mpv/DOCS/client_api_examples/qml_direct/main.cpp

155 lines
4.4 KiB
C++

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