| /* |
| * This example code reads frames from a camera and draws it to the screen. |
| * |
| * This is a very simple approach that is often Good Enough. You can get |
| * fancier with this: multiple cameras, front/back facing cameras on phones, |
| * color spaces, choosing formats and framerates...this just requests |
| * _anything_ and goes with what it is handed. |
| * |
| * This code is public domain. Feel free to use it for any purpose! |
| */ |
| |
| #define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ |
| #include <SDL3/SDL.h> |
| #include <SDL3/SDL_main.h> |
| |
| /* We will use this renderer to draw into this window every frame. */ |
| static SDL_Window *window = NULL; |
| static SDL_Renderer *renderer = NULL; |
| static SDL_Camera *camera = NULL; |
| static SDL_Texture *texture = NULL; |
| |
| |
| /* This function runs once at startup. */ |
| SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) |
| { |
| SDL_CameraID *devices = NULL; |
| int devcount = 0; |
| |
| SDL_SetAppMetadata("Example Camera Read and Draw", "1.0", "com.example.camera-read-and-draw"); |
| |
| if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_CAMERA)) { |
| SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); |
| return SDL_APP_FAILURE; |
| } |
| |
| if (!SDL_CreateWindowAndRenderer("examples/camera/read-and-draw", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) { |
| SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); |
| return SDL_APP_FAILURE; |
| } |
| |
| devices = SDL_GetCameras(&devcount); |
| if (devices == NULL) { |
| SDL_Log("Couldn't enumerate camera devices: %s", SDL_GetError()); |
| return SDL_APP_FAILURE; |
| } else if (devcount == 0) { |
| SDL_Log("Couldn't find any camera devices! Please connect a camera and try again."); |
| return SDL_APP_FAILURE; |
| } |
| |
| camera = SDL_OpenCamera(devices[0], NULL); // just take the first thing we see in any format it wants. |
| SDL_free(devices); |
| if (camera == NULL) { |
| SDL_Log("Couldn't open camera: %s", SDL_GetError()); |
| return SDL_APP_FAILURE; |
| } |
| |
| return SDL_APP_CONTINUE; /* carry on with the program! */ |
| } |
| |
| /* This function runs when a new event (mouse input, keypresses, etc) occurs. */ |
| SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) |
| { |
| if (event->type == SDL_EVENT_QUIT) { |
| return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ |
| } else if (event->type == SDL_EVENT_CAMERA_DEVICE_APPROVED) { |
| SDL_Log("Camera use approved by user!"); |
| } else if (event->type == SDL_EVENT_CAMERA_DEVICE_DENIED) { |
| SDL_Log("Camera use denied by user!"); |
| return SDL_APP_FAILURE; |
| } |
| return SDL_APP_CONTINUE; /* carry on with the program! */ |
| } |
| |
| /* This function runs once per frame, and is the heart of the program. */ |
| SDL_AppResult SDL_AppIterate(void *appstate) |
| { |
| Uint64 timestampNS = 0; |
| SDL_Surface *frame = SDL_AcquireCameraFrame(camera, ×tampNS); |
| |
| if (frame != NULL) { |
| /* Some platforms (like Emscripten) don't know _what_ the camera offers |
| until the user gives permission, so we build the texture and resize |
| the window when we get a first frame from the camera. */ |
| if (!texture) { |
| SDL_SetWindowSize(window, frame->w, frame->h); /* Resize the window to match */ |
| SDL_SetRenderLogicalPresentation(renderer, frame->w, frame->h, SDL_LOGICAL_PRESENTATION_LETTERBOX); |
| texture = SDL_CreateTexture(renderer, frame->format, SDL_TEXTUREACCESS_STREAMING, frame->w, frame->h); |
| } |
| |
| if (texture) { |
| SDL_UpdateTexture(texture, NULL, frame->pixels, frame->pitch); |
| } |
| |
| SDL_ReleaseCameraFrame(camera, frame); |
| } |
| |
| SDL_SetRenderDrawColor(renderer, 0x99, 0x99, 0x99, SDL_ALPHA_OPAQUE); |
| SDL_RenderClear(renderer); |
| if (texture) { /* draw the latest camera frame, if available. */ |
| SDL_RenderTexture(renderer, texture, NULL, NULL); |
| } |
| SDL_RenderPresent(renderer); |
| |
| return SDL_APP_CONTINUE; /* carry on with the program! */ |
| } |
| |
| /* This function runs once at shutdown. */ |
| void SDL_AppQuit(void *appstate, SDL_AppResult result) |
| { |
| SDL_CloseCamera(camera); |
| SDL_DestroyTexture(texture); |
| /* SDL will clean up the window/renderer for us. */ |
| } |
| |