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VideoPlaybackThread.cpp
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VideoPlaybackThread.cpp
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/**
* @file
* @brief Source file for VideoPlaybackThread class
* @author Duzy Chan <code@duzy.info>
* @author Jonathan Thomas <jonathan@openshot.org>
*
* @ref License
*/
/* LICENSE
*
* Copyright (c) 2008-2019 OpenShot Studios, LLC
* <http://www.openshotstudios.com/>. This file is part of
* OpenShot Library (libopenshot), an open-source project dedicated to
* delivering high quality video editing and animation solutions to the
* world. For more information visit <http://www.openshot.org/>.
*
* OpenShot Library (libopenshot) 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 3 of the
* License, or (at your option) any later version.
*
* OpenShot Library (libopenshot) 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 OpenShot Library. If not, see <http://www.gnu.org/licenses/>.
*/
#include "VideoPlaybackThread.h"
namespace openshot
{
// Constructor
VideoPlaybackThread::VideoPlaybackThread(RendererBase *rb)
: Thread("video-playback"), renderer(rb)
, render(), reset(false)
{
}
// Destructor
VideoPlaybackThread::~VideoPlaybackThread()
{
}
// Get the currently playing frame number (if any)
int64_t VideoPlaybackThread::getCurrentFramePosition()
{
if (frame)
return frame->number;
else
return 0;
}
// Start the thread
void VideoPlaybackThread::run()
{
while (!threadShouldExit()) {
// Make other threads wait on the render event
bool need_render = render.wait(500);
if (need_render && frame)
{
// Debug
ZmqLogger::Instance()->AppendDebugMethod("VideoPlaybackThread::run (before render)", "frame->number", frame->number, "need_render", need_render);
// Render the frame to the screen
renderer->paint(frame);
}
// Signal to other threads that the rendered event has completed
rendered.signal();
}
return;
}
}