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 ICGetInfo10NQ.GV 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 ICDrawOpenD70R9_ 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 ICLocate11FA8SY 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_QUERY55K29W5 message (or use the ICDrawQueryD1SFL7 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 ICDrawBeginCMCHBW function.
Your
application can have a renderer suggest an input format by using the ICDrawSuggestFormat4VCCJ2 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 ICDrawBeginCMCHBW 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_GETBUFFERSWANTEDGL986K message (or use the ICGetBuffersWantedPF.55W 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 ICDraw174LK02
function to decompress the data for drawing. The renderer, however, does not
start drawing data until your application sends the ICM_DRAW_START1OIK886 message (or uses the ICDrawStartD3RBL2 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 ICDrawBeginCMCHBW function. Drawing continues until your
application sends the ICM_DRAW_STOP_YDL_W message (or uses the ICDrawStop1SIVUG4 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 ICDraw174LK02
specifies the time to draw a frame. The renderer divides this integer by the
time scale specified with ICDrawBeginCMCHBW 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_GETTIME1XBPR2L message (or use the ICDrawGetTimeRNJ47K macro), and you can set the
clock of a renderer that can draw data by sending the ICM_DRAW_SETTIME3P8HXW3 message (or use the ICDrawSetTime3.MN0HB macro).
To change the
current position while a renderer is drawing, your application can send the ICM_DRAW_WINDOW1Z.KZV4 message (or use the ICDrawWindowD.KK85 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_REALIZEN4GZHY message (or use the ICDrawRealize0IM.0_ macro) to have the renderer
realize the palette again for playback. Applications can change the palette by
sending the ICM_DRAW_CHANGEPALETTE.0EL17 message (or use the ICDrawChangePaletteGEPU4O macro) and obtain the
current palette by sending the ICM_DRAW_GET_PALETTEOV0GGS message.
Some
renderers must be specifically instructed to display frames passed to them.
Sending the ICM_DRAW_RENDERBUFFER10S.OBW message (or use the ICDrawRenderBufferVCIHVE macro) causes these
renderers to draw the frame.