int sdl_flags;
SDL_Surface *sdl_screen;
SDL_Overlay *sdl_overlay;
+ SDL_Rect rect;
uint8_t *buffer;
};
// Default progressive true
mlt_properties_set_int( this->properties, "progressive", 0 );
+ // Default audio buffer
+ mlt_properties_set_int( this->properties, "audio_buffer", 1024 );
+
// Get sample aspect ratio
this->aspect_ratio = mlt_properties_get_double( this->properties, "aspect_ratio" );
}
// Set the sdl flags
- this->sdl_flags = SDL_HWSURFACE | SDL_ASYNCBLIT | SDL_HWACCEL | SDL_RESIZABLE;
+ this->sdl_flags = SDL_HWSURFACE | SDL_ASYNCBLIT | SDL_HWACCEL | SDL_RESIZABLE | SDL_DOUBLEBUF;
// Allow thread to be started/stopped
parent->start = consumer_start;
if ( this->audio_avail >= len )
{
// Place in the audio buffer
- SDL_MixAudio( stream, this->audio_buffer, len, ( int )( ( float )SDL_MIX_MAXVOLUME * volume ) );
+ memcpy( stream, this->audio_buffer, len );
// Remove len from the audio available
this->audio_avail -= len;
SDL_AudioSpec request;
SDL_AudioSpec got;
+ int audio_buffer = mlt_properties_get_int( properties, "audio_buffer" );
+
// specify audio format
memset( &request, 0, sizeof( SDL_AudioSpec ) );
this->playing = 0;
request.freq = frequency;
request.format = AUDIO_S16;
request.channels = channels;
- request.samples = 1024;
+ request.samples = audio_buffer;
request.callback = sdl_fill_audio;
request.userdata = (void *)this;
if ( SDL_OpenAudio( &request, &got ) != 0 )
if ( this->sdl_screen == NULL || changed )
{
- SDL_Rect rect;
-
// Determine frame's display aspect ratio
float frame_aspect = mlt_frame_get_aspect_ratio( frame ) * this->width / this->height;
if ( ( (int)( this_aspect * 1000 ) == (int)( this->display_aspect * 1000 ) ) &&
( (int)( mlt_frame_get_aspect_ratio( frame ) * 1000 ) == (int)( this->aspect_ratio * 1000 ) ) )
{
- rect.w = this->window_width;
- rect.h = this->window_height;
+ this->rect.w = this->window_width;
+ this->rect.h = this->window_height;
}
else
{
// Use hardware scaler to normalise display aspect ratio
- rect.w = frame_aspect / this_aspect * this->window_width + 0.5;
- rect.h = this->window_height;
- if ( rect.w > this->window_width )
+ this->rect.w = frame_aspect / this_aspect * this->window_width + 0.5;
+ this->rect.h = this->window_height;
+ if ( this->rect.w > this->window_width )
{
- rect.w = this->window_width;
- rect.h = this_aspect / frame_aspect * this->window_height + 0.5;
+ this->rect.w = this->window_width;
+ this->rect.h = this_aspect / frame_aspect * this->window_height + 0.5;
}
}
}
// not corresponding exactly with image resolution.
else if ( (int)( this_aspect * 1000 ) == (int)( this->display_aspect * 1000 ) )
{
- rect.w = this->window_width;
- rect.h = this->window_height;
+ this->rect.w = this->window_width;
+ this->rect.h = this->window_height;
}
// Use hardware scaler to normalise sample aspect ratio
else if ( this->window_height * frame_aspect > this->window_width )
{
- rect.w = this->window_width;
- rect.h = this->window_width / frame_aspect + 0.5;
+ this->rect.w = this->window_width;
+ this->rect.h = this->window_width / frame_aspect + 0.5;
}
else
{
- rect.w = this->window_height * frame_aspect + 0.5;
- rect.h = this->window_height;
+ this->rect.w = this->window_height * frame_aspect + 0.5;
+ this->rect.h = this->window_height;
}
- rect.x = ( this->window_width - rect.w ) / 2;
- rect.y = ( this->window_height - rect.h ) / 2;
+ this->rect.x = ( this->window_width - this->rect.w ) / 2;
+ this->rect.y = ( this->window_height - this->rect.h ) / 2;
// Force an overlay recreation
if ( this->sdl_overlay != NULL )
if ( this->sdl_screen != NULL )
{
- SDL_SetClipRect( this->sdl_screen, &rect );
-
+ SDL_SetClipRect( this->sdl_screen, &this->rect );
sdl_lock_display();
- this->sdl_overlay = SDL_CreateYUVOverlay( this->width - (this->width % 4), this->height - (this->height % 2 ), SDL_YUY2_OVERLAY, this->sdl_screen );
+ this->sdl_overlay = SDL_CreateYUVOverlay( this->width, this->height, SDL_YUY2_OVERLAY, this->sdl_screen );
sdl_unlock_display();
}
}
+ if ( mlt_properties_get_int( properties, "changed" ) )
+ {
+ sdl_lock_display();
+ this->sdl_screen = SDL_SetVideoMode( this->window_width, this->window_height, 0, this->sdl_flags );
+ SDL_SetClipRect( this->sdl_screen, &this->rect );
+ SDL_Flip( this->sdl_screen );
+ sdl_unlock_display();
+ mlt_properties_set_int( properties, "changed", 0 );
+ }
+
if ( this->sdl_screen != NULL && this->sdl_overlay != NULL )
{
this->buffer = this->sdl_overlay->pixels[ 0 ];
if ( SDL_LockYUVOverlay( this->sdl_overlay ) >= 0 )
{
- memcpy( this->buffer, image, width * height * 2 );
+ if ( image != NULL )
+ memcpy( this->buffer, image, width * height * 2 );
SDL_UnlockYUVOverlay( this->sdl_overlay );
SDL_DisplayYUVOverlay( this->sdl_overlay, &this->sdl_screen->clip_rect );
}
}
- }
- // Close the frame
- mlt_frame_close( frame );
+ }
return 0;
}
struct timespec tm;
mlt_frame next = NULL;
mlt_frame frame = NULL;
+ mlt_properties properties = NULL;
if ( SDL_Init( SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_NOPARACHUTE ) < 0 )
{
// Ensure that we have a frame
if ( frame != NULL )
{
+ // Get the frame properties
+ properties = mlt_frame_properties( frame );
+
// Play audio
init_audio = consumer_play_audio( this, frame, init_audio, &duration );
- if ( this->playing )
+ // Determine the start time now
+ if ( this->playing && start == 0 )
{
// Get the current time
gettimeofday( &now, NULL );
- // Determine elapsed time
- if ( start == 0 )
- start = ( int64_t )now.tv_sec * 1000000 + now.tv_usec;
- else
- elapsed = ( ( int64_t )now.tv_sec * 1000000 + now.tv_usec) - start;
+ // Determine start time
+ start = ( int64_t )now.tv_sec * 1000000 + now.tv_usec;
}
// Set playtime for this frame
- mlt_properties_set_position( mlt_frame_properties( frame ), "playtime", playtime );
+ mlt_properties_set_position( properties, "playtime", playtime );
// Push this frame to the back of the queue
mlt_deque_push_back( this->queue, frame );
playtime += ( duration * 1000 );
}
- if ( this->playing )
+ // Pop the next frame
+ next = mlt_deque_pop_front( this->queue );
+
+ while ( next != NULL && this->playing )
{
- // Pop the next frame
- next = mlt_deque_pop_front( this->queue );
+ // Get the properties
+ properties = mlt_frame_properties( next );
+
+ // Get the current time
+ gettimeofday( &now, NULL );
+
+ // Get the elapsed time
+ elapsed = ( ( int64_t )now.tv_sec * 1000000 + now.tv_usec ) - start;
// See if we have to delay the display of the current frame
- if ( next != NULL && mlt_properties_get_int( mlt_frame_properties( next ), "rendered" ) == 1 )
+ if ( mlt_properties_get_int( properties, "rendered" ) == 1 )
{
- mlt_position scheduled = mlt_properties_get_position( mlt_frame_properties( next ), "playtime" ) + 5000;
- if ( scheduled > elapsed && mlt_deque_count( this->queue ) > 25 )
+ // Obtain the scheduled playout time
+ mlt_position scheduled = mlt_properties_get_position( properties, "playtime" );
+
+ // Determine the difference between the elapsed time and the scheduled playout time
+ mlt_position difference = scheduled - elapsed;
+
+ // If the frame is quite some way in the future, go get another
+ if ( difference >= 30000 && mlt_deque_count( this->queue ) < 10 )
+ break;
+
+ // Smooth playback a bit
+ if ( difference > 20000 && mlt_properties_get_double( properties, "_speed" ) == 1.0 )
{
- tm.tv_sec = ( scheduled - elapsed ) / 1000000;
- tm.tv_nsec = ( ( scheduled - elapsed ) % 1000000 ) * 1000;
+ tm.tv_sec = difference / 1000000;
+ tm.tv_nsec = ( difference % 1000000 ) * 1000;
nanosleep( &tm, NULL );
+ }
- // Show current frame
+ // Show current frame if not too old
+ if ( difference > -10000 || mlt_properties_get_double( properties, "_speed" ) != 1.0 )
consumer_play_video( this, next );
- }
- else if ( scheduled > elapsed )
- {
- // More time to kill
- mlt_deque_push_front( this->queue, next );
- }
else
- {
- // Show current frame
- consumer_play_video( this, next );
- }
- }
- else
- {
- // This is an unrendered frame - just close it
- mlt_frame_close( next );
+ start = start - difference;
}
+
+ // This is an unrendered frame - just close it
+ mlt_frame_close( next );
+
+ // Pop the next frame
+ next = mlt_deque_pop_front( this->queue );
}
+
+ if ( next != NULL )
+ mlt_deque_push_front( this->queue, next );
}
// internal cleanup