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// Copyright 2019 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include <string>
#include "cast/standalone_receiver/sdl_player_base.h"
#include "cast/streaming/constants.h"
namespace openscreen {
namespace cast {
// Consumes frames from a Receiver, decodes them, and renders them to a
// SDL_Renderer.
class SDLVideoPlayer final : public SDLPlayerBase {
// |error_callback| is run only if a fatal error occurs, at which point the
// player has halted and set |error_status()|.
SDLVideoPlayer(ClockNowFunctionPtr now_function,
TaskRunner* task_runner,
Receiver* receiver,
VideoCodec codec_name,
SDL_Renderer* renderer,
std::function<void()> error_callback);
~SDLVideoPlayer() final;
// Renders the "blue splash" (if waiting) or "red splash" (on error), or
// otherwise re-renders |frame|; scheduling presentation at an "idle FPS"
// rate.
bool RenderWhileIdle(const SDLPlayerBase::PresentableFrame* frame) final;
// Uploads the decoded picture in |frame| to a SDL texture and draws it using
// the SDL |renderer_|.
ErrorOr<Clock::time_point> RenderNextFrame(
const SDLPlayerBase::PresentableFrame& frame) final;
// Makes whatever is currently drawn to the SDL |renderer_| be presented
// on-screen.
void Present() final;
// Maps an AVFrame format enum to the SDL equivalent.
static uint32_t GetSDLPixelFormat(const AVFrame& picture);
// The SDL renderer drawn to.
SDL_Renderer* const renderer_;
// The SDL texture to which the current frame's image is uploaded for
// accelerated 2D rendering.
SDLTextureUniquePtr texture_;
} // namespace cast
} // namespace openscreen