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DOCS/client_api_examples: qml: reduce number of files
This is annoying.
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@ -1,8 +1,121 @@
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#include "main.h"
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#include <stdexcept>
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#include <QObject>
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#include <QtGlobal>
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#include <QOpenGLContext>
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#include <QGuiApplication>
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#include <QtGui/QOpenGLFramebufferObject>
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#include <QtQuick/QQuickWindow>
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#include <QtQuick/QQuickView>
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#include "mpvrenderer.h"
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class MpvRenderer : public QQuickFramebufferObject::Renderer
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{
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static void *get_proc_address(void *ctx, const char *name) {
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(void)ctx;
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QOpenGLContext *glctx = QOpenGLContext::currentContext();
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if (!glctx)
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return NULL;
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return (void *)glctx->getProcAddress(QByteArray(name));
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}
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mpv::qt::Handle mpv;
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QQuickWindow *window;
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mpv_opengl_cb_context *mpv_gl;
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public:
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MpvRenderer(const MpvObject *obj)
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: mpv(obj->mpv), window(obj->window()), mpv_gl(obj->mpv_gl)
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{
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int r = mpv_opengl_cb_init_gl(mpv_gl, NULL, get_proc_address, NULL);
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if (r < 0)
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throw std::runtime_error("could not initialize OpenGL");
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}
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virtual ~MpvRenderer()
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{
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// Until this call is done, we need to make sure the player remains
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// alive. This is done implicitly with the mpv::qt::Handle instance
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// in this class.
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mpv_opengl_cb_uninit_gl(mpv_gl);
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}
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void render()
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{
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QOpenGLFramebufferObject *fbo = framebufferObject();
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int vp[4] = {0, 0, fbo->width(), fbo->height()};
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window->resetOpenGLState();
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mpv_opengl_cb_render(mpv_gl, fbo->handle(), vp);
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window->resetOpenGLState();
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}
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};
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MpvObject::MpvObject(QQuickItem * parent)
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: QQuickFramebufferObject(parent), mpv_gl(0)
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{
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mpv = mpv::qt::Handle::FromRawHandle(mpv_create());
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if (!mpv)
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throw std::runtime_error("could not create mpv context");
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mpv_set_option_string(mpv, "terminal", "yes");
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mpv_set_option_string(mpv, "msg-level", "all=v");
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if (mpv_initialize(mpv) < 0)
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throw std::runtime_error("could not initialize mpv context");
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// Make use of the MPV_SUB_API_OPENGL_CB API.
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mpv::qt::set_option_variant(mpv, "vo", "opengl-cb");
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// Request hw decoding, just for testing.
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mpv::qt::set_option_variant(mpv, "hwdec", "auto");
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// Setup the callback that will make QtQuick update and redraw if there
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// is a new video frame. Use a queued connection: this makes sure the
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// doUpdate() function is run on the GUI thread.
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mpv_gl = (mpv_opengl_cb_context *)mpv_get_sub_api(mpv, MPV_SUB_API_OPENGL_CB);
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if (!mpv_gl)
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throw std::runtime_error("OpenGL not compiled in");
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mpv_opengl_cb_set_update_callback(mpv_gl, MpvObject::on_update, (void *)this);
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connect(this, &MpvObject::onUpdate, this, &MpvObject::doUpdate,
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Qt::QueuedConnection);
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}
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MpvObject::~MpvObject()
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{
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if (mpv_gl)
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mpv_opengl_cb_set_update_callback(mpv_gl, NULL, NULL);
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}
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void MpvObject::on_update(void *ctx)
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{
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MpvObject *self = (MpvObject *)ctx;
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emit self->onUpdate();
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}
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// connected to onUpdate(); signal makes sure it runs on the GUI thread
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void MpvObject::doUpdate()
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{
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update();
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}
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void MpvObject::command(const QVariant& params)
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{
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mpv::qt::command_variant(mpv, params);
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}
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void MpvObject::setProperty(const QString& name, const QVariant& value)
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{
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mpv::qt::set_property_variant(mpv, name, value);
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}
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QQuickFramebufferObject::Renderer *MpvObject::createRenderer() const
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{
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window()->setPersistentOpenGLContext(true);
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window()->setPersistentSceneGraph(true);
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return new MpvRenderer(this);
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}
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int main(int argc, char **argv)
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{
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@ -1,116 +0,0 @@
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#include "mpvrenderer.h"
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#include <stdexcept>
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#include <QObject>
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#include <QtGlobal>
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#include <QOpenGLContext>
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#include <QtGui/QOpenGLFramebufferObject>
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#include <QtQuick/QQuickWindow>
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class MpvRenderer : public QQuickFramebufferObject::Renderer
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{
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static void *get_proc_address(void *ctx, const char *name) {
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(void)ctx;
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QOpenGLContext *glctx = QOpenGLContext::currentContext();
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if (!glctx)
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return NULL;
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return (void *)glctx->getProcAddress(QByteArray(name));
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}
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mpv::qt::Handle mpv;
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QQuickWindow *window;
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mpv_opengl_cb_context *mpv_gl;
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public:
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MpvRenderer(const MpvObject *obj)
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: mpv(obj->mpv), window(obj->window()), mpv_gl(obj->mpv_gl)
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{
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int r = mpv_opengl_cb_init_gl(mpv_gl, NULL, get_proc_address, NULL);
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if (r < 0)
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throw std::runtime_error("could not initialize OpenGL");
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}
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virtual ~MpvRenderer()
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{
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// Until this call is done, we need to make sure the player remains
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// alive. This is done implicitly with the mpv::qt::Handle instance
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// in this class.
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mpv_opengl_cb_uninit_gl(mpv_gl);
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}
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void render()
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{
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QOpenGLFramebufferObject *fbo = framebufferObject();
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int vp[4] = {0, 0, fbo->width(), fbo->height()};
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window->resetOpenGLState();
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mpv_opengl_cb_render(mpv_gl, fbo->handle(), vp);
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window->resetOpenGLState();
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}
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};
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MpvObject::MpvObject(QQuickItem * parent)
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: QQuickFramebufferObject(parent), mpv_gl(0)
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{
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mpv = mpv::qt::Handle::FromRawHandle(mpv_create());
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if (!mpv)
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throw std::runtime_error("could not create mpv context");
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mpv_set_option_string(mpv, "terminal", "yes");
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mpv_set_option_string(mpv, "msg-level", "all=v");
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if (mpv_initialize(mpv) < 0)
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throw std::runtime_error("could not initialize mpv context");
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// Make use of the MPV_SUB_API_OPENGL_CB API.
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mpv::qt::set_option_variant(mpv, "vo", "opengl-cb");
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// Request hw decoding, just for testing.
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mpv::qt::set_option_variant(mpv, "hwdec", "auto");
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// Setup the callback that will make QtQuick update and redraw if there
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// is a new video frame. Use a queued connection: this makes sure the
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// doUpdate() function is run on the GUI thread.
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mpv_gl = (mpv_opengl_cb_context *)mpv_get_sub_api(mpv, MPV_SUB_API_OPENGL_CB);
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if (!mpv_gl)
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throw std::runtime_error("OpenGL not compiled in");
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mpv_opengl_cb_set_update_callback(mpv_gl, MpvObject::on_update, (void *)this);
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connect(this, &MpvObject::onUpdate, this, &MpvObject::doUpdate,
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Qt::QueuedConnection);
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}
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MpvObject::~MpvObject()
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{
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if (mpv_gl)
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mpv_opengl_cb_set_update_callback(mpv_gl, NULL, NULL);
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}
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void MpvObject::on_update(void *ctx)
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{
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MpvObject *self = (MpvObject *)ctx;
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emit self->onUpdate();
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}
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// connected to onUpdate(); signal makes sure it runs on the GUI thread
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void MpvObject::doUpdate()
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{
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update();
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}
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void MpvObject::command(const QVariant& params)
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{
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mpv::qt::command_variant(mpv, params);
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}
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void MpvObject::setProperty(const QString& name, const QVariant& value)
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{
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mpv::qt::set_property_variant(mpv, name, value);
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}
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QQuickFramebufferObject::Renderer *MpvObject::createRenderer() const
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{
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window()->setPersistentOpenGLContext(true);
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window()->setPersistentSceneGraph(true);
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return new MpvRenderer(this);
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}
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QT += qml quick
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HEADERS += mpvrenderer.h
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SOURCES += mpvrenderer.cpp main.cpp
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HEADERS += main.h
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SOURCES += main.cpp
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CONFIG += link_pkgconfig debug
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PKGCONFIG += mpv
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