Hardware
Drawing Capabilities
Some
renderers can draw directly to video hardware as they decompress video frames.
These renderers return the VIDCF_DRAW flag in response to the ICGetInfo function. When using this
type of renderer, your application does not have to handle the decompressed
data. It lets the renderer retain the decompressed data for drawing.
If your
application uses a renderer with drawing capabilities, it must handle the
following tasks:
Select a
renderer.
Specify image formats.
Initialize the
renderer.
Draw the data.
Control
drawing parameters.
Renderer Selection
The ICDrawOpen macro opens a renderer that
can draw images with the specified format. It returns a handle of a renderer if
it is successful, or zero otherwise. This macro uses the ICLocate function to open the
renderer.
Specifying Image Formats
Because
your application does not need to draw the decompressed data, it does not
require a specific output format. It must, however, ensure that the renderer
can draw using the input format by using the ICM_DRAW_QUERY message (or use the ICDrawQuery macro). This message cannot
determine if a renderer can draw a bitmap. If your application must determine
if the renderer can draw the bitmap, use this message with the ICDrawBegin function.
Your
application can have a renderer suggest an input format by using the ICDrawSuggestFormat function. This function is
used when a renderer separates the drawing capabilities from the decompressing
capabilities. Most applications using the drawing functions will not need to
determine the output format.
Renderer Initialization
The ICDrawBegin function initializes a
renderer and tells it the drawing destination. This function can also perform
the following tasks:
Determine whether the renderer
supports a specific input format.
Specify whether the drawing operation
occupies a window or the entire screen.
Specify the part of the image
to display using the source rectangle.
Define the playback rate of the
image sequence.
Some
renderers buffer the compressed data to operate more efficiently. Your
application can send the ICM_GETBUFFERSWANTED message (or use the ICGetBuffersWanted macro) to determine the
number of buffers the renderer requests. Your application should preload these
buffers and send them to the renderer before drawing.
Drawing the Data
You can use
the ICDraw
function to decompress the data for drawing. The renderer, however, does not
start drawing data until your application sends the ICM_DRAW_START message (or uses the ICDrawStart macro). When your
application calls this function, the renderer begins to draw the frames at the
rate specified by the dwRate parameter divided by the dwScale
parameter; these parameters were supplied when the application initialized the
renderer by using the ICDrawBegin function. Drawing continues until your
application sends the ICM_DRAW_STOP message (or uses the ICDrawStop macro).
Note If a renderer
buffers the data before drawing, your application should not use the ICDrawStart
macro until it has sent the number of frames the renderer returned for the ICGetBuffersWanted
macro.
The lTime
parameter of ICDraw
specifies the time to draw a frame. The renderer divides this integer by the
time scale specified with ICDrawBegin to obtain the actual time. Times for ICDraw
functions are relative to ICDrawStart. ICDrawStart sets the clock
to zero. For example, if your application specifies 1000 for the time scale and
75 for lTime, the renderer draws the frame 75 milliseconds into the
sequence.
Controlling Drawing Parameters
You can
monitor the clock of a renderer by sending the ICM_DRAW_GETTIME message (or use the ICDrawGetTime macro), and you can set the
clock of a renderer that can draw data by sending the ICM_DRAW_SETTIME message (or use the ICDrawSetTime macro).
To change the
current position while a renderer is drawing, your application can send the ICM_DRAW_WINDOW message (or use the ICDrawWindow macro) for repositioning the
window. Applications typically use this message whenever the window changes.
If the
playback window gets a realize-palette message, your application must send the ICM_DRAW_REALIZE message (or use the ICDrawRealize macro) to have the renderer
realize the palette again for playback. Applications can change the palette by
sending the ICM_DRAW_CHANGEPALETTE message (or use the ICDrawChangePalette macro) and obtain the
current palette by sending the ICM_DRAW_GET_PALETTE message.
Some
renderers must be specifically instructed to display frames passed to them.
Sending the ICM_DRAW_RENDERBUFFER message (or use the ICDrawRenderBuffer macro) causes these
renderers to draw the frame.