mirror of https://github.com/mpv-player/mpv
150 lines
4.2 KiB
C++
150 lines
4.2 KiB
C++
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#include "main.h"
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#include <stdexcept>
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#include <QObject>
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#include <QtGlobal>
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#include <QOpenGLContext>
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#include <QGuiApplication>
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#include <QtQuick/QQuickWindow>
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#include <QtQuick/QQuickView>
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static void *get_proc_address(void *ctx, const char *name) {
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(void)ctx;
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QOpenGLContext *glctx = QOpenGLContext::currentContext();
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if (!glctx)
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return NULL;
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return (void *)glctx->getProcAddress(QByteArray(name));
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}
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MpvRenderer::MpvRenderer(mpv::qt::Handle a_mpv, mpv_opengl_cb_context *a_mpv_gl)
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: mpv(a_mpv), mpv_gl(a_mpv_gl), window(0)
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{
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int r = mpv_opengl_cb_init_gl(mpv_gl, NULL, get_proc_address, NULL);
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if (r < 0)
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throw std::runtime_error("could not initialize OpenGL");
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}
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MpvRenderer::~MpvRenderer()
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{
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// Until this call is done, we need to make sure the player remains
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// alive. This is done implicitly with the mpv::qt::Handle instance
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// in this class.
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mpv_opengl_cb_uninit_gl(mpv_gl);
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}
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void MpvRenderer::paint()
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{
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window->resetOpenGLState();
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// Render to the whole window.
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QSize s = window->size() * window->devicePixelRatio();
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int vp[4] = {0, 0, s.width(), -s.height()};
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// This uses 0 as framebuffer, which indicates that mpv will render directly
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// to the frontbuffer. Note that mpv will always switch framebuffers
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// explicitly. Some QWindow setups (such as using QQuickWidget) actually
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// want you to render into a FBO in the beforeRendering() signal, and this
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// code won't work there.
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mpv_opengl_cb_render(mpv_gl, 0, vp);
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window->resetOpenGLState();
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}
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MpvObject::MpvObject(QQuickItem * parent)
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: QQuickItem(parent), mpv_gl(0), renderer(0)
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{
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mpv = mpv::qt::Handle::FromRawHandle(mpv_create());
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if (!mpv)
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throw std::runtime_error("could not create mpv context");
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mpv_set_option_string(mpv, "terminal", "yes");
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mpv_set_option_string(mpv, "msg-level", "all=v");
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if (mpv_initialize(mpv) < 0)
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throw std::runtime_error("could not initialize mpv context");
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// Make use of the MPV_SUB_API_OPENGL_CB API.
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mpv::qt::set_option_variant(mpv, "vo", "opengl-cb");
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// Setup the callback that will make QtQuick update and redraw if there
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// is a new video frame. Use a queued connection: this makes sure the
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// doUpdate() function is run on the GUI thread.
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mpv_gl = (mpv_opengl_cb_context *)mpv_get_sub_api(mpv, MPV_SUB_API_OPENGL_CB);
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if (!mpv_gl)
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throw std::runtime_error("OpenGL not compiled in");
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mpv_opengl_cb_set_update_callback(mpv_gl, MpvObject::on_update, (void *)this);
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connect(this, &MpvObject::onUpdate, this, &MpvObject::doUpdate,
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Qt::QueuedConnection);
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connect(this, &QQuickItem::windowChanged,
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this, &MpvObject::handleWindowChanged);
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}
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MpvObject::~MpvObject()
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{
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if (mpv_gl)
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mpv_opengl_cb_set_update_callback(mpv_gl, NULL, NULL);
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}
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void MpvObject::handleWindowChanged(QQuickWindow *win)
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{
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if (!win)
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return;
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connect(win, &QQuickWindow::beforeSynchronizing,
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this, &MpvObject::sync, Qt::DirectConnection);
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connect(win, &QQuickWindow::sceneGraphInvalidated,
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this, &MpvObject::cleanup, Qt::DirectConnection);
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win->setClearBeforeRendering(false);
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}
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void MpvObject::sync()
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{
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if (!renderer) {
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renderer = new MpvRenderer(mpv, mpv_gl);
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connect(window(), &QQuickWindow::beforeRendering,
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renderer, &MpvRenderer::paint, Qt::DirectConnection);
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}
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renderer->window = window();
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}
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void MpvObject::cleanup()
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{
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if (renderer) {
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delete renderer;
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renderer = 0;
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}
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}
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void MpvObject::on_update(void *ctx)
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{
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MpvObject *self = (MpvObject *)ctx;
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emit self->onUpdate();
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}
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// connected to onUpdate(); signal makes sure it runs on the GUI thread
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void MpvObject::doUpdate()
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{
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window()->update();
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}
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void MpvObject::command(const QVariant& params)
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{
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mpv::qt::command_variant(mpv, params);
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}
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int main(int argc, char **argv)
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{
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QGuiApplication app(argc, argv);
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qmlRegisterType<MpvObject>("mpvtest", 1, 0, "MpvObject");
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QQuickView view;
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view.setResizeMode(QQuickView::SizeRootObjectToView);
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view.setSource(QUrl("qrc:///mpvtest/main.qml"));
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view.show();
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return app.exec();
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}
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