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int | GetWidth () const |
| Width in pixels. More...
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int | GetHeight () const |
| Height in pixels. More...
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int | GetComponentCount () const |
| Component count. More...
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int | GetFrameCount () const |
| Number of frames. More...
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float | GetFrameRate () const |
| Frame rate. More...
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int | GetBitCount () const |
| Bits per pixel. More...
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float | GetPlayTime () const |
| Play time in seconds. More...
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const decColorMatrix3 & | GetColorConversionMatrix () const |
| Color conversion matrix. More...
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int | GetBytesPerSample () const |
| Bytes per sample or 0 if no audio. More...
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int | GetSampleCount () const |
| Number of samples or 0 if no audio. More...
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int | GetChannelCount () const |
| Number of channels or 0 if no audio. More...
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int | GetSampleRate () const |
| Sample rate or 0 if no audio. More...
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deBaseGraphicVideo * | GetPeerGraphic () const |
| Graphic system peer. More...
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void | SetPeerGraphic (deBaseGraphicVideo *peer) |
| Set graphic system peer. More...
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void | FinalizeConstruction (int width, int height, int componentCount, int bitCount, float frameRate, int frameCount, const decColorMatrix3 &colorConversionMatrix, int bytesPerSample, int sampleCount, int sampleRate, int channelCount) |
| Finalize construction after asynchronous loading. More...
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deVirtualFileSystem * | GetVirtualFileSystem () const |
| Virtual file system or NULL if build from memory. More...
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const decString & | GetFilename () const |
| Filename or empty string if build from memory. More...
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TIME_SYSTEM | GetModificationTime () const |
| Modification time used to detect resources changing on disk while loaded. More...
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void | SetModificationTime (TIME_SYSTEM modificationTime) |
| Set modification time used to detect resources changing on disk while loaded. More...
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bool | GetAsynchron () const |
| Resource is asynchron. More...
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void | SetAsynchron (bool asynchron) |
| Set if resource is asynchron. More...
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bool | GetOutdated () const |
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void | MarkOutdated () |
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| deFileResource (deFileResourceManager *resourceManager, deVirtualFileSystem *vfs, const char *filename, TIME_SYSTEM modificationTime) |
| Create file resource. More...
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deResourceManager * | GetResourceManager () const |
| Resource manager or NULL if resource is leaking. More...
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deEngine * | GetEngine () const |
| Game engine object from resource manager. More...
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deResource * | GetLLManagerPrev () const |
| Previous resource in the resource manager linked list. More...
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void | SetLLManagerPrev (deResource *resource) |
| Set next resource in the resource manager linked list. More...
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deResource * | GetLLManagerNext () const |
| Next resource in the resource manager linked list. More...
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void | SetLLManagerNext (deResource *resource) |
| Set next resource in the resource manager linked list. More...
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void | MarkLeaking () |
| Marks the resource leaking. More...
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| deResource (deResourceManager *resourceManager) |
| Create resource. More...
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int | GetRefCount () const |
| Reference count. More...
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void | AddReference () |
| Add reference increasing reference count by 1. More...
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void | FreeReference () |
| Decrease reference count by one and delete object if count reaches 0. More...
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| deObject () |
| Create object with reference count of 1. More...
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| deVideo (deVideoManager *manager, deVirtualFileSystem *vfs, const char *filename, TIME_SYSTEM modificationTime, int width, int height, int componentCount, int bitCount, float frameRate, int frameCount, const decColorMatrix3 &colorConversionMatrix, int bytesPerSample, int sampleCount, int sampleRate, int channelCount) |
| Create video. More...
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| deVideo (deVideoManager *manager, deVirtualFileSystem *vfs, const char *filename, TIME_SYSTEM modificationTime) |
| Create video for internal loading. More...
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virtual | ~deVideo () |
| Clean up video object. More...
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Video class.
Stores a video. Videos are sequences of images used to play short videos once or in a loop. Videos can be of streaming or non-streaming type. For non-streaming videos the data is loaded into a memory buffer shared. This is the best choice for small videos which do not require a lot of memory or are used in many places. For streaming videos no memory buffer is held. Streaming videos use a Video Decoder object to retrieve the image data. This is the best choice for large videos or videos which are used only a few times. The format of the video data can be RGB or YUV. The same data structures as in the image resource can be found. For the YUV format the mapping r=y, g=u and b=v is used.