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1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 | #ifndef EMOTION_H
#define EMOTION_H
/**
* @file
* @brief Emotion Media Library
*
* These routines are used for Emotion.
*/
/**
*
* @page emotion_main Emotion
*
* @date 2003 (created)
*
* @section toc Table of Contents
*
* @li @ref emotion_main_intro
* @li @ref emotion_main_work
* @li @ref emotion_main_compiling
* @li @ref emotion_main_next_steps
* @li @ref emotion_main_intro_example
*
* @section emotion_main_intro Introduction
*
* A media object library for Evas and Ecore.
*
* Emotion is a library that allows playing audio and video files, using one of
* its backends (gstreamer, xine or generic shm player).
*
* It is integrated into Ecore through its mainloop, and is transparent to the
* user of the library how the decoding of audio and video is being done. Once
* the objects are created, the user can set callbacks to the specific events
* and set options to this object, all in the main loop (no threads are needed).
*
* Emotion is also integrated with Evas. The emotion object returned by
* emotion_object_add() is an Evas smart object, so it can be manipulated with
* default Evas object functions. Callbacks can be added to the signals emitted
* by this object with evas_object_smart_callback_add().
*
* @section emotion_main_work How does Emotion work?
*
* The Emotion library uses Evas smart objects to allow you to manipulate the
* created object as any other Evas object, and to connect to its signals,
* handling them when needed. It's also possible to swallow Emotion objects
* inside Edje themes, and expect it to behave as a normal image or rectangle
* when regarding to its dimensions.
*
* @section emotion_main_compiling How to compile
*
* Emotion is a library your application links to. The procedure for this is
* very simple. You simply have to compile your application with the
* appropriate compiler flags that the @c pkg-config script outputs. For
* example:
*
* Compiling C or C++ files into object files:
*
* @verbatim
gcc -c -o main.o main.c `pkg-config --cflags emotion`
@endverbatim
*
* Linking object files into a binary executable:
*
* @verbatim
gcc -o my_application main.o `pkg-config --libs emotion`
@endverbatim
*
* See @ref pkgconfig
*
* @section emotion_main_next_steps Next Steps
*
* After you understood what Emotion is and installed it in your
* system you should proceed understanding the programming
* interface. We'd recommend you to take a while to learn @ref Ecore and
* @ref Evas to get started.
*
* Recommended reading:
*
* @li @ref Emotion_Init to initialize the library.
* @li @ref Emotion_Video to control video parameters.
* @li @ref Emotion_Audio to control audio parameters.
* @li @ref Emotion_Play to control playback.
* @li @ref Emotion_Webcam to show cameras.
* @li @ref Emotion_API for general programming interface.
*
* @section emotion_main_intro_example Introductory Example
*
* @include emotion_basic_example.c
*
* More examples can be found at @ref emotion_examples.
*/
#include <Evas.h>
#include <Efl_Config.h>
#ifdef EAPI
# undef EAPI
#endif
#ifdef _WIN32
# ifdef EFL_EMOTION_BUILD
# ifdef DLL_EXPORT
# define EAPI __declspec(dllexport)
# else
# define EAPI
# endif /* ! DLL_EXPORT */
# else
# define EAPI __declspec(dllimport)
# endif /* ! EFL_EMOTION_BUILD */
#else
# ifdef __GNUC__
# if __GNUC__ >= 4
# define EAPI __attribute__ ((visibility("default")))
# else
# define EAPI
# endif
# else
# define EAPI
# endif
#endif /* ! _WIN32 */
/**
* @file Emotion.h
* @brief The file that provides Emotion the API, with functions available for
* play, seek, change volume, etc.
*/
enum _Emotion_Module
{
EMOTION_MODULE_XINE,
EMOTION_MODULE_GSTREAMER
};
enum _Emotion_Event
{
EMOTION_EVENT_MENU1, // Escape Menu
EMOTION_EVENT_MENU2, // Title Menu
EMOTION_EVENT_MENU3, // Root Menu
EMOTION_EVENT_MENU4, // Subpicture Menu
EMOTION_EVENT_MENU5, // Audio Menu
EMOTION_EVENT_MENU6, // Angle Menu
EMOTION_EVENT_MENU7, // Part Menu
EMOTION_EVENT_UP,
EMOTION_EVENT_DOWN,
EMOTION_EVENT_LEFT,
EMOTION_EVENT_RIGHT,
EMOTION_EVENT_SELECT,
EMOTION_EVENT_NEXT,
EMOTION_EVENT_PREV,
EMOTION_EVENT_ANGLE_NEXT,
EMOTION_EVENT_ANGLE_PREV,
EMOTION_EVENT_FORCE,
EMOTION_EVENT_0,
EMOTION_EVENT_1,
EMOTION_EVENT_2,
EMOTION_EVENT_3,
EMOTION_EVENT_4,
EMOTION_EVENT_5,
EMOTION_EVENT_6,
EMOTION_EVENT_7,
EMOTION_EVENT_8,
EMOTION_EVENT_9,
EMOTION_EVENT_10
};
/**
* @enum _Emotion_Meta_Info
*
* Used for retrieving information about the media file being played.
*
* @see emotion_object_meta_info_get()
*
* @ingroup Emotion_Info
*/
enum _Emotion_Meta_Info
{
EMOTION_META_INFO_TRACK_TITLE, /**< track title */
EMOTION_META_INFO_TRACK_ARTIST, /**< artist name */
EMOTION_META_INFO_TRACK_ALBUM, /**< album name */
EMOTION_META_INFO_TRACK_YEAR, /**< track year */
EMOTION_META_INFO_TRACK_GENRE, /**< track genre */
EMOTION_META_INFO_TRACK_COMMENT, /**< track comments */
EMOTION_META_INFO_TRACK_DISC_ID, /**< track disc ID */
EMOTION_META_INFO_TRACK_COUNT /**< track count - number of the track in the album */
};
/**
* @enum _Emotion_Vis
*
* Used for displaying a visualization on the emotion object.
*
* @see emotion_object_vis_set()
*
* @ingroup Emotion_Visualization
*/
enum _Emotion_Vis
{
EMOTION_VIS_NONE, /**< no visualization set */
EMOTION_VIS_GOOM, /**< goom */
EMOTION_VIS_LIBVISUAL_BUMPSCOPE, /**< bumpscope */
EMOTION_VIS_LIBVISUAL_CORONA, /**< corona */
EMOTION_VIS_LIBVISUAL_DANCING_PARTICLES, /**< dancing particles */
EMOTION_VIS_LIBVISUAL_GDKPIXBUF, /**< gdkpixbuf */
EMOTION_VIS_LIBVISUAL_G_FORCE, /**< G force */
EMOTION_VIS_LIBVISUAL_GOOM, /**< goom */
EMOTION_VIS_LIBVISUAL_INFINITE, /**< infinite */
EMOTION_VIS_LIBVISUAL_JAKDAW, /**< jakdaw */
EMOTION_VIS_LIBVISUAL_JESS, /**< jess */
EMOTION_VIS_LIBVISUAL_LV_ANALYSER, /**< lv analyser */
EMOTION_VIS_LIBVISUAL_LV_FLOWER, /**< lv flower */
EMOTION_VIS_LIBVISUAL_LV_GLTEST, /**< lv gltest */
EMOTION_VIS_LIBVISUAL_LV_SCOPE, /**< lv scope */
EMOTION_VIS_LIBVISUAL_MADSPIN, /**< madspin */
EMOTION_VIS_LIBVISUAL_NEBULUS, /**< nebulus */
EMOTION_VIS_LIBVISUAL_OINKSIE, /**< oinksie */
EMOTION_VIS_LIBVISUAL_PLASMA, /**< plasma */
EMOTION_VIS_LAST /* sentinel */
};
/**
* @enum Emotion_Suspend
*
* Used for emotion pipeline ressource management.
*
* @see emotion_object_suspend_set()
* @see emotion_object_suspend_get()
*
* @ingroup Emotion_Ressource
*/
typedef enum
{
EMOTION_WAKEUP, /**< pipeline is up and running */
EMOTION_SLEEP, /**< turn off hardware ressource usage like overlay */
EMOTION_DEEP_SLEEP, /**< destroy the pipeline, but keep full resolution pixels output around */
EMOTION_HIBERNATE /**< destroy the pipeline, and keep half resolution or object resolution if lower */
} Emotion_Suspend;
/**
* @enum _Emotion_Aspect
* Defines the aspect ratio option.
*/
enum _Emotion_Aspect
{
EMOTION_ASPECT_KEEP_NONE, /**< ignore video aspect ratio */
EMOTION_ASPECT_KEEP_WIDTH, /**< respect video aspect, fitting its width inside the object width */
EMOTION_ASPECT_KEEP_HEIGHT, /**< respect video aspect, fitting its height inside the object height */
EMOTION_ASPECT_KEEP_BOTH, /**< respect video aspect, fitting it inside the object area */
EMOTION_ASPECT_CROP, /**< respect video aspect, cropping exceding area */
EMOTION_ASPECT_CUSTOM, /**< use custom borders/crop for the video */
};
typedef enum _Emotion_Module Emotion_Module;
typedef enum _Emotion_Event Emotion_Event;
typedef enum _Emotion_Meta_Info Emotion_Meta_Info; /**< Meta info type to be retrieved. */
typedef enum _Emotion_Vis Emotion_Vis; /**< Type of visualization. */
typedef enum _Emotion_Aspect Emotion_Aspect; /**< Aspect ratio option. */
#define EMOTION_CHANNEL_AUTO -1
#define EMOTION_CHANNEL_DEFAULT 0
#ifdef __cplusplus
extern "C" {
#endif
#define EMOTION_VERSION_MAJOR EFL_VERSION_MAJOR
#define EMOTION_VERSION_MINOR EFL_VERSION_MINOR
typedef struct _Emotion_Version
{
int major;
int minor;
int micro;
int revision;
} Emotion_Version;
EAPI extern Emotion_Version *emotion_version;
/* api calls available */
/**
* @brief How to create, initialize, manipulate and connect to signals of an
* Emotion object.
* @defgroup Emotion_API API available for manipulating Emotion object.
* @ingroup Emotion
*
* @{
*
* Emotion provides an Evas smart object that allows to play, control and
* display a video or audio file. The API is synchronous but not everything
* happens immediately. There are also some signals to report changed states.
*
* Basically, once the object is created and initialized, a file will be set to
* it, and then it can be resized, moved, and controlled by other Evas object
* functions.
*
* However, the decoding of the music and video occurs not in the Ecore main
* loop, but usually in another thread (this depends on the module being used).
* The synchronization between this other thread and the main loop not visible
* to the end user of the library. The user can just register callbacks to the
* available signals to receive information about the changed states, and can
* call other functions from the API to request more changes on the current
* loaded file.
*
* There will be a delay between an API being called and it being really
* executed, since this request will be done in the main thread, and it needs to
* be sent to the decoding thread. For this reason, always call functions like
* emotion_object_size_get() or emotion_object_length_get() after some signal
* being sent, like "playback_started" or "open_done". @ref
* emotion_signals_example.c "This example demonstrates this behavior".
*
* @section signals Available signals
* The Evas_Object returned by emotion_object_add() has a number of signals that
* can be listened to using evas' smart callbacks mechanism. All signals have
* NULL as event info. The following is a list of interesting signals:
* @li "playback_started" - Emitted when the playback starts
* @li "playback_finished" - Emitted when the playback finishes
* @li "frame_decode" - Emitted every time a frame is decoded
* @li "open_done" - Emitted when the media file is opened
* @li "position_update" - Emitted when emotion_object_position_set is called
* @li "decode_stop" - Emitted after the last frame is decoded
*
* @section Examples
*
* The following examples exemplify the emotion usage. There's also the
* emotion_test binary that is distributed with this library and cover the
* entire API, but since it is too long and repetitive to be explained, its code
* is just displayed as another example.
*
* @li @ref emotion_basic_example_c
* @li @ref emotion_signals_example.c "Emotion signals"
* @li @ref emotion_test_main.c "emotion_test - full API usage"
*
*/
/**
* @defgroup Emotion_Init Creation and initialization functions
*/
/**
* @defgroup Emotion_Audio Audio control functions
*/
/**
* @defgroup Emotion_Video Video control functions
*/
/**
* @defgroup Emotion_Visualization Visualization control functions
*/
/**
* @defgroup Emotion_Info Miscellaneous information retrieval functions
*/
/**
* @defgroup Emotion_Ressource Video ressource management
*/
EAPI Eina_Bool emotion_init(void);
EAPI Eina_Bool emotion_shutdown(void);
/**
* @brief Add an emotion object to the canvas.
*
* @param evas The canvas where the object will be added to.
* @return The emotion object just created.
*
* This function creates an emotion object and adds it to the specified @p evas.
* The returned object can be manipulated as any other Evas object, using the
* default object manipulation functions - evas_object_*.
*
* After creating the object with this function, it's still necessary to
* initialize it with emotion_object_init(), and if an audio file is going to be
* played with this object instead of a video, use
* emotion_object_video_mute_set().
*
* The next step is to open the desired file with emotion_object_file_set(), and
* start playing it with emotion_object_play_set().
*
* @see emotion_object_init()
* @see emotion_object_video_mute_set()
* @see emotion_object_file_set()
* @see emotion_object_play_set()
*
* @ingroup Emotion_Init
*/
EAPI Evas_Object *emotion_object_add (Evas *evas);
/**
* @brief Set the specified option for the current module.
*
* @param obj The emotion object which the option is being set to.
* @param opt The option that is being set. Currently supported optiosn: "video"
* and "audio".
* @param val The value of the option. Currently only supports "off" (?!?!?!)
*
* This function allows one to mute the video or audio of the emotion object.
*
* @note Please don't use this function, consider using
* emotion_object_audio_mute_set() and emotion_object_video_mute_set() instead.
*
* @see emotion_object_audio_mute_set()
* @see emotion_object_video_mute_set()
*
* @ingroup Emotion_Init
*/
EAPI void emotion_object_module_option_set (Evas_Object *obj, const char *opt, const char *val);
/**
* @brief Initializes an emotion object with the specified module.
*
* @param obj The emotion object to be initialized.
* @param module_filename The name of the module to be used (gstreamer or xine).
* @return @c EINA_TRUE if the specified module was successfully initialized for
* this object, @c EINA_FALSE otherwise.
*
* This function is required after creating the emotion object, in order to
* specify which module will be used with this object. Different objects can
* use different modules to play a media file. The current supported modules are
* @b gstreamer and @b xine.
*
* To use any of them, you need to make sure that support for them was compiled
* correctly.
*
* @note It's possible to disable the build of a module with
* --disable-module_name.
*
* @see emotion_object_add()
* @see emotion_object_file_set()
*
* @ingroup Emotion_Init
*/
EAPI Eina_Bool emotion_object_init (Evas_Object *obj, const char *module_filename);
/**
* @brief Set borders for the emotion object.
*
* @param obj The emotion object where borders are being set.
* @param l The left border.
* @param r The right border.
* @param t The top border.
* @param b The bottom border.
*
* This function sets borders for the emotion video object (just when a video is
* present). When positive values are given to one of the parameters, a border
* will be added to the respective position of the object, representing that
* size on the original video size. However, if the video is scaled up or down
* (i.e. the emotion object size is different from the video size), the borders
* will be scaled respectively too.
*
* If a negative value is given to one of the parameters, instead of a border,
* that respective side of the video will be cropped.
*
* It's possible to set a color for the added borders (default is transparent)
* with emotion_object_bg_color_set(). By default, an Emotion object doesn't
* have any border.
*
* @see emotion_object_border_get()
* @see emotion_object_bg_color_set()
*
* @ingroup Emotion_Video
*/
EAPI void emotion_object_border_set(Evas_Object *obj, int l, int r, int t, int b);
/**
* @brief Get the borders set for the emotion object.
*
* @param obj The emotion object from which the borders are being retrieved.
* @param l The left border.
* @param r The right border.
* @param t The top border.
* @param b The bottom border.
*
* @see emotion_object_border_set()
*
* @ingroup Emotion_Video
*/
EAPI void emotion_object_border_get(const Evas_Object *obj, int *l, int *r, int *t, int *b);
/**
* @brief Set a color for the background rectangle of this emotion object.
*
* @param obj The emotion object where the background color is being set.
* @param r Red component of the color.
* @param g Green component of the color.
* @param b Blue component of the color.
* @param a Alpha channel of the color.
*
* This is useful when a border is added to any side of the Emotion object. The
* area between the edge of the video and the edge of the object will be filled
* with the specified color.
*
* The default color is 0, 0, 0, 0 (transparent).
*
* @see emotion_object_bg_color_get()
*
* @ingroup Emotion_Video
*/
EAPI void emotion_object_bg_color_set(Evas_Object *obj, int r, int g, int b, int a);
/**
* @brief Get the background color set for the emotion object.
*
* @param obj The emotion object from which the background color is being retrieved.
* @param r Red component of the color.
* @param g Green component of the color.
* @param b Blue component of the color.
* @param a AAlpha channel of the color.
*
* @see emotion_object_bg_color_set()
*
* @ingroup Emotion_Video
*/
EAPI void emotion_object_bg_color_get(const Evas_Object *obj, int *r, int *g, int *b, int *a);
/**
* @brief Set whether emotion should keep the aspect ratio of the video.
*
* @param obj The emotion object where to set the aspect.
* @param a The aspect ratio policy.
*
* Instead of manually calculating the required border to set with
* emotion_object_border_set(), and using this to fix the aspect ratio of the
* video when the emotion object has a different aspect, it's possible to just
* set the policy to be used.
*
* The options are:
*
* - @b #EMOTION_ASPECT_KEEP_NONE - ignore the video aspect ratio, and reset any
* border set to 0, stretching the video inside the emotion object area. This
* option is similar to EVAS_ASPECT_CONTROL_NONE size hint.
* - @b #EMOTION_ASPECT_KEEP_WIDTH - respect the video aspect ratio, fitting the
* video width inside the object width. This option is similar to
* EVAS_ASPECT_CONTROL_HORIZONTAL size hint.
* - @b #EMOTION_ASPECT_KEEP_HEIGHT - respect the video aspect ratio, fitting
* the video height inside the object height. This option is similar to
* EVAS_ASPECT_CONTROL_VERTIAL size hint.
* - @b #EMOTION_ASPECT_KEEP_BOTH - respect the video aspect ratio, fitting both
* its width and height inside the object area. This option is similar to
* EVAS_ASPECT_CONTROL_BOTH size hint. It's the effect called letterboxing.
* - @b #EMOTION_ASPECT_CROP - respect the video aspect ratio, fitting the width
* or height inside the object area, and cropping the exceding areas of the
* video in height or width. It's the effect called pan-and-scan.
* - @b #EMOTION_ASPECT_CUSTOM - ignore the video aspect ratio, and use the
* current set from emotion_object_border_set().
*
* @note Calling this function with any value except #EMOTION_ASPECT_CUSTOM will
* invalidate borders set with emotion_object_border_set().
*
* @note Calling emotion_object_border_set() will automatically set the aspect
* policy to #EMOTION_ASPECT_CUSTOM.
*
* @see emotion_object_border_set()
* @see emotion_object_keep_aspect_get()
*
* @ingroup Emotion_Video
*/
EAPI void emotion_object_keep_aspect_set(Evas_Object *obj, Emotion_Aspect a);
/**
* @brief Get the current emotion aspect ratio policy.
*
* @param obj The emotion object from which we are fetching the aspect ratio
* policy.
* @return The current aspect ratio policy.
*
* @see emotion_object_keep_aspect_set()
*
* @ingroup Emotion_Video
*/
EAPI Emotion_Aspect emotion_object_keep_aspect_get(const Evas_Object *obj);
/**
* @brief Set the file to be played in the Emotion object.
*
* @param obj The emotion object where the file is being loaded.
* @param filename Path to the file to be loaded. It can be absolute or relative
* path.
* @return EINA_TRUE if the new file could be loaded successfully, and
* EINA_FALSE if the file could not be loaded. This happens when the filename is
* could not be found, when the module couldn't open the file, when no module is
* initialized in this object, or when the @p filename is the same as the
* one previously set.
*
* This function sets the file to be used with this emotion object. If the
* object already has another file set, this file will be unset and unloaded,
* and the new file will be loaded to this emotion object. The seek position
* will be set to 0, and the emotion object will be paused, instead of playing.
*
* If there was already a filename set, and it's the same as the one being set
* now, this function does nothing and returns EINA_FALSE.
*
* Use @c NULL as argument to @p filename if you want to unload the current file
* but don't want to load anything else.
*
* @see emotion_object_init()
* @see emotion_object_play_set()
* @see emotion_object_file_get()
*
* @ingroup Emotion_Init
*/
EAPI Eina_Bool emotion_object_file_set (Evas_Object *obj, const char *filename);
/**
* @brief Get the filename of the file associated with the emotion object.
*
* @param obj The emotion object from which the filename will be retrieved.
* @return The path to the file loaded into this emotion object.
*
* This function returns the path of the file loaded in this emotion object. If
* no object is loaded, it will return @c NULL.
*
* @note Don't free or change the string returned by this function in any way.
* If you want to unset it, use @c emotion_object_file_set(obj, NULL).
*
* @see emotion_object_file_set()
*
* @ingroup Emotion_Init
*/
EAPI const char *emotion_object_file_get (const Evas_Object *obj);
/**
* @defgroup Emotion_Play Play control functions
* @ingroup Emotion
*
* @{
*/
/**
*
* @brief Set play/pause state of the media file.
*
* @param obj The emotion object whose state will be changed.
* @param play EINA_TRUE to play, EINA_FALSE to pause.
*
* This functions sets the currently playing status of the video. Using this
* function to play or pause the video doesn't alter it's current position.
*/
EAPI void emotion_object_play_set (Evas_Object *obj, Eina_Bool play);
/**
* @brief Get play/pause state of the media file.
*
* @param obj The emotion object from which the state will be retrieved.
* @return EINA_TRUE if playing. EINA_FALSE if not playing.
*/
EAPI Eina_Bool emotion_object_play_get (const Evas_Object *obj);
/**
* @brief Set the position in the media file.
*
* @param obj The emotion object whose position will be changed.
* @param sec The position(in seconds) to which the media file will be set.
*
* This functions sets the current position of the media file to @p sec, this
* only works on seekable streams. Setting the position doesn't change the
* playing state of the media file.
*
* @see emotion_object_seekable_get
*/
EAPI void emotion_object_position_set (Evas_Object *obj, double sec);
/**
* @brief Get the position in the media file.
*
* @param obj The emotion object from which the position will be retrieved.
* @return The position of the media file.
*
* The position is returned as the number of seconds since the beginning of the
* media file.
*/
EAPI double emotion_object_position_get (const Evas_Object *obj);
/**
* @brief Get the percentual size of the buffering cache.
*
* @param obj The emotion object from which the buffer size will be retrieved.
* @return The buffer percent size, ranging from 0.0 to 1.0
*
* The buffer size is returned as a number between 0.0 and 1.0, 0.0 means
* the buffer if empty, 1.0 means full.
* If no buffering is in progress 1.0 is returned. In all other cases (maybe
* the backend don't support buffering) 1.0 is returned, thus you can always
* check for buffer_size < 1.0 to know if buffering is in progress.
*
* @warning Generic backend don't implement this (will return 1.0).
*/
EAPI double emotion_object_buffer_size_get (const Evas_Object *obj);
/**
* @brief Get whether the media file is seekable.
*
* @param obj The emotion object from which the seekable status will be
* retrieved.
* @return EINA_TRUE if the media file is seekable, EINA_FALSE otherwise.
*/
EAPI Eina_Bool emotion_object_seekable_get (const Evas_Object *obj);
/**
* @brief Get the length of play for the media file.
*
* @param obj The emotion object from which the length will be retrieved.
* @return The length of the media file in seconds.
*
* This function returns the length of the media file in seconds.
*
* @warning This will return 0 if called before the "length_change" signal has,
* been emitted.
*/
EAPI double emotion_object_play_length_get (const Evas_Object *obj);
/**
* @brief Set the play speed of the media file.
*
* @param obj The emotion object whose speed will be set.
* @param speed The speed to be set in the range [0,infinity)
*
* This function sets the speed with which the media file will be played. 1.0
* represents the normal speed, 2 double speed, 0.5 half speed and so on.
*
* @warning The only backend that implements this is the experimental VLC
* backend.
*/
EAPI void emotion_object_play_speed_set (Evas_Object *obj, double speed);
/**
* @brief Get the play speed of the media file.
*
* @param obj The emotion object from which the filename will be retrieved.
* @return The current speed of the media file.
*
* @see emotion_object_play_speed_set
*/
EAPI double emotion_object_play_speed_get (const Evas_Object *obj);
/**
* @brief Get how much of the file has been played.
*
* @param obj The emotion object from which the filename will be retrieved.
* @return The progress of the media file.
*
* @warning Don't change of free the returned string.
* @warning gstreamer xine backends don't implement this(will return NULL).
*/
EAPI const char *emotion_object_progress_info_get (const Evas_Object *obj);
/**
* @brief Get how much of the file has been played.
*
* @param obj The emotion object from which the filename will be retrieved
* @return The progress of the media file.
*
* This function gets the progress in playing the file, the return value is in
* the [0, 1] range.
*
* @warning gstreamer xine backends don't implement this(will return 0).
*/
EAPI double emotion_object_progress_status_get (const Evas_Object *obj);
/**
* @}
*/
EAPI Eina_Bool emotion_object_video_handled_get (const Evas_Object *obj);
EAPI Eina_Bool emotion_object_audio_handled_get (const Evas_Object *obj);
/**
* @brief Retrieve the video aspect ratio of the media file loaded.
*
* @param obj The emotion object which the video aspect ratio will be retrieved
* from.
* @return The video aspect ratio of the file loaded.
*
* This function returns the video aspect ratio (width / height) of the file
* loaded. It can be used to adapt the size of the emotion object in the canvas,
* so the aspect won't be changed (by wrongly resizing the object). Or to crop
* the video correctly, if necessary.
*
* The described behavior can be applied like following. Consider a given
* emotion object that we want to position inside an area, which we will
* represent by @c w and @c h. Since we want to position this object either
* stretching, or filling the entire area but overflowing the video, or just
* adjust the video to fit inside the area without keeping the aspect ratio, we
* must compare the video aspect ratio with the area aspect ratio:
* @code
* int w = 200, h = 300; // an arbitrary value which represents the area where
* // the video would be placed
* int vw, vh;
* double r, vr = emotion_object_ratio_get(obj);
* r = (double)w / h;
* @endcode
*
* Now, if we want to make the video fit inside the area, the following code
* would do it:
* @code
* if (vr > r) // the video is wider than the area
* {
* vw = w;
* vh = w / vr;
* }
* else // the video is taller than the area
* {
* vh = h;
* vw = h * vr;
* }
* evas_object_resize(obj, vw, vh);
* @endcode
*
* And for keeping the aspect ratio but making the video fill the entire area,
* overflowing the content which can't fit inside it, we would do:
* @code
* if (vr > r) // the video is wider than the area
* {
* vh = h;
* vw = h * vr;
* }
* else // the video is taller than the area
* {
* vw = w;
* vh = w / vr;
* }
* evas_object_resize(obj, vw, vh);
* @endcode
*
* Finally, by just resizing the video to the video area, we would have the
* video stretched:
* @code
* vw = w;
* vh = h;
* evas_object_resize(obj, vw, vh);
* @endcode
*
* The following diagram exemplifies what would happen to the video,
* respectively, in each case:
*
* @image html emotion_ratio.png
* @image latex emotion_ratio.eps width=\textwidth
*
* @note This function returns the aspect ratio that the video @b should be, but
* sometimes the reported size from emotion_object_size_get() represents a
* different aspect ratio. You can safely resize the video to respect the aspect
* ratio returned by @b this function.
*
* @see emotion_object_size_get()
*
* @ingroup Emotion_Video
*/
EAPI double emotion_object_ratio_get (const Evas_Object *obj);
/**
* @brief Retrieve the video size of the loaded file.
*
* @param obj The object from which we are retrieving the video size.
* @param iw A pointer to a variable where the width will be stored.
* @param ih A pointer to a variable where the height will be stored.
*
* This function returns the reported size of the loaded video file. If a file
* that doesn't contain a video channel is loaded, then this size can be
* ignored.
*
* The value reported by this function should be consistent with the aspect
* ratio returned by emotion_object_ratio_get(), but sometimes the information
* stored in the file is wrong. So use the ratio size reported by
* emotion_object_ratio_get(), since it is more likely going to be accurate.
*
* @note Use @c NULL for @p iw or @p ih if you don't need one of these values.
*
* @see emotion_object_ratio_get()
*
* @ingroup Emotion_Video
*/
EAPI void emotion_object_size_get (const Evas_Object *obj, int *iw, int *ih);
/**
* @brief Sets whether to use of high-quality image scaling algorithm
* of the given video object.
*
* When enabled, a higher quality video scaling algorithm is used when
* scaling videos to sizes other than the source video. This gives
* better results but is more computationally expensive.
*
* @param obj The given video object.
* @param smooth Whether to use smooth scale or not.
*
* @see emotion_object_smooth_scale_get()
*
* @ingroup Emotion_Video
*/
EAPI void emotion_object_smooth_scale_set (Evas_Object *obj, Eina_Bool smooth);
/**
* @brief Gets whether the high-quality image scaling algorithm
* of the given video object is used.
*
* @param obj The given video object.
* @return Whether the smooth scale is used or not.
*
* @see emotion_object_smooth_scale_set()
*
* @ingroup Emotion_Video
*/
EAPI Eina_Bool emotion_object_smooth_scale_get (const Evas_Object *obj);
EAPI void emotion_object_event_simple_send (Evas_Object *obj, Emotion_Event ev);
/**
* @brief Set the audio volume.
*
* @param obj The object where the volume is being set.
* @param vol The new volume parameter. Range is from 0.0 to 1.0.
*
* Sets the audio volume of the stream being played. This has nothing to do with
* the system volume. This volume will be multiplied by the system volume. e.g.:
* if the current volume level is 0.5, and the system volume is 50%, it will be
* 0.5 * 0.5 = 0.25.
*
* The default value depends on the module used. This value doesn't get changed
* when another file is loaded.
*
* @see emotion_object_audio_volume_get()
*
* @ingroup Emotion_Audio
*/
EAPI void emotion_object_audio_volume_set (Evas_Object *obj, double vol);
/**
* @brief Get the audio volume.
*
* @param obj The object from which we are retrieving the volume.
* @return The current audio volume level for this object.
*
* Get the current value for the audio volume level. Range is from 0.0 to 1.0.
* This volume is set with emotion_object_audio_volume_set().
*
* @see emotion_object_audio_volume_set()
*
* @ingroup Emotion_Audio
*/
EAPI double emotion_object_audio_volume_get (const Evas_Object *obj);
/**
* @brief Set the mute audio option for this object.
*
* @param obj The object which we are setting the mute audio option.
* @param mute Whether the audio should be muted (@c EINA_TRUE) or not (@c
* EINA_FALSE).
*
* This function sets the mute audio option for this emotion object. The current
* module used for this object can use this to avoid decoding the audio portion
* of the loaded media file.
*
* @see emotion_object_audio_mute_get()
* @see emotion_object_video_mute_set()
*
* @ingroup Emotion_Audio
*/
EAPI void emotion_object_audio_mute_set (Evas_Object *obj, Eina_Bool mute);
/**
* @brief Get the mute audio option of this object.
*
* @param obj The object which we are retrieving the mute audio option from.
* @return Whether the audio is muted (@c EINA_TRUE) or not (@c EINA_FALSE).
*
* This function return the mute audio option from this emotion object. It can
* be set with emotion_object_audio_mute_set().
*
* @see emotion_object_audio_mute_set()
*
* @ingroup Emotion_Audio
*/
EAPI Eina_Bool emotion_object_audio_mute_get (const Evas_Object *obj);
EAPI int emotion_object_audio_channel_count (const Evas_Object *obj);
EAPI const char *emotion_object_audio_channel_name_get(const Evas_Object *obj, int channel);
EAPI void emotion_object_audio_channel_set (Evas_Object *obj, int channel);
EAPI int emotion_object_audio_channel_get (const Evas_Object *obj);
/**
* @brief Set the mute video option for this object.
*
* @param obj The object which we are setting the mute video option.
* @param mute Whether the video should be muted (@c EINA_TRUE) or not (@c
* EINA_FALSE).
*
* This function sets the mute video option for this emotion object. The
* current module used for this object can use this information to avoid
* decoding the video portion of the loaded media file.
*
* @see emotion_object_video_mute_get()
* @see emotion_object_audio_mute_set()
*
* @ingroup Emotion_Video
*/
EAPI void emotion_object_video_mute_set (Evas_Object *obj, Eina_Bool mute);
/**
* @brief Get the mute video option of this object.
*
* @param obj The object which we are retrieving the mute video option from.
* @return Whether the video is muted (@c EINA_TRUE) or not (@c EINA_FALSE).
*
* This function returns the mute video option from this emotion object. It can
* be set with emotion_object_video_mute_set().
*
* @see emotion_object_video_mute_set()
*
* @ingroup Emotion_Video
*/
EAPI Eina_Bool emotion_object_video_mute_get (const Evas_Object *obj);
/**
* @brief Set the video's subtitle file path.
*
* @param obj The object which we are setting a subtitle file path.
* @param filepath The subtitle file path.
*
* This function sets a video's subtitle file path(i.e an .srt file) for
* supported subtitle formats consult the backend's documentation.
*
* @see emotion_object_video_subtitle_file_get().
*
* @ingroup Emotion_Video
* @since 1.8
*/
EAPI void emotion_object_video_subtitle_file_set (Evas_Object *obj, const char *filepath);
/**
* @brief Get the video's subtitle file path.
*
* @param obj The object which we are retrieving the subtitle file path from.
* @return The video's subtitle file path previously set, NULL otherwise.
*
* This function returns the video's subtitle file path, if not previously set
* or in error NULL is returned.
*
* @see emotion_object_video_subtitle_file_set().
*
* @ingroup Emotion_Video
* @since 1.8
*/
EAPI const char *emotion_object_video_subtitle_file_get (const Evas_Object *obj);
/**
* @brief Get the number of available video channel
*
* @param obj The object which we are retrieving the channel count from
* @return the number of available channel.
*
* @see emotion_object_video_channel_name_get()
*
* @ingroup Emotion_Video
*/
EAPI int emotion_object_video_channel_count (const Evas_Object *obj);
EAPI const char *emotion_object_video_channel_name_get(const Evas_Object *obj, int channel);
EAPI void emotion_object_video_channel_set (Evas_Object *obj, int channel);
EAPI int emotion_object_video_channel_get (const Evas_Object *obj);
EAPI void emotion_object_spu_mute_set (Evas_Object *obj, Eina_Bool mute);
EAPI Eina_Bool emotion_object_spu_mute_get (const Evas_Object *obj);
EAPI int emotion_object_spu_channel_count (const Evas_Object *obj);
EAPI const char *emotion_object_spu_channel_name_get (const Evas_Object *obj, int channel);
EAPI void emotion_object_spu_channel_set (Evas_Object *obj, int channel);
EAPI int emotion_object_spu_channel_get (const Evas_Object *obj);
EAPI int emotion_object_chapter_count (const Evas_Object *obj);
EAPI void emotion_object_chapter_set (Evas_Object *obj, int chapter);
EAPI int emotion_object_chapter_get (const Evas_Object *obj);
EAPI const char *emotion_object_chapter_name_get (const Evas_Object *obj, int chapter);
EAPI void emotion_object_eject (Evas_Object *obj);
/**
* @brief Get the dvd title from this emotion object.
*
* @param obj The object which the title will be retrieved from.
* @return A string containing the title.
*
* This function is only useful when playing a DVD.
*
* @note Don't change or free the string returned by this function.
*
* @ingroup Emotion_Info
*/
EAPI const char *emotion_object_title_get (const Evas_Object *obj);
EAPI const char *emotion_object_ref_file_get (const Evas_Object *obj);
EAPI int emotion_object_ref_num_get (const Evas_Object *obj);
EAPI int emotion_object_spu_button_count_get (const Evas_Object *obj);
EAPI int emotion_object_spu_button_get (const Evas_Object *obj);
/**
* @brief Retrieve meta information from this file being played.
*
* @param obj The object which the meta info will be extracted from.
* @param meta The type of meta information that will be extracted.
*
* This function retrieves information about the file loaded. It can retrieve
* the track title, artist name, album name, etc. See @ref Emotion_Meta_Info
* for all the possibilities.
*
* The meta info may be not available on all types of files. It will return @c
* NULL if the the file doesn't have meta info, or if this specific field is
* empty.
*
* @note Don't change or free the string returned by this function.
*
* @see Emotion_Meta_Info
*
* @ingroup Emotion_Info
*/
EAPI const char *emotion_object_meta_info_get (const Evas_Object *obj, Emotion_Meta_Info meta);
/**
* @brief Set the visualization to be used with this object.
*
* @param obj The object where the visualization will be set on.
* @param visualization The type of visualization to be used.
*
* The @p visualization specified will be played instead of a video. This is
* commonly used to display a visualization for audio only files (musics).
*
* The available visualizations are @ref Emotion_Vis.
*
* @see Emotion_Vis
* @see emotion_object_vis_get()
* @see emotion_object_vis_supported()
*
* @ingroup Emotion_Visualization
*/
EAPI void emotion_object_vis_set (Evas_Object *obj, Emotion_Vis visualization);
/**
* @brief Get the type of visualization in use by this emotion object.
*
* @param obj The emotion object which the visualization is being retrieved
* from.
* @return The type of visualization in use by this object.
*
* The type of visualization can be set by emotion_object_vis_set().
*
* @see Emotion_Vis
* @see emotion_object_vis_set()
* @see emotion_object_vis_supported()
*
* @ingroup Emotion_Visualization
*/
EAPI Emotion_Vis emotion_object_vis_get (const Evas_Object *obj);
/**
* @brief Query whether a type of visualization is supported by this object.
*
* @param obj The object which the query is being ran on.
* @param visualization The type of visualization that is being queried.
* @return EINA_TRUE if the visualization is supported, EINA_FALSE otherwise.
*
* This can be used to check if a visualization is supported. e.g.: one wants to
* display a list of available visualizations for a specific object.
*
* @see Emotion_Vis
* @see emotion_object_vis_set()
* @see emotion_object_vis_get()
*
* @ingroup Emotion_Visualization
*/
EAPI Eina_Bool emotion_object_vis_supported (const Evas_Object *obj, Emotion_Vis visualization);
/**
* @brief Raise priority of an object so it will have a priviledged access to hardware ressource.
*
* @param obj The object which the query is being ran on.
* @param priority EINA_TRUE means give me a priority access to the hardware ressource.
*
* Hardware have a few dedicated hardware pipeline that process the video at no cost for the CPU.
* Especially on SoC, you mostly have one (on mobile phone SoC) or two (on Set Top Box SoC) when
* Picture in Picture is needed. And most application just have a few video stream that really
* deserve high frame rate, hiogh quality output. That's why this call is for.
*
* Please note that if Emotion can't acquire a priviledged hardware ressource, it will fallback
* to the no-priority path. This work on the first asking first get basis system.
*
* @see emotion_object_priority_get()
*
* @ingroup Emotion_Ressource
*/
EAPI void emotion_object_priority_set(Evas_Object *obj, Eina_Bool priority);
/**
* @brief Get the actual priority of an object.
*
* @param obj The object which the query is being ran on.
* @return EINA_TRUE if the object has a priority access to the hardware.
*
* This actually return the priority status of an object. If it failed to have a priviledged
* access to the hardware, it will return EINA_FALSE.
*
* @see emotion_object_priority_get()
*
* @ingroup Emotion_Ressource
*/
EAPI Eina_Bool emotion_object_priority_get(const Evas_Object *obj);
/**
* @brief Change the state of an object pipeline.
*
* @param obj The object which the query is being ran on.
* @param state The new state for the object.
*
* Changing the state of a pipeline should help preserve the battery of an embedded device.
* But it will only work sanely if the pipeline is not playing at the time you change its
* state. Depending on the engine all state may be not implemented.
*
* @see Emotion_Suspend
* @see emotion_object_suspend_get()
*
* @ingroup Emotion_Ressource
*/
EAPI void emotion_object_suspend_set(Evas_Object *obj, Emotion_Suspend state);
/**
* @brief Get the current state of the pipeline
*
* @param obj The object which the query is being ran on.
* @return the current state of the pipeline.
*
* @see Emotion_Suspend
* @see emotion_object_suspend_set()
*
* @ingroup Emotion_Ressource
*/
EAPI Emotion_Suspend emotion_object_suspend_get(Evas_Object *obj);
/**
* @brief Load the last known position if available
*
* @param obj The object which the query is being ran on.
*
* By using Xattr, Emotion is able, if the system permitt it, to store and retrieve
* the latest position. It should trigger some smart callback to let the application
* know when it succeed or fail. Every operation is fully asynchronous and not
* linked to the actual engine used to play the vide.
*
* @see emotion_object_last_position_save()
*
* @ingroup Emotion_Info
*/
EAPI void emotion_object_last_position_load(Evas_Object *obj);
/**
* @brief Save the lastest position if possible
*
* @param obj The object which the query is being ran on.
*
* By using Xattr, Emotion is able, if the system permitt it, to store and retrieve
* the latest position. It should trigger some smart callback to let the application
* know when it succeed or fail. Every operation is fully asynchronous and not
* linked to the actual engine used to play the vide.
*
* @see emotion_object_last_position_load()
*
* @ingroup Emotion_Info
*/
EAPI void emotion_object_last_position_save(Evas_Object *obj);
/**
* @brief Do we have a chance to play that file
*
* @param file A stringshared filename that we want to know if Emotion can play.
*
* This just actually look at the extention of the file, it doesn't check the mime-type
* nor if the file is actually sane. So this is just an hint for your application.
*
* @see emotion_object_extension_may_play_get()
*/
EAPI Eina_Bool emotion_object_extension_may_play_fast_get(const char *file);
/**
* @brief Do we have a chance to play that file
*
* @param file A filename that we want to know if Emotion can play.
*
* This just actually look at the extention of the file, it doesn't check the mime-type
* nor if the file is actually sane. So this is just an hint for your application.
*
* @see emotion_object_extension_may_play_fast_get()
*/
EAPI Eina_Bool emotion_object_extension_may_play_get(const char *file);
/**
* @brief Get the actual image object that contains the pixels of the video stream
*
* @param obj The object which the query is being ran on.
*
* This function is usefull when you want to get a direct access to the pixels.
*
* @see emotion_object_image_get()
*/
EAPI Evas_Object *emotion_object_image_get(const Evas_Object *obj);
/**
* @defgroup Emotion_Webcam API available for accessing webcam
* @ingroup Emotion
*/
typedef struct _Emotion_Webcam Emotion_Webcam; /**< Webcam description */
EAPI extern int EMOTION_WEBCAM_UPDATE; /**< Ecore_Event triggered when a new webcam is plugged or unplugged */
EAPI extern int EMOTION_WEBCAM_ADD; /**< Ecore_Event triggered when a new webcam is plugged in @since 1.8*/
EAPI extern int EMOTION_WEBCAM_DEL; /**< Ecore_Event triggered when a webcam is unplugged @since 1.8 */
/**
* @brief Get a list of active and available webcam
*
* @return the list of available webcam at the time of the call.
*
* It will return the current live list of webcam. It is updated before
* triggering EMOTION_WEBCAM_UPDATE and should never be modified.
*
* @ingroup Emotion_Webcam
*/
EAPI const Eina_List *emotion_webcams_get(void);
/**
* @brief Get the human understandable name of a Webcam
*
* @param ew The webcam to get the name from.
* @return the actual human readable name.
*
* @ingroup Emotion_Webcam
*/
EAPI const char *emotion_webcam_name_get(const Emotion_Webcam *ew);
/**
* @brief Get the uri of a Webcam that will be understood by emotion
*
* @param ew The webcam to get the uri from.
* @return the actual uri that emotion will later understood.
*
* @ingroup Emotion_Webcam
*/
EAPI const char *emotion_webcam_device_get(const Emotion_Webcam *ew);
/**
* @}
*/
#ifdef __cplusplus
}
#endif
#endif
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