forked from Green-Sky/tomato
sdl (master post 3.1 preview) Merge commit 'e4f454091a943345938608570b104400f62fd625'
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274
external/sdl/SDL/test/testcamera.c
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274
external/sdl/SDL/test/testcamera.c
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/*
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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#define SDL_MAIN_USE_CALLBACKS 1
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#include <SDL3/SDL_test.h>
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#include <SDL3/SDL_test_common.h>
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#include <SDL3/SDL_main.h>
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static SDL_Window *window = NULL;
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static SDL_Renderer *renderer = NULL;
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static SDLTest_CommonState *state = NULL;
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static SDL_Camera *camera = NULL;
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static SDL_CameraSpec spec;
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static SDL_Texture *texture = NULL;
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static SDL_bool texture_updated = SDL_FALSE;
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static SDL_Surface *frame_current = NULL;
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static SDL_CameraDeviceID front_camera = 0;
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static SDL_CameraDeviceID back_camera = 0;
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int SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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int devcount = 0;
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int i;
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/* Initialize test framework */
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state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO | SDL_INIT_CAMERA);
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if (!state) {
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return -1;
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}
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/* Enable standard application logging */
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SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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if (!SDLTest_CommonDefaultArgs(state, argc, argv)) {
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return -1;
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}
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state->num_windows = 1;
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/* Load the SDL library */
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if (!SDLTest_CommonInit(state)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s", SDL_GetError());
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return -1;
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}
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window = state->windows[0];
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if (!window) {
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SDL_Log("Couldn't create window: %s", SDL_GetError());
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return -1;
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}
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SDL_LogSetAllPriority(SDL_LOG_PRIORITY_VERBOSE);
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renderer = state->renderers[0];
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if (!renderer) {
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/* SDL_Log("Couldn't create renderer: %s", SDL_GetError()); */
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return -1;
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}
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SDL_CameraDeviceID *devices = SDL_GetCameraDevices(&devcount);
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if (!devices) {
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SDL_Log("SDL_GetCameraDevices failed: %s", SDL_GetError());
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return -1;
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}
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SDL_Log("Saw %d camera devices.", devcount);
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for (i = 0; i < devcount; i++) {
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const SDL_CameraDeviceID device = devices[i];
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char *name = SDL_GetCameraDeviceName(device);
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const SDL_CameraPosition position = SDL_GetCameraDevicePosition(device);
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const char *posstr = "";
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if (position == SDL_CAMERA_POSITION_FRONT_FACING) {
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front_camera = device;
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posstr = "[front-facing] ";
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} else if (position == SDL_CAMERA_POSITION_BACK_FACING) {
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back_camera = device;
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posstr = "[back-facing] ";
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}
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SDL_Log(" - Camera #%d: %s %s", i, posstr, name);
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SDL_free(name);
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}
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const SDL_CameraDeviceID devid = front_camera ? front_camera : devices[0]; /* no front-facing? just take the first one. */
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SDL_free(devices);
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if (!devid) {
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SDL_Log("No cameras available?");
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return -1;
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}
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SDL_CameraSpec *pspec = NULL;
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#if 0 /* just for edge-case testing purposes, ignore. */
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pspec = &spec;
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spec.width = 100 /*1280 * 2*/;
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spec.height = 100 /*720 * 2*/;
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spec.format = SDL_PIXELFORMAT_YUY2 /*SDL_PIXELFORMAT_RGBA8888*/;
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#endif
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camera = SDL_OpenCameraDevice(devid, pspec);
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if (!camera) {
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SDL_Log("Failed to open camera device: %s", SDL_GetError());
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return -1;
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}
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return 0; /* start the main app loop. */
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}
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static int FlipCamera(void)
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{
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static Uint64 last_flip = 0;
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if ((SDL_GetTicks() - last_flip) < 3000) { /* must wait at least 3 seconds between flips. */
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return 0;
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}
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if (camera) {
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const SDL_CameraDeviceID current = SDL_GetCameraInstanceID(camera);
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SDL_CameraDeviceID nextcam = 0;
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if (current == front_camera) {
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nextcam = back_camera;
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} else if (current == back_camera) {
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nextcam = front_camera;
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}
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if (nextcam) {
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SDL_Log("Flip camera!");
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if (frame_current) {
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SDL_ReleaseCameraFrame(camera, frame_current);
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frame_current = NULL;
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}
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SDL_CloseCamera(camera);
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if (texture) {
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SDL_DestroyTexture(texture);
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texture = NULL; /* will rebuild when new camera is approved. */
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}
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camera = SDL_OpenCameraDevice(nextcam, NULL);
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if (!camera) {
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SDL_Log("Failed to open camera device: %s", SDL_GetError());
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return -1;
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}
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last_flip = SDL_GetTicks();
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}
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}
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return 0;
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}
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int SDL_AppEvent(void *appstate, const SDL_Event *event)
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{
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switch (event->type) {
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case SDL_EVENT_KEY_DOWN: {
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const SDL_Keycode sym = event->key.keysym.sym;
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if (sym == SDLK_ESCAPE || sym == SDLK_AC_BACK) {
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SDL_Log("Key : Escape!");
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return 1;
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} else if (sym == SDLK_SPACE) {
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FlipCamera();
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return 0;
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}
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break;
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}
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case SDL_EVENT_MOUSE_BUTTON_DOWN:
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/* !!! FIXME: only flip if clicked in the area of a "flip" icon. */
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return FlipCamera();
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case SDL_EVENT_QUIT:
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SDL_Log("Ctlr+C : Quit!");
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return 1;
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case SDL_EVENT_CAMERA_DEVICE_APPROVED:
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SDL_Log("Camera approved!");
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if (SDL_GetCameraFormat(camera, &spec) < 0) {
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SDL_Log("Couldn't get camera spec: %s", SDL_GetError());
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return -1;
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}
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/* Create texture with appropriate format */
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SDL_assert(texture == NULL);
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texture = SDL_CreateTexture(renderer, spec.format, SDL_TEXTUREACCESS_STATIC, spec.width, spec.height);
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if (!texture) {
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SDL_Log("Couldn't create texture: %s", SDL_GetError());
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return -1;
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}
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break;
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case SDL_EVENT_CAMERA_DEVICE_DENIED:
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SDL_Log("Camera denied!");
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Camera permission denied!", "User denied access to the camera!", window);
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return -1;
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default:
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break;
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}
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return SDLTest_CommonEventMainCallbacks(state, event);
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}
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int SDL_AppIterate(void *appstate)
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{
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SDL_SetRenderDrawColor(renderer, 0x99, 0x99, 0x99, 255);
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SDL_RenderClear(renderer);
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if (texture) { /* if not NULL, camera is ready to go. */
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int win_w, win_h, tw, th;
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SDL_FRect d;
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Uint64 timestampNS = 0;
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SDL_Surface *frame_next = camera ? SDL_AcquireCameraFrame(camera, ×tampNS) : NULL;
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#if 0
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if (frame_next) {
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SDL_Log("frame: %p at %" SDL_PRIu64, (void*)frame_next->pixels, timestampNS);
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}
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#endif
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if (frame_next) {
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if (frame_current) {
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if (SDL_ReleaseCameraFrame(camera, frame_current) < 0) {
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SDL_Log("err SDL_ReleaseCameraFrame: %s", SDL_GetError());
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}
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}
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/* It's not needed to keep the frame once updated the texture is updated.
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* But in case of 0-copy, it's needed to have the frame while using the texture.
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*/
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frame_current = frame_next;
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texture_updated = SDL_FALSE;
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}
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/* Update SDL_Texture with last video frame (only once per new frame) */
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if (frame_current && !texture_updated) {
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SDL_UpdateTexture(texture, NULL, frame_current->pixels, frame_current->pitch);
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texture_updated = SDL_TRUE;
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}
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SDL_QueryTexture(texture, NULL, NULL, &tw, &th);
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SDL_GetRenderOutputSize(renderer, &win_w, &win_h);
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d.x = (float) ((win_w - tw) / 2);
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d.y = (float) ((win_h - th) / 2);
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d.w = (float) tw;
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d.h = (float) th;
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SDL_RenderTexture(renderer, texture, NULL, &d);
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}
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/* !!! FIXME: Render a "flip" icon if front_camera and back_camera are both != 0. */
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SDL_RenderPresent(renderer);
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return 0; /* keep iterating. */
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}
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void SDL_AppQuit(void *appstate)
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{
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SDL_ReleaseCameraFrame(camera, frame_current);
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SDL_CloseCamera(camera);
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SDL_DestroyTexture(texture);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDLTest_CommonQuit(state);
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}
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