From 30f41c02aec763d32e62351452da9ef582bc3472 Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Fri, 6 Mar 2026 13:30:59 -0800 Subject: Move contrib libraries to contrib repo --- .../camera/01-read-and-draw/read-and-draw.c | 113 --------------------- 1 file changed, 113 deletions(-) delete mode 100644 contrib/SDL-3.2.8/examples/camera/01-read-and-draw/read-and-draw.c (limited to 'contrib/SDL-3.2.8/examples/camera/01-read-and-draw/read-and-draw.c') diff --git a/contrib/SDL-3.2.8/examples/camera/01-read-and-draw/read-and-draw.c b/contrib/SDL-3.2.8/examples/camera/01-read-and-draw/read-and-draw.c deleted file mode 100644 index 989fd54..0000000 --- a/contrib/SDL-3.2.8/examples/camera/01-read-and-draw/read-and-draw.c +++ /dev/null @@ -1,113 +0,0 @@ -/* - * 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 -#include - -/* 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, 0, &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 */ - 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. */ -} - -- cgit v1.2.3