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// #region License
// /*
// Microsoft Public License (Ms-PL)
// MonoGame - Copyright © 2009 The MonoGame Team
//
// All rights reserved.
//
// This license governs use of the accompanying software. If you use the software, you accept this license. If you do not
// accept the license, do not use the software.
//
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under
// U.S. copyright law.
//
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or derivative works of the contribution in the software.
//
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software,
// your patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent
// permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular
// purpose and non-infringement.
// */
// #endregion License
//
using System;
using MonoMac.Foundation;
using MonoMac.QTKit;
using Microsoft.Xna.Framework.Graphics;
namespace Microsoft.Xna.Framework.Media
{
public sealed class VideoPlayer
{
private Video _video;
private MediaState _state;
private bool _isLooped;
private Game _game;
private MacGamePlatform _platform;
// TODO Needed to bind OpenGL to Quicktime private QTVisualContextRef textureContext;
// TODO Needed to grab frame as a texture private CVOpenGLTextureRef currentFrame;
public VideoPlayer()
{
_state = MediaState.Stopped;
_game = Game.Instance;
_platform = (MacGamePlatform)_game.Services.GetService(typeof(MacGamePlatform));
}
public Texture2D GetTexture()
{
// Coming Soon
throw new NotImplementedException();
// TODO when Xamarin implement the relevant functions return currentFrame;
}
public void Pause()
{
if (_video != null )
{
_video.MovieView.Pause(new NSObject());
_state = MediaState.Paused;
}
}
public MediaState State
{
get
{
return _state;
}
}
private void PlayVideo()
{
if (_video != null )
{
//_video.MovieView.SetFrameOrigin(new System.Drawing.PointF(0,0));
//_video.MovieView.SetFrameSize(new System.Drawing.SizeF(_game.GraphicsDevice.PresentationParameters.BackBufferWidth,_game.GraphicsDevice.PresentationParameters.BackBufferHeight));
_video.MovieView.Frame = new System.Drawing.RectangleF(0,0, _game.GraphicsDevice.PresentationParameters.BackBufferWidth, _game.GraphicsDevice.PresentationParameters.BackBufferHeight);
/* A primitive way of launching the media player
* MonoMac.AppKit.NSWorkspace workspace = MonoMac.AppKit.NSWorkspace.SharedWorkspace;
workspace.OpenUrls(new[]{NSUrl.FromString(_video.FileName)},
@"com.apple.quicktimeplayer",
MonoMac.AppKit.NSWorkspaceLaunchOptions.Async,
new NSAppleEventDescriptor(),
new[]{""}); */
// TODO when Xamarin implement the relevant functions var theError = QTOpenGLTextureContextCreate( null, null, _game.Window.PixelFormat, _game.Window.OpenGLContext, out textureContext);
_game.Window.AddSubview(_video.MovieView);
NSNotificationCenter.DefaultCenter.AddObserver( new NSString("QTMovieDidEndNotification"), (notification) =>
{
Stop();
if (_isLooped)
PlayVideo();
});
_video.MovieView.Play(new NSObject());
_state = MediaState.Playing;
// FIXME: I'm not crazy about keeping track of IsPlayingVideo in MacGamePlatform, but where else can
// this concept be expressed?
_platform.IsPlayingVideo = true;
}
}
public void Play(Microsoft.Xna.Framework.Media.Video video)
{
_video = video;
PlayVideo();
}
public void Stop()
{
if ( _video != null )
{
MonoMac.Foundation.NSObject o = new MonoMac.Foundation.NSObject();
_video.MovieView.Pause(o);
_video.MovieView.GotoBeginning(o);
_state = MediaState.Stopped;
// FIXME: I'm not crazy about keeping track of IsPlayingVideo in MacGamePlatform, but where else can
// this concept be expressed?
_platform.IsPlayingVideo = false;
_video.MovieView.RemoveFromSuperview();
}
}
public void Resume()
{
if ( _video != null )
{
_video.MovieView.Play(new NSObject());
}
}
public bool IsLooped
{
get
{
return _isLooped;
}
set
{
_isLooped = value;
}
}
public Microsoft.Xna.Framework.Media.Video Video
{
get
{
return _video;
}
}
public float Volume
{
get
{
return _video.Volume;
}
set
{
_video.Volume = value;
}
}
public TimeSpan PlayPosition
{
get
{
return _video.CurrentPosition;
}
}
}
}
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