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Initial check-in of OpenShot Library
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251
src/Player.cpp
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251
src/Player.cpp
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#include "../include/Player.h"
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using namespace openshot;
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// Default constructor
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Player::Player() {
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};
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// Set the current reader, such as a FFmpegReader
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void Player::SetReader(FileReaderBase *p_reader)
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{
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// Set the reader
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reader = p_reader;
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};
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// Set a callback function which will be invoked each time a frame is ready to be displayed
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void Player::SetFrameCallback(CallbackPtr p_callback, void *p_pythonmethod)
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{
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// set the private function pointer
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callback = p_callback;
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pythonmethod = p_pythonmethod;
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// double *Pixels = new double[100];
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// for (int i = 0; i < 100; i++)
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// Pixels[i] = i + 100;
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Frame f = reader->GetFrame(300);
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// invoke method pointer 10 times
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for (int i = 0; i < 30; i++)
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callback(i, f.GetWidth(), f.GetHeight(), f.GetPixels(), pythonmethod);
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};
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// Manually invoke function (if any)
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void Player::Push()
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{
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cout << "callback: " << &callback << endl;
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cout << "pythonmethod: " << &pythonmethod << endl;
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// double *Pixels = new double[100];
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// for (int i = 0; i < 100; i++)
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// Pixels[i] = i + 200;
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Frame f = reader->GetFrame(500);
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// manually invoke method
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for (int i = 30; i < 20; i++)
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callback(i, f.GetWidth(), f.GetHeight(), f.GetPixels(), pythonmethod);
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}
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// Play the video
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void Player::Play()
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{
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// Init SDL
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER)) {
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fprintf(stderr, "Could not initialize SDL - %s\n", SDL_GetError());
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exit(1);
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}
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// Create an SDL surface
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SDL_Surface *screen;
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screen = SDL_SetVideoMode(reader->info.width, reader->info.height, 0, SDL_HWSURFACE | SDL_ANYFORMAT | SDL_DOUBLEBUF);
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if (!screen) {
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fprintf(stderr, "SDL: could not set video mode - exiting\n");
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exit(1);
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}
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vector<SDL_Overlay*> overlays;
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int number_of_cycles = 60;
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// Create YUV Overlay
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//SDL_Overlay *bmp;
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//bmp = SDL_CreateYUVOverlay(reader->info.width, reader->info.height, SDL_YV12_OVERLAY, screen);
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cout << setprecision(6);
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cout << "START PREPARING SURFACES..." << endl;
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for (int stuff = 0; stuff < number_of_cycles; stuff++)
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{
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// Get pointer to pixels of image.
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Frame f = reader->GetFrame(300 + stuff);
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// Create YUV Overlay
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SDL_Overlay *bmp;
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bmp = SDL_CreateYUVOverlay(reader->info.width, reader->info.height, SDL_YV12_OVERLAY, screen);
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SDL_LockYUVOverlay(bmp);
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// Get pixels for resized frame (for reduced color needed by YUV420p)
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int divider = 2;
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const Magick::PixelPacket *reduced_color = f.GetPixels(reader->info.width / divider, reader->info.height / divider, f.number);
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int number_of_colors = (reader->info.width / divider) * (reader->info.height / divider);
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int pixel_index = 0;
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int biggest_y = 0;
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int smallest_y = 512;
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for (int row = 0; row < screen->h; row++) {
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// Get array of pixels for this row
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//cout << "row: " << row << endl;
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const Magick::PixelPacket *imagepixels = f.GetPixels(row);
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// Loop through pixels on this row
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for (int column = 0; column < screen->w; column++) {
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// Get a pixel from this row
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const Magick::PixelPacket *pixel = imagepixels;
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// Get the RGB colors
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float r = pixel[column].red / 255.0;
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float b = pixel[column].blue / 255.0;
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float g = pixel[column].green / 255.0;
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// Calculate the Y value (brightness or luminance)
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float y = (0.299 * r) + (0.587 * g) + (0.114 * b);
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// if (y > biggest_y)
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// biggest_y = y;
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// if (y < smallest_y)
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// smallest_y = y;
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// Update the Y value for every pixel
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bmp->pixels[0][pixel_index] = y;
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//bmp->pixels[1][pixel_index] = 0;
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//bmp->pixels[2][pixel_index] = 0;
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// Increment counter
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pixel_index++;
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}
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}
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// cout << "Biggest Y: " << biggest_y << ", Smallest Y: " << smallest_y << endl;
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// cout << "ADD COLOR TO YUV OVERLAY" << endl;
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// Loop through the UV (color info)
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//int color_counter = 511;
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//number_of_colors = bmp->pitches[1] * 218;
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// int biggest_v = 0;
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// int smallest_v = 512;
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// int biggest_u = 0;
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// int smallest_u = 512;
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for (int pixel_index = 0; pixel_index < number_of_colors; pixel_index++)
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{
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// Get a pixel from this row
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const Magick::PixelPacket *pixel = reduced_color;
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// Get the RGB colors
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// float r = pixel[pixel_index].red / 255.0;
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// float b = pixel[pixel_index].blue / 255.0;
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// float g = pixel[pixel_index].green / 255.0;
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float r = 100.0;
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float g = 100.0;
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float b = 100.0;
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// Calculate UV colors
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float v = (0.439 * r) - (0.368 * g) - (0.071 * b) + 128;
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float u = (-0.148 * r) - (0.291 * g) + (0.439 * b) + 128;
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// // Grey pixel
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// if (pixel_index == 40650)
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// {
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// cout << "GREY FOUND!!!" << endl;
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// cout << "r: " << int(r) << ", g: " << int(g) << ", b: " << int(b) << " v: " << int(v) << ", u: " << int(u) << endl;
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// }
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//
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// // Pink pixel
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// if (pixel_index == 42698)
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// {
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// cout << "PINK FOUND!!!" << endl;
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// cout << "r: " << int(r) << ", g: " << int(g) << ", b: " << int(b) << " v: " << int(v) << ", u: " << int(u) << endl;
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// }
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// if (v > 255.0 || v <= 0.0)
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// cout << "TOO BIG v!!!!" << endl;
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// if (u > 255.0 || u <= 0.0)
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// cout << "TOO BIG u!!!!" << endl;
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// if (v > biggest_v)
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// biggest_v = v;
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// if (v < smallest_v)
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// smallest_v = v;
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//
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// if (u > biggest_u)
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// biggest_u = u;
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// if (u < smallest_u)
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// smallest_u = u;
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// Update the UV values for every pixel
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bmp->pixels[1][pixel_index] = v * 1.0;
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bmp->pixels[2][pixel_index] = u * 1.0;
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//color_counter++;
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}
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//cout << "Biggest V: " << biggest_v << ", Smallest V: " << smallest_v << endl;
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//cout << "Biggest U: " << biggest_u << ", Smallest U: " << smallest_u << endl;
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SDL_UnlockYUVOverlay(bmp);
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// Add to vector
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overlays.push_back(bmp);
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// Update surface.
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//SDL_UpdateRect(screen, 0, 0, reader->info.width, reader->info.height);
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}
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cout << "START DISPLAYING SURFACES..." << endl;
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SDL_Rect rect;
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rect.x = 0;
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rect.y = 0;
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rect.w = reader->info.width;
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rect.h = reader->info.height;
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//cout << "PRESS A BUTTON TO PLAY THE VIDEO" << endl;
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//string name = "";
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//cin >> name;
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for (int repeat = 0; repeat < 10; repeat++)
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{
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cout << "START OVERLAY LOOP:" << endl;
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for (int z = 0; z < number_of_cycles; z++)
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{
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cout << z << endl;
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//SDL_LockSurface( screen);
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//primary_screen->pixels = surfaces[z].pixels;
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//SDL_UnlockSurface(primary_screen);
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//SDL_UpdateRect(screen, 0, 0, reader->info.width, reader->info.height);
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SDL_DisplayYUVOverlay(overlays[z], &rect);
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//SDL_UnlockSurface( screen);
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SDL_Delay(41);
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}
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}
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// Works!
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//cout << "SDL_RECT" << endl;
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//SDL_Rect rect;
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//rect.x = 0;
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//rect.y = 0;
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//rect.w = reader->info.width;
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//rect.h = reader->info.height;
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//SDL_DisplayYUVOverlay(bmp, &rect);
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cout << "DONE!" << endl;
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SDL_Delay(3000);
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}
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