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SDL3pp
A slim C++ wrapper for SDL3
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Video capture for the SDL library. More...
Classes | |
| struct | SDL::Camera |
| The opaque structure used to identify an opened SDL camera. More... | |
| class | SDL::CameraFrame |
| Camera Frame. More... | |
Typedefs | |
| using | SDL::CameraRaw = SDL_Camera* |
| Alias to raw representation for Camera. | |
| using | SDL::CameraRef = ResourceRef<Camera> |
| Reference for Camera. | |
| using | SDL::CameraID = SDL_CameraID |
| This is a unique ID for a camera device for the time it is connected to the system, and is never reused for the lifetime of the application. | |
| using | SDL::CameraSpec = SDL_CameraSpec |
| The details of an output format for a camera device. | |
| using | SDL::CameraPosition = SDL_CameraPosition |
| The position of camera in relation to system device. | |
| using | SDL::CameraPermissionState = SDL_CameraPermissionState |
| The current state of a request for camera access. | |
Functions | |
| int | SDL::GetNumCameraDrivers () |
| Use this function to get the number of built-in camera drivers. | |
| const char * | SDL::GetCameraDriver (int index) |
| Use this function to get the name of a built in camera driver. | |
| const char * | SDL::GetCurrentCameraDriver () |
| Get the name of the current camera driver. | |
| OwnArray< CameraID > | SDL::GetCameras () |
| Get a list of currently connected camera devices. | |
| OwnArray< CameraSpec * > | SDL::GetCameraSupportedFormats (CameraID instance_id) |
| Get the list of native formats/sizes a camera supports. | |
| const char * | SDL::GetCameraName (CameraID instance_id) |
| Get the human-readable device name for a camera. | |
| CameraPosition | SDL::GetCameraPosition (CameraID instance_id) |
| Get the position of the camera in relation to the system. | |
| Camera | SDL::OpenCamera (CameraID instance_id, OptionalRef< const CameraSpec > spec={}) |
| Open a video recording device (a "camera"). | |
| CameraPermissionState | SDL::GetCameraPermissionState (CameraRef camera) |
| Query if camera access has been approved by the user. | |
| CameraID | SDL::GetCameraID (CameraRef camera) |
| Get the instance ID of an opened camera. | |
| PropertiesRef | SDL::GetCameraProperties (CameraRef camera) |
| Get the properties associated with an opened camera. | |
| std::optional< CameraSpec > | SDL::GetCameraFormat (CameraRef camera) |
| Get the spec that a camera is using when generating images. | |
| Surface | SDL::AcquireCameraFrame (CameraRef camera, Uint64 *timestampNS=nullptr) |
| Acquire a frame. | |
| void | SDL::ReleaseCameraFrame (CameraRef camera, SurfaceRef frame) |
| Release a frame of video acquired from a camera. | |
| void | SDL::CloseCamera (CameraRaw camera) |
| Use this function to shut down camera processing and close the camera device. | |
| SDL::Camera::Camera (CameraID instance_id, OptionalRef< const CameraSpec > spec={}) | |
| Open a video recording device (a "camera"). | |
| CameraPermissionState | SDL::Camera::GetPermissionState () |
| Query if camera access has been approved by the user. | |
| CameraID | SDL::Camera::GetID () |
| Get the instance ID of an opened camera. | |
| PropertiesRef | SDL::Camera::GetProperties () |
| Get the properties associated with an opened camera. | |
| std::optional< CameraSpec > | SDL::Camera::GetFormat () |
| Get the spec that a camera is using when generating images. | |
| CameraFrame | SDL::Camera::AcquireFrame (Uint64 *timestampNS=nullptr) |
| Acquire a frame. | |
| SDL::CameraFrame::CameraFrame (CameraRef resource, Uint64 *timestampNS=nullptr) | |
| Acquire a frame. | |
| void | SDL::Camera::ReleaseFrame (CameraFrame &&lock) |
| Release a frame of video acquired from a camera. | |
| void | SDL::CameraFrame::reset () |
| Release a frame of video acquired from a camera. | |
| void | SDL::Camera::Close () |
| Use this function to shut down camera processing and close the camera device. | |
Variables | |
| constexpr CameraPosition | SDL::CAMERA_POSITION_UNKNOWN |
| CAMERA_POSITION_UNKNOWN. | |
| constexpr CameraPosition | SDL::CAMERA_POSITION_FRONT_FACING |
| CAMERA_POSITION_FRONT_FACING. | |
| constexpr CameraPosition | SDL::CAMERA_POSITION_BACK_FACING |
| CAMERA_POSITION_BACK_FACING. | |
| constexpr CameraPermissionState | SDL::CAMERA_PERMISSION_STATE_DENIED |
| CAMERA_PERMISSION_STATE_DENIED. | |
| constexpr CameraPermissionState | SDL::CAMERA_PERMISSION_STATE_PENDING |
| CAMERA_PERMISSION_STATE_PENDING. | |
| constexpr CameraPermissionState | SDL::CAMERA_PERMISSION_STATE_APPROVED |
| CAMERA_PERMISSION_STATE_APPROVED. | |
Video capture for the SDL library.
This API lets apps read input from video sources, like webcams. Camera devices can be enumerated, queried, and opened. Once opened, it will provide Surface objects as new frames of video come in. These surfaces can be uploaded to an Texture or processed as pixels in memory.
Several platforms will alert the user if an app tries to access a camera, and some will present a UI asking the user if your application should be allowed to obtain images at all, which they can deny. A successfully opened camera will not provide images until permission is granted. Applications, after opening a camera device, can see if they were granted access by either polling with the Camera.GetPermissionState() function, or waiting for an EVENT_CAMERA_DEVICE_APPROVED or EVENT_CAMERA_DEVICE_DENIED event. Platforms that don't have any user approval process will report approval immediately.
Note that SDL cameras only provide video as individual frames; they will not provide full-motion video encoded in a movie file format, although an app is free to encode the acquired frames into any format it likes. It also does not provide audio from the camera hardware through this API; not only do many webcams not have microphones at all, many people–from streamers to people on Zoom calls–will want to use a separate microphone regardless of the camera. In any case, recorded audio will be available through SDL's audio API no matter what hardware provides the microphone.
Consumer-level camera hardware tends to take a little while to warm up, once the device has been opened. Generally most camera apps have some sort of UI to take a picture (a button to snap a pic while a preview is showing, some sort of multi-second countdown for the user to pose, like a photo booth), which puts control in the users' hands, or they are intended to stay on for long times (Pokemon Go, etc).
It's not uncommon that a newly-opened camera will provide a couple of completely black frames, maybe followed by some under-exposed images. If taking a single frame automatically, or recording video from a camera's input without the user initiating it from a preview, it could be wise to drop the first several frames (if not the first several seconds worth of frames!) before using images from a camera.
| using SDL::CameraID = SDL_CameraID |
This is a unique ID for a camera device for the time it is connected to the system, and is never reused for the lifetime of the application.
If the device is disconnected and reconnected, it will get a new ID.
The value 0 is an invalid ID.
| using SDL::CameraPermissionState = SDL_CameraPermissionState |
The current state of a request for camera access.
| using SDL::CameraPosition = SDL_CameraPosition |
The position of camera in relation to system device.
| using SDL::CameraRef = ResourceRef<Camera> |
Reference for Camera.
This does not take ownership!
| using SDL::CameraSpec = SDL_CameraSpec |
The details of an output format for a camera device.
Cameras often support multiple formats; each one will be encapsulated in this struct.
Acquire a frame.
The frame is a memory pointer to the image data, whose size and format are given by the spec requested when opening the device.
This is a non blocking API. If there is a frame available, a non-nullptr surface is returned, and timestampNS will be filled with a non-zero value.
Note that an error case can also return nullptr, but a nullptr by itself is normal and just signifies that a new frame is not yet available. Note that even if a camera device fails outright (a USB camera is unplugged while in use, etc), SDL will send an event separately to notify the app, but continue to provide blank frames at ongoing intervals until Camera.Close() is called, so real failure here is almost always an out of memory condition.
After use, the frame should be released with Camera.ReleaseFrame(). If you don't do this, the system may stop providing more video!
Do not call Surface.Destroy() on the returned surface! It must be given back to the camera subsystem with Camera.ReleaseFrame!
If the system is waiting for the user to approve access to the camera, as some platforms require, this will return nullptr (no frames available); you should either wait for an EVENT_CAMERA_DEVICE_APPROVED (or EVENT_CAMERA_DEVICE_DENIED) event, or poll Camera.GetPermissionState() occasionally until it returns non-zero.
| camera | opened camera device. |
| timestampNS | a pointer filled in with the frame's timestamp, or 0 on error. Can be nullptr. |
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Acquire a frame.
The frame is a memory pointer to the image data, whose size and format are given by the spec requested when opening the device.
This is a non blocking API. If there is a frame available, a non-nullptr surface is returned, and timestampNS will be filled with a non-zero value.
Note that an error case can also return nullptr, but a nullptr by itself is normal and just signifies that a new frame is not yet available. Note that even if a camera device fails outright (a USB camera is unplugged while in use, etc), SDL will send an event separately to notify the app, but continue to provide blank frames at ongoing intervals until Camera.Close() is called, so real failure here is almost always an out of memory condition.
After use, the frame should be released with Camera.ReleaseFrame(). If you don't do this, the system may stop providing more video!
Do not call Surface.Destroy() on the returned surface! It must be given back to the camera subsystem with Camera.ReleaseFrame!
If the system is waiting for the user to approve access to the camera, as some platforms require, this will return nullptr (no frames available); you should either wait for an EVENT_CAMERA_DEVICE_APPROVED (or EVENT_CAMERA_DEVICE_DENIED) event, or poll Camera.GetPermissionState() occasionally until it returns non-zero.
| timestampNS | a pointer filled in with the frame's timestamp, or 0 on error. Can be nullptr. |
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Open a video recording device (a "camera").
You can open the device with any reasonable spec, and if the hardware can't directly support it, it will convert data seamlessly to the requested format. This might incur overhead, including scaling of image data.
If you would rather accept whatever format the device offers, you can pass a nullptr spec here and it will choose one for you (and you can use Surface's conversion/scaling functions directly if necessary).
You can call Camera.GetFormat() to get the actual data format if passing a nullptr spec here. You can see the exact specs a device can support without conversion with GetCameraSupportedFormats().
SDL will not attempt to emulate framerate; it will try to set the hardware to the rate closest to the requested speed, but it won't attempt to limit or duplicate frames artificially; call Camera.GetFormat() to see the actual framerate of the opened the device, and check your timestamps if this is crucial to your app!
Note that the camera is not usable until the user approves its use! On some platforms, the operating system will prompt the user to permit access to the camera, and they can choose Yes or No at that point. Until they do, the camera will not be usable. The app should either wait for an EVENT_CAMERA_DEVICE_APPROVED (or EVENT_CAMERA_DEVICE_DENIED) event, or poll Camera.GetPermissionState() occasionally until it returns non-zero. On platforms that don't require explicit user approval (and perhaps in places where the user previously permitted access), the approval event might come immediately, but it might come seconds, minutes, or hours later!
| instance_id | the camera device instance ID. |
| spec | the desired format for data the device will provide. Can be std::nullopt. |
| Error | on failure. |
Acquire a frame.
The frame is a memory pointer to the image data, whose size and format are given by the spec requested when opening the device.
This is a non blocking API. If there is a frame available, a non-nullptr surface is returned, and timestampNS will be filled with a non-zero value.
Note that an error case can also return nullptr, but a nullptr by itself is normal and just signifies that a new frame is not yet available. Note that even if a camera device fails outright (a USB camera is unplugged while in use, etc), SDL will send an event separately to notify the app, but continue to provide blank frames at ongoing intervals until Camera.Close() is called, so real failure here is almost always an out of memory condition.
After use, the frame should be released with Camera.ReleaseFrame(). If you don't do this, the system may stop providing more video!
Do not call Surface.Destroy() on the returned surface! It must be given back to the camera subsystem with Camera.ReleaseFrame!
If the system is waiting for the user to approve access to the camera, as some platforms require, this will return nullptr (no frames available); you should either wait for an EVENT_CAMERA_DEVICE_APPROVED (or EVENT_CAMERA_DEVICE_DENIED) event, or poll Camera.GetPermissionState() occasionally until it returns non-zero.
| resource | opened camera device. |
| timestampNS | a pointer filled in with the frame's timestamp, or 0 on error. Can be nullptr. |
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Use this function to shut down camera processing and close the camera device.
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Use this function to shut down camera processing and close the camera device.
| camera | opened camera device. |
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Use this function to get the name of a built in camera driver.
The list of camera drivers is given in the order that they are normally initialized by default; the drivers that seem more reasonable to choose first (as far as the SDL developers believe) are earlier in the list.
The names of drivers are all simple, low-ASCII identifiers, like "v4l2", "coremedia" or "android". These never have Unicode characters, and are not meant to be proper names.
| index | the index of the camera driver; the value ranges from 0 to GetNumCameraDrivers() - 1. |
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Get the spec that a camera is using when generating images.
Note that this might not be the native format of the hardware, as SDL might be converting to this format behind the scenes.
If the system is waiting for the user to approve access to the camera, as some platforms require, this will return false, but this isn't necessarily a fatal error; you should either wait for an EVENT_CAMERA_DEVICE_APPROVED (or EVENT_CAMERA_DEVICE_DENIED) event, or poll Camera.GetPermissionState() occasionally until it returns non-zero.
| camera | opened camera device. |
Get the instance ID of an opened camera.
| camera | an Camera to query. |
| Error | on failure. |
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Get the human-readable device name for a camera.
| instance_id | the camera device instance ID. |
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Query if camera access has been approved by the user.
Cameras will not function between when the device is opened by the app and when the user permits access to the hardware. On some platforms, this presents as a popup dialog where the user has to explicitly approve access; on others the approval might be implicit and not alert the user at all.
This function can be used to check the status of that approval. It will return CAMERA_PERMISSION_STATE_PENDING if waiting for user response, CAMERA_PERMISSION_STATE_APPROVED if the camera is approved for use, and CAMERA_PERMISSION_STATE_DENIED if the user denied access.
Instead of polling with this function, you can wait for a EVENT_CAMERA_DEVICE_APPROVED (or EVENT_CAMERA_DEVICE_DENIED) event in the standard SDL event loop, which is guaranteed to be sent once when permission to use the camera is decided.
If a camera is declined, there's nothing to be done but call Camera.Close() to dispose of it.
| camera | the opened camera device to query. |
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Get the position of the camera in relation to the system.
Most platforms will report UNKNOWN, but mobile devices, like phones, can often make a distinction between cameras on the front of the device (that points towards the user, for taking "selfies") and cameras on the back (for filming in the direction the user is facing).
| instance_id | the camera device instance ID. |
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Get the properties associated with an opened camera.
| camera | the Camera obtained from OpenCamera(). |
| Error | on failure. |
Get a list of currently connected camera devices.
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Get the list of native formats/sizes a camera supports.
This returns a list of all formats and frame sizes that a specific camera can offer. This is useful if your app can accept a variety of image formats and sizes and so want to find the optimal spec that doesn't require conversion.
This function isn't strictly required; if you call OpenCamera with a nullptr spec, SDL will choose a native format for you, and if you instead specify a desired format, it will transparently convert to the requested format on your behalf.
If count is not nullptr, it will be filled with the number of elements in the returned array.
Note that it's legal for a camera to supply an empty list. This is what will happen on Emscripten builds, since that platform won't tell anything about available cameras until you've opened one, and won't even tell if there is a camera until the user has given you permission to check through a scary warning popup.
| instance_id | the camera device instance ID. |
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Get the name of the current camera driver.
The names of drivers are all simple, low-ASCII identifiers, like "v4l2", "coremedia" or "android". These never have Unicode characters, and are not meant to be proper names.
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Get the spec that a camera is using when generating images.
Note that this might not be the native format of the hardware, as SDL might be converting to this format behind the scenes.
If the system is waiting for the user to approve access to the camera, as some platforms require, this will return false, but this isn't necessarily a fatal error; you should either wait for an EVENT_CAMERA_DEVICE_APPROVED (or EVENT_CAMERA_DEVICE_DENIED) event, or poll Camera.GetPermissionState() occasionally until it returns non-zero.
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Get the instance ID of an opened camera.
| Error | on failure. |
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Use this function to get the number of built-in camera drivers.
This function returns a hardcoded number. This never returns a negative value; if there are no drivers compiled into this build of SDL, this function returns zero. The presence of a driver in this list does not mean it will function, it just means SDL is capable of interacting with that interface. For example, a build of SDL might have v4l2 support, but if there's no kernel support available, SDL's v4l2 driver would fail if used.
By default, SDL tries all drivers, in its preferred order, until one is found to be usable.
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Query if camera access has been approved by the user.
Cameras will not function between when the device is opened by the app and when the user permits access to the hardware. On some platforms, this presents as a popup dialog where the user has to explicitly approve access; on others the approval might be implicit and not alert the user at all.
This function can be used to check the status of that approval. It will return CAMERA_PERMISSION_STATE_PENDING if waiting for user response, CAMERA_PERMISSION_STATE_APPROVED if the camera is approved for use, and CAMERA_PERMISSION_STATE_DENIED if the user denied access.
Instead of polling with this function, you can wait for a EVENT_CAMERA_DEVICE_APPROVED (or EVENT_CAMERA_DEVICE_DENIED) event in the standard SDL event loop, which is guaranteed to be sent once when permission to use the camera is decided.
If a camera is declined, there's nothing to be done but call Camera.Close() to dispose of it.
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Open a video recording device (a "camera").
You can open the device with any reasonable spec, and if the hardware can't directly support it, it will convert data seamlessly to the requested format. This might incur overhead, including scaling of image data.
If you would rather accept whatever format the device offers, you can pass a nullptr spec here and it will choose one for you (and you can use Surface's conversion/scaling functions directly if necessary).
You can call Camera.GetFormat() to get the actual data format if passing a nullptr spec here. You can see the exact specs a device can support without conversion with GetCameraSupportedFormats().
SDL will not attempt to emulate framerate; it will try to set the hardware to the rate closest to the requested speed, but it won't attempt to limit or duplicate frames artificially; call Camera.GetFormat() to see the actual framerate of the opened the device, and check your timestamps if this is crucial to your app!
Note that the camera is not usable until the user approves its use! On some platforms, the operating system will prompt the user to permit access to the camera, and they can choose Yes or No at that point. Until they do, the camera will not be usable. The app should either wait for an EVENT_CAMERA_DEVICE_APPROVED (or EVENT_CAMERA_DEVICE_DENIED) event, or poll Camera.GetPermissionState() occasionally until it returns non-zero. On platforms that don't require explicit user approval (and perhaps in places where the user previously permitted access), the approval event might come immediately, but it might come seconds, minutes, or hours later!
| instance_id | the camera device instance ID. |
| spec | the desired format for data the device will provide. Can be std::nullopt. |
| Error | on failure. |
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Release a frame of video acquired from a camera.
Let the back-end re-use the internal buffer for camera.
This function must be called only on surface objects returned by Camera.AcquireFrame(). This function should be called as quickly as possible after acquisition, as SDL keeps a small FIFO queue of surfaces for video frames; if surfaces aren't released in a timely manner, SDL may drop upcoming video frames from the camera.
If the app needs to keep the surface for a significant time, they should make a copy of it and release the original.
The app should not use the surface again after calling this function; assume the surface is freed and the pointer is invalid.
| camera | opened camera device. |
| frame | the video frame surface to release. |
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Release a frame of video acquired from a camera.
Let the back-end re-use the internal buffer for camera.
This function must be called only on surface objects returned by Camera.AcquireFrame(). This function should be called as quickly as possible after acquisition, as SDL keeps a small FIFO queue of surfaces for video frames; if surfaces aren't released in a timely manner, SDL may drop upcoming video frames from the camera.
If the app needs to keep the surface for a significant time, they should make a copy of it and release the original.
The app should not use the surface again after calling this function; assume the surface is freed and the pointer is invalid.
| lock | the video frame surface to release. |
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Release a frame of video acquired from a camera.
Let the back-end re-use the internal buffer for camera.
This function must be called only on surface objects returned by Camera.AcquireFrame(). This function should be called as quickly as possible after acquisition, as SDL keeps a small FIFO queue of surfaces for video frames; if surfaces aren't released in a timely manner, SDL may drop upcoming video frames from the camera.
If the app needs to keep the surface for a significant time, they should make a copy of it and release the original.
The app should not use the surface again after calling this function; assume the surface is freed and the pointer is invalid.
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constexpr |
CAMERA_PERMISSION_STATE_APPROVED.
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constexpr |
CAMERA_PERMISSION_STATE_DENIED.
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constexpr |
CAMERA_PERMISSION_STATE_PENDING.
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constexpr |
CAMERA_POSITION_BACK_FACING.
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constexpr |
CAMERA_POSITION_FRONT_FACING.
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constexpr |
CAMERA_POSITION_UNKNOWN.