]> git.sesse.net Git - nageru/blob - player.cpp
Add functionality for scrubbing in/out points in the clip list.
[nageru] / player.cpp
1 #include <algorithm>
2 #include <chrono>
3 #include <condition_variable>
4 #include <mutex>
5 #include <thread>
6 #include <vector>
7
8 #include "clip_list.h"
9 #include "defs.h"
10 #include "jpeg_frame_view.h"
11 #include "player.h"
12
13 using namespace std;
14 using namespace std::chrono;
15
16 extern mutex frame_mu;
17 extern vector<int64_t> frames[MAX_STREAMS];
18
19 void Player::thread_func()
20 {
21         for ( ;; ) {
22                 // Wait until we're supposed to play something.
23                 {
24                         unique_lock<mutex> lock(queue_state_mu);
25                         new_clip_changed.wait(lock, [this]{
26                                 return new_clip_ready && current_clip.pts_in != -1;
27                         });
28                         new_clip_ready = false;
29                 }
30
31                 Clip clip;
32                 unsigned stream_idx;
33                 {
34                         lock_guard<mutex> lock(mu);
35                         clip = current_clip;
36                         stream_idx = current_stream_idx;
37                 }
38                 steady_clock::time_point origin = steady_clock::now();
39                 int64_t pts_origin = clip.pts_in;
40
41                 int64_t next_pts = pts_origin - 1;  // Make sure we play the frame at clip.pts_in if it exists.
42
43                 bool aborted = false;
44                 for ( ;; ) {
45                         // Find the next frame.
46                         {
47                                 lock_guard<mutex> lock(frame_mu);
48                                 auto it = upper_bound(frames[stream_idx].begin(),
49                                         frames[stream_idx].end(),
50                                         next_pts);
51                                 if (it == frames[stream_idx].end() || *it >= clip.pts_out) {
52                                         break;
53                                 }
54                                 next_pts = *it;
55                         }
56
57                         // FIXME: assumes a given timebase.
58                         double speed = 0.5;
59                         steady_clock::time_point next_frame_start =
60                                 origin + microseconds((next_pts - pts_origin) * int(1000000 / speed) / 12800);
61
62                         // Sleep until the next frame start, or until there's a new clip we're supposed to play.
63                         {
64                                 unique_lock<mutex> lock(queue_state_mu);
65                                 aborted = new_clip_changed.wait_until(lock, next_frame_start, [this]{
66                                         return new_clip_ready;
67                                 });
68                                 if (aborted) break;
69                         }
70
71                         destination->setFrame(stream_idx, next_pts);
72
73                 }
74
75                 if (done_callback != nullptr && !aborted) {
76                         done_callback();
77                 }
78         }
79 }
80
81 Player::Player(JPEGFrameView *destination)
82         : destination(destination)
83 {
84         thread(&Player::thread_func, this).detach();
85 }
86
87 void Player::play_clip(const Clip &clip, unsigned stream_idx)
88 {
89         {
90                 lock_guard<mutex> lock(mu);
91                 current_clip = clip;
92                 current_stream_idx = stream_idx;
93         }
94
95         {
96                 lock_guard<mutex> lock(queue_state_mu);
97                 new_clip_ready = true;
98                 new_clip_changed.notify_all();
99         }
100 }