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3dfsb-dev
3dfsb
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media.h
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#ifndef MEDIA_H
#define MEDIA_H
#include "3dfsb.h"
tree_entry *TDFSB_MEDIA_FILE;
struct texture_description {
unsigned int originalwidth;
unsigned int originalheight;
unsigned long textureformat;
SDL_Surface *texturesurface;
};
typedef struct texture_description texture_description;
void cleanup_media_player(void);
// Here we do that SDL_BlitSurface of SDL 2.0 does
SDL_Surface *ScaleSurface(SDL_Surface * Surface, double Width, double Height);
/* Get an image from a (video, videosource or image) file.
*
* First we create a pipeline, then get a sample, then get the buffer from it,
* then map the buffer to a "loader" SDL_Surface, and then scale that into the "converter_to_return" SDL_Surface.
*
* Note: this uses around 300MB of memory for each high resolution image if we use textures of 8192x8192, so be careful...
*
* @returns NULL when there is a problem to get any image from the file.
*/
texture_description *get_image_from_file(char *filename, unsigned int filetype, unsigned int TDFSB_MAX_TEX_SIZE);
void update_media_texture(tree_entry * TDFSB_MEDIA_FILE);
void toggle_media_pipeline(void);
void run_binary(char *fullpath, tree_entry * TDFSB_OBJECT_SELECTED);
void play_media(char *fullpath, tree_entry * TDFSB_OBJECT_SELECTED);
#endif
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