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// Build with: gcc -o main main.c `pkg-config --libs --cflags mpv sdl2` -std=c99
#include <stddef.h>
#include <stdio.h>
#include <stdlib.h>
#include <SDL.h>
#include <mpv/client.h>
#include <mpv/render_gl.h>
static Uint32 wakeup_on_mpv_redraw, wakeup_on_mpv_events;
static void die(const char *msg)
{
fprintf(stderr, "%s\n", msg);
exit(1);
}
static void *get_proc_address_mpv(void *fn_ctx, const char *name)
{
return SDL_GL_GetProcAddress(name);
}
static void on_mpv_events(void *ctx)
{
SDL_Event event = {.type = wakeup_on_mpv_events};
SDL_PushEvent(&event);
}
static void on_mpv_redraw(void *ctx)
{
SDL_Event event = {.type = wakeup_on_mpv_redraw};
SDL_PushEvent(&event);
}
int main(int argc, char *argv[])
{
if (argc != 2)
die("pass a single media file as argument");
mpv_handle *mpv = mpv_create();
if (!mpv)
die("context init failed");
// Some minor options can only be set before mpv_initialize().
if (mpv_initialize(mpv) < 0)
die("mpv init failed");
if (SDL_Init(SDL_INIT_VIDEO) < 0)
die("SDL init failed");
SDL_Window *window =
SDL_CreateWindow("hi", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
1000, 500, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN |
SDL_WINDOW_RESIZABLE);
if (!window)
die("failed to create SDL window");
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
if (!glcontext)
die("failed to create SDL GL context");
mpv_render_param params[] = {
{MPV_RENDER_PARAM_API_TYPE, MPV_RENDER_API_TYPE_OPENGL},
{MPV_RENDER_PARAM_OPENGL_INIT_PARAMS, &(mpv_opengl_init_params){
.get_proc_address = get_proc_address_mpv,
}},
{0}
};
// This makes mpv use the currently set GL context. It will use the callback
// (passed via params) to resolve GL builtin functions, as well as extensions.
mpv_render_context *mpv_gl;
if (mpv_render_context_create(&mpv_gl, mpv, params) < 0)
die("failed to initialize mpv GL context");
// We use events for thread-safe notification of the SDL main loop.
// Generally, the wakeup callbacks (set further below) should do as least
// work as possible, and merely wake up another thread to do actual work.
// On SDL, waking up the mainloop is the ideal course of action. SDL's
// SDL_PushEvent() is thread-safe, so we use that.
wakeup_on_mpv_redraw = SDL_RegisterEvents(1);
wakeup_on_mpv_events = SDL_RegisterEvents(1);
if (wakeup_on_mpv_redraw == (Uint32)-1 || wakeup_on_mpv_events == (Uint32)-1)
die("could not register events");
// When normal mpv events are available.
mpv_set_wakeup_callback(mpv, on_mpv_events, NULL);
// When a new frame should be drawn with mpv_opengl_cb_draw().
// (Separate from the normal event handling mechanism for the sake of
// users which run OpenGL on a different thread.)
mpv_render_context_set_update_callback(mpv_gl, on_mpv_redraw, NULL);
// Play this file. Note that this starts playback asynchronously.
const char *cmd[] = {"loadfile", argv[1], NULL};
mpv_command(mpv, cmd);
while (1) {
SDL_Event event;
if (SDL_WaitEvent(&event) != 1)
die("event loop error");
int redraw = 0;
switch (event.type) {
case SDL_QUIT:
goto done;
case SDL_WINDOWEVENT:
if (event.window.event == SDL_WINDOWEVENT_EXPOSED)
redraw = 1;
break;
case SDL_KEYDOWN:
if (event.key.keysym.sym == SDLK_SPACE)
mpv_command_string(mpv, "cycle pause");
break;
default:
// Happens when a new video frame should be rendered, or if the
// current frame has to be redrawn e.g. due to OSD changes.
if (event.type == wakeup_on_mpv_redraw)
redraw = 1;
// Happens when at least 1 new event is in the mpv event queue.
if (event.type == wakeup_on_mpv_events) {
// Handle all remaining mpv events.
while (1) {
mpv_event *mp_event = mpv_wait_event(mpv, 0);
if (mp_event->event_id == MPV_EVENT_NONE)
break;
printf("event: %s\n", mpv_event_name(mp_event->event_id));
}
}
}
if (redraw) {
int w, h;
SDL_GetWindowSize(window, &w, &h);
mpv_render_param params[] = {
// Specify the default framebuffer (0) as target. This will
// render onto the entire screen. If you want to show the video
// in a smaller rectangle or apply fancy transformations, you'll
// need to render into a separate FBO and draw it manually.
{MPV_RENDER_PARAM_OPENGL_FBO, &(mpv_opengl_fbo){
.fbo = 0,
.w = w,
.h = h,
}},
// Flip rendering (needed due to flipped GL coordinate system).
{MPV_RENDER_PARAM_FLIP_Y, &(int){1}},
{0}
};
// See render_gl.h on what OpenGL environment mpv expects, and
// other API details.
mpv_render_context_render(mpv_gl, params);
SDL_GL_SwapWindow(window);
}
}
done:
// Destroy the GL renderer and all of the GL objects it allocated. If video
// is still running, the video track will be deselected.
mpv_render_context_free(mpv_gl);
mpv_terminate_destroy(mpv);
return 0;
}
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