion_object_extension_may_play_get(const char *file); /** * @} */ #ifdef __cplusplus } #endif #endif