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/*
* Clutter-GStreamer.
*
* GStreamer integration library for Clutter.
*
* test-rgb-upload.c - Feed RGB frames to a cluttersink.
*
* Authored by Damien Lespiau <damien.lespiau@intel.com>
*
* Copyright (C) 2009 Intel Corporation
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#include <string.h>
#include <glib/gprintf.h>
#include <clutter-gst/clutter-gst.h>
static gint opt_framerate = 30;
static gint opt_bpp = 24;
static gint opt_depth = 24;
static GOptionEntry options[] =
{
{ "framerate",
'f', 0,
G_OPTION_ARG_INT,
&opt_framerate,
"Number of frames per second (default is 25)",
NULL
},
{ "bpp",
'b', 0,
G_OPTION_ARG_INT,
&opt_bpp,
"bits per pixel (default is 32)",
NULL
},
{ "depth",
'd', 0,
G_OPTION_ARG_INT,
&opt_depth,
"depth (default is 24)",
NULL
},
{ NULL }
};
void
size_change (ClutterTexture *texture,
gfloat width,
gfloat height,
gpointer user_data)
{
ClutterActor *stage;
gfloat new_x, new_y, new_width, new_height;
gfloat stage_width, stage_height;
stage = clutter_actor_get_stage (CLUTTER_ACTOR (texture));
if (stage == NULL)
return;
clutter_actor_get_size (stage, &stage_width, &stage_height);
new_height = (height * stage_width) / width;
if (new_height <= stage_height)
{
new_width = stage_width;
new_x = 0;
new_y = (stage_height - new_height) / 2;
}
else
{
new_width = (width * stage_height) / height;
new_height = stage_height;
new_x = (stage_height - new_width) / 2;
new_y = 0;
}
clutter_actor_set_position (CLUTTER_ACTOR (texture), new_x, new_y);
clutter_actor_set_size (CLUTTER_ACTOR (texture), new_width, new_height);
}
int
main (int argc, char *argv[])
{
GOptionContext *context;
gboolean result;
ClutterActor *stage;
ClutterActor *texture;
GstPipeline *pipeline;
GstElement *src;
GstElement *capsfilter;
GstElement *sink;
GstCaps *caps;
if (!g_thread_supported ())
g_thread_init (NULL);
context = g_option_context_new (" - test-colorspace options");
g_option_context_add_group (context, gst_init_get_option_group ());
g_option_context_add_group (context, clutter_get_option_group ());
g_option_context_add_main_entries (context, options, NULL);
g_option_context_parse (context, &argc, &argv, NULL);
stage = clutter_stage_get_default ();
clutter_actor_set_size (CLUTTER_ACTOR (stage), 320.0f, 240.0f);
/* We need to set certain props on the target texture currently for
* efficient/corrent playback onto the texture (which sucks a bit)
*/
texture = g_object_new (CLUTTER_TYPE_TEXTURE,
"sync-size", FALSE,
"disable-slicing", TRUE,
NULL);
g_signal_connect (CLUTTER_TEXTURE (texture),
"size-change",
G_CALLBACK (size_change), NULL);
/* Set up pipeline */
pipeline = GST_PIPELINE(gst_pipeline_new (NULL));
src = gst_element_factory_make ("videotestsrc", NULL);
capsfilter = gst_element_factory_make ("capsfilter", NULL);
sink = clutter_gst_video_sink_new (CLUTTER_TEXTURE (texture));
/* make videotestsrc spit the format we want */
caps = gst_caps_new_simple ("video/x-raw-rgb",
"bpp", G_TYPE_INT, opt_bpp,
"depth", G_TYPE_INT, opt_depth,
"framerate", GST_TYPE_FRACTION, opt_framerate, 1,
#if 0
"red_mask", G_TYPE_INT, 0xff000000,
"green_mask", G_TYPE_INT, 0x00ff0000,
"blue_mask", G_TYPE_INT, 0x0000ff00,
#endif
NULL);
g_object_set (capsfilter, "caps", caps, NULL);
g_printf ("%s: [caps] %s\n", __FILE__, gst_caps_to_string (caps));
gst_bin_add_many (GST_BIN (pipeline), src, capsfilter, sink, NULL);
result = gst_element_link_many (src, capsfilter, sink, NULL);
if (result == FALSE)
g_critical("Could not link elements");
gst_element_set_state (GST_ELEMENT(pipeline), GST_STATE_PLAYING);
clutter_group_add (CLUTTER_GROUP (stage), texture);
clutter_actor_show_all (stage);
clutter_main();
return 0;
}
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