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#ifndef MWRENDER_VIDEOPLAYER_H
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#ifndef VIDEOPLAYER_H
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#define MWRENDER_VIDEOPLAYER_H
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#define VIDEOPLAYER_H
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//#ifdef OPENMW_USE_FFMPEG
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#include <OgreRoot.h>
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#include <OgreHardwarePixelBuffer.h>
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#include <boost/thread.hpp>
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#include <string>
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#define __STDC_CONSTANT_MACROS
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#include <stdint.h>
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#include <OgreDataStream.h>
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extern "C"
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#include <OgreTexture.h>
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#include <OgreTimer.h>
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namespace Ogre
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{
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{
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class Rectangle2D;
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#include <libavcodec/avcodec.h>
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class SceneManager;
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#include <libavformat/avformat.h>
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class TextureUnitState;
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#include <libswscale/swscale.h>
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}
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}
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struct AVFormatContext;
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#include <SDL/SDL.h>
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struct AVCodecContext;
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#include <SDL/SDL_thread.h>
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struct AVCodec;
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struct AVStream;
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#include <cstdio>
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struct AVFrame;
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#include <cmath>
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struct SwsContext;
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struct AVPacket;
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#define SDL_AUDIO_BUFFER_SIZE 1024
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struct AVPacketList;
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#define MAX_AUDIOQ_SIZE (5 * 16 * 1024)
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#define MAX_VIDEOQ_SIZE (5 * 256 * 1024)
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#define AV_SYNC_THRESHOLD 0.01
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#define AV_NOSYNC_THRESHOLD 10.0
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#define SAMPLE_CORRECTION_PERCENT_MAX 10
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#define AUDIO_DIFF_AVG_NB 20
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#define VIDEO_PICTURE_QUEUE_SIZE 1
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#define DEFAULT_AV_SYNC_TYPE AV_SYNC_VIDEO_MASTER
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namespace MWRender
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namespace MWRender
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{
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{
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/// A simple queue used to queue raw audio and video data.
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class AVPacketQueue
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{
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public:
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AVPacketQueue();
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int put(AVPacket* pkt);
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int get(AVPacket* pkt, int block);
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bool isEmpty() const { return mNumPackets == 0; }
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struct PacketQueue {
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int getNumPackets() const { return mNumPackets; }
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PacketQueue () :
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int getSize() const { return mSize; }
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first_pkt(NULL), last_pkt(NULL), nb_packets(0), size(0)
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{}
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AVPacketList *first_pkt, *last_pkt;
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int nb_packets;
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int size;
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private:
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boost::mutex mutex;
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AVPacketList* mFirstPacket;
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boost::condition_variable cond;
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AVPacketList* mLastPacket;
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};
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int mNumPackets;
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struct VideoPicture {
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int mSize;
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VideoPicture () :
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data(NULL), pts(0)
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{}
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uint8_t* data;
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double pts;
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};
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static void packet_queue_flush(PacketQueue *q);
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struct VideoState {
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VideoState () :
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videoStream(-1), audioStream(-1), av_sync_type(0), external_clock(0),
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external_clock_time(0), audio_clock(0), audio_st(NULL), audio_buf_size(0),
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audio_pkt_data(NULL), audio_pkt_size(0), audio_hw_buf_size(0), audio_diff_cum(0), audio_diff_avg_coef(0),
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audio_diff_threshold(0), audio_diff_avg_count(0), frame_timer(0), frame_last_pts(0), frame_last_delay(0),
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video_clock(0), video_current_pts(0), video_current_pts_time(0), video_st(NULL), rgbaFrame(NULL), pictq_size(0),
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pictq_rindex(0), pictq_windex(0), quit(false), refresh(0), sws_context(NULL)
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{}
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~VideoState()
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{
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packet_queue_flush (&audioq);
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packet_queue_flush (&videoq);
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if (pictq_size >= 1)
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free (pictq[0].data);
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}
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int videoStream, audioStream;
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int av_sync_type;
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double external_clock; /* external clock base */
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int64_t external_clock_time;
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double audio_clock;
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AVStream *audio_st;
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PacketQueue audioq;
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DECLARE_ALIGNED(16, uint8_t, audio_buf[(AVCODEC_MAX_AUDIO_FRAME_SIZE * 3) / 2]);
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unsigned int audio_buf_size;
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unsigned int audio_buf_index;
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AVPacket audio_pkt;
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uint8_t *audio_pkt_data;
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int audio_pkt_size;
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int audio_hw_buf_size;
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double audio_diff_cum; /* used for AV difference average computation */
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double audio_diff_avg_coef;
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double audio_diff_threshold;
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int audio_diff_avg_count;
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double frame_timer;
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double frame_last_pts;
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double frame_last_delay;
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double video_clock; ///<pts of last decoded frame / predicted pts of next decoded frame
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double video_current_pts; ///<current displayed pts (different from video_clock if frame fifos are used)
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int64_t video_current_pts_time; ///<time (av_gettime) at which we updated video_current_pts - used to have running video pts
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AVStream *video_st;
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PacketQueue videoq;
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SwsContext* sws_context;
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VideoPicture pictq[VIDEO_PICTURE_QUEUE_SIZE];
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AVFrame* rgbaFrame; // used as buffer for the frame converted from its native format to RGBA
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int pictq_size, pictq_rindex, pictq_windex;
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boost::mutex pictq_mutex;
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boost::condition_variable pictq_cond;
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boost::thread parse_thread;
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boost::thread video_thread;
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std::string resourceName;
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int quit;
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int refresh;
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};
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enum {
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AV_SYNC_AUDIO_MASTER,
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AV_SYNC_VIDEO_MASTER,
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AV_SYNC_EXTERNAL_MASTER
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};
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};
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class VideoPlayer
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class VideoPlayer
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{
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{
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public:
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public:
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VideoPlayer(Ogre::SceneManager* sceneMgr);
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VideoPlayer(Ogre::SceneManager* sceneMgr);
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~VideoPlayer();
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~VideoPlayer();
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void play (const std::string& resourceName);
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void playVideo (const std::string& resourceName);
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void update();
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void update();
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private:
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Ogre::Rectangle2D* mRectangle;
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Ogre::TextureUnitState* mTextureUnit;
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Ogre::DataStreamPtr mStream;
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Ogre::TexturePtr mVideoTexture;
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private:
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AVFormatContext* mAvContext;
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Ogre::Timer mTimer;
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AVCodec* mVideoCodec;
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AVCodec* mAudioCodec;
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AVStream* mVideoStream;
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AVStream* mAudioStream;
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int mVideoStreamId; ///< ID of the first video stream
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int mAudioStreamId; ///< ID of the first audio stream
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AVFrame* mRawFrame;
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AVFrame* mRGBAFrame;
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SwsContext* mSwsContext;
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double mClock;
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double mVideoClock;
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double mAudioClock;
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AVPacketQueue mVideoPacketQueue;
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AVPacketQueue mAudioPacketQueue;
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void close();
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void close();
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void deleteContext();
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void throwError(int error);
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bool isPlaying();
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private:
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VideoState* mState;
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Ogre::SceneManager* mSceneMgr;
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Ogre::Rectangle2D* mRectangle;
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Ogre::MaterialPtr mVideoMaterial;
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bool addToBuffer(); ///< try to add the next audio or video packet into the queue.
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void decodeNextVideoFrame(); ///< decode the next video frame in the queue and display it.
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};
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}
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//#else
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/*
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// If FFMPEG not available, dummy implentation that does nothing
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namespace MWRender
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{
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class VideoPlayer
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{
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public:
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VideoPlayer(Ogre::SceneManager* sceneMgr){}
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void play (const std::string& resourceName) {}
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void update() {}
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};
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};
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}
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}
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*/
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//#endif
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#endif
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#endif
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@ -0,0 +1,177 @@
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# Locate SDL library
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# This module defines
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# SDL_LIBRARY, the name of the library to link against
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# SDL_FOUND, if false, do not try to link to SDL
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# SDL_INCLUDE_DIR, where to find SDL.h
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#
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# This module responds to the the flag:
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# SDL_BUILDING_LIBRARY
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# If this is defined, then no SDL_main will be linked in because
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# only applications need main().
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# Otherwise, it is assumed you are building an application and this
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# module will attempt to locate and set the the proper link flags
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# as part of the returned SDL_LIBRARY variable.
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#
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# Don't forget to include SDLmain.h and SDLmain.m your project for the
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# OS X framework based version. (Other versions link to -lSDLmain which
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# this module will try to find on your behalf.) Also for OS X, this
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# module will automatically add the -framework Cocoa on your behalf.
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#
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#
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# Additional Note: If you see an empty SDL_LIBRARY_TEMP in your configuration
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# and no SDL_LIBRARY, it means CMake did not find your SDL library
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# (SDL.dll, libsdl.so, SDL.framework, etc).
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# Set SDL_LIBRARY_TEMP to point to your SDL library, and configure again.
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# Similarly, if you see an empty SDLMAIN_LIBRARY, you should set this value
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# as appropriate. These values are used to generate the final SDL_LIBRARY
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# variable, but when these values are unset, SDL_LIBRARY does not get created.
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#
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#
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# $SDLDIR is an environment variable that would
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# correspond to the ./configure --prefix=$SDLDIR
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# used in building SDL.
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# l.e.galup 9-20-02
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#
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# Modified by Eric Wing.
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# Added code to assist with automated building by using environmental variables
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# and providing a more controlled/consistent search behavior.
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# Added new modifications to recognize OS X frameworks and
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# additional Unix paths (FreeBSD, etc).
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# Also corrected the header search path to follow "proper" SDL guidelines.
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# Added a search for SDLmain which is needed by some platforms.
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# Added a search for threads which is needed by some platforms.
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# Added needed compile switches for MinGW.
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#
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# On OSX, this will prefer the Framework version (if found) over others.
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# People will have to manually change the cache values of
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# SDL_LIBRARY to override this selection or set the CMake environment
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# CMAKE_INCLUDE_PATH to modify the search paths.
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#
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# Note that the header path has changed from SDL/SDL.h to just SDL.h
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# This needed to change because "proper" SDL convention
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# is #include "SDL.h", not <SDL/SDL.h>. This is done for portability
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# reasons because not all systems place things in SDL/ (see FreeBSD).
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#=============================================================================
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# Copyright 2003-2009 Kitware, Inc.
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#
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# Distributed under the OSI-approved BSD License (the "License");
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# see accompanying file Copyright.txt for details.
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#
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# This software is distributed WITHOUT ANY WARRANTY; without even the
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# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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# See the License for more information.
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#=============================================================================
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# (To distribute this file outside of CMake, substitute the full
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# License text for the above reference.)
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FIND_PATH(SDL_INCLUDE_DIR SDL.h
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HINTS
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$ENV{SDLDIR}
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PATH_SUFFIXES include/SDL include
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PATHS
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~/Library/Frameworks
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/Library/Frameworks
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/usr/local/include/SDL12
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/usr/local/include/SDL11 # FreeBSD ports
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/usr/include/SDL12
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/usr/include/SDL11
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/sw # Fink
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/opt/local # DarwinPorts
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/opt/csw # Blastwave
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/opt
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)
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#MESSAGE("SDL_INCLUDE_DIR is ${SDL_INCLUDE_DIR}")
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# SDL-1.1 is the name used by FreeBSD ports...
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# don't confuse it for the version number.
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FIND_LIBRARY(SDL_LIBRARY_TEMP
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NAMES SDL SDL-1.1
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HINTS
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$ENV{SDLDIR}
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PATH_SUFFIXES lib64 lib
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PATHS
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/sw
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/opt/local
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/opt/csw
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/opt
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)
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#MESSAGE("SDL_LIBRARY_TEMP is ${SDL_LIBRARY_TEMP}")
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IF(NOT SDL_BUILDING_LIBRARY)
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IF(NOT ${SDL_INCLUDE_DIR} MATCHES ".framework")
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# Non-OS X framework versions expect you to also dynamically link to
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||||||
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# SDLmain. This is mainly for Windows and OS X. Other (Unix) platforms
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||||||
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# seem to provide SDLmain for compatibility even though they don't
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# necessarily need it.
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FIND_LIBRARY(SDLMAIN_LIBRARY
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NAMES SDLmain SDLmain-1.1
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HINTS
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||||||
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$ENV{SDLDIR}
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PATH_SUFFIXES lib64 lib
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PATHS
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/sw
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||||||
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/opt/local
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/opt/csw
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/opt
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)
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ENDIF(NOT ${SDL_INCLUDE_DIR} MATCHES ".framework")
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ENDIF(NOT SDL_BUILDING_LIBRARY)
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# SDL may require threads on your system.
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# The Apple build may not need an explicit flag because one of the
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# frameworks may already provide it.
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# But for non-OSX systems, I will use the CMake Threads package.
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IF(NOT APPLE)
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FIND_PACKAGE(Threads)
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ENDIF(NOT APPLE)
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# MinGW needs an additional library, mwindows
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||||||
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# It's total link flags should look like -lmingw32 -lSDLmain -lSDL -lmwindows
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||||||
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# (Actually on second look, I think it only needs one of the m* libraries.)
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IF(MINGW)
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||||||
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SET(MINGW32_LIBRARY mingw32 CACHE STRING "mwindows for MinGW")
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||||||
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ENDIF(MINGW)
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||||||
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||||||
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SET(SDL_FOUND "NO")
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||||||
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IF(SDL_LIBRARY_TEMP)
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||||||
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# For SDLmain
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||||||
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IF(NOT SDL_BUILDING_LIBRARY)
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IF(SDLMAIN_LIBRARY)
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SET(SDL_LIBRARY_TEMP ${SDLMAIN_LIBRARY} ${SDL_LIBRARY_TEMP})
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||||||
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ENDIF(SDLMAIN_LIBRARY)
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||||||
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ENDIF(NOT SDL_BUILDING_LIBRARY)
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||||||
|
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||||||
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# For OS X, SDL uses Cocoa as a backend so it must link to Cocoa.
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||||||
|
# CMake doesn't display the -framework Cocoa string in the UI even
|
||||||
|
# though it actually is there if I modify a pre-used variable.
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||||||
|
# I think it has something to do with the CACHE STRING.
|
||||||
|
# So I use a temporary variable until the end so I can set the
|
||||||
|
# "real" variable in one-shot.
|
||||||
|
IF(APPLE)
|
||||||
|
SET(SDL_LIBRARY_TEMP ${SDL_LIBRARY_TEMP} "-framework Cocoa")
|
||||||
|
ENDIF(APPLE)
|
||||||
|
|
||||||
|
# For threads, as mentioned Apple doesn't need this.
|
||||||
|
# In fact, there seems to be a problem if I used the Threads package
|
||||||
|
# and try using this line, so I'm just skipping it entirely for OS X.
|
||||||
|
IF(NOT APPLE)
|
||||||
|
SET(SDL_LIBRARY_TEMP ${SDL_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT})
|
||||||
|
ENDIF(NOT APPLE)
|
||||||
|
|
||||||
|
# For MinGW library
|
||||||
|
IF(MINGW)
|
||||||
|
SET(SDL_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL_LIBRARY_TEMP})
|
||||||
|
ENDIF(MINGW)
|
||||||
|
|
||||||
|
# Set the final string here so the GUI reflects the final state.
|
||||||
|
SET(SDL_LIBRARY ${SDL_LIBRARY_TEMP} CACHE STRING "Where the SDL Library can be found")
|
||||||
|
# Set the temp variable to INTERNAL so it is not seen in the CMake GUI
|
||||||
|
SET(SDL_LIBRARY_TEMP "${SDL_LIBRARY_TEMP}" CACHE INTERNAL "")
|
||||||
|
|
||||||
|
SET(SDL_FOUND "YES")
|
||||||
|
ENDIF(SDL_LIBRARY_TEMP)
|
||||||
|
|
||||||
|
#MESSAGE("SDL_LIBRARY is ${SDL_LIBRARY}")
|
||||||
|
|
Loading…
Reference in New Issue