Package ch.bailu.gtk.gst
Schnittstelle StateChange
public interface StateChange
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Feldübersicht
FelderModifizierer und TypFeldBeschreibungstatic final int
state change from NULL to NULL.static final int
state change from NULL to READY.static final int
state change from PAUSED to PAUSED.static final int
state change from PAUSED to PLAYING.static final int
state change from PAUSED to READY.static final int
state change from PLAYING to PAUSED.static final int
state change from PLAYING to PLAYING.static final int
state change from READY to NULL.static final int
state change from READY to PAUSED.static final int
state change from READY to READY,
This might happen when going to PAUSED asynchronously failed, in that case
elements should make sure they are in a proper, coherent READY state.
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Felddetails
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NULL_TO_READY
static final int NULL_TO_READYstate change from NULL to READY.
* The element must check if the resources it needs are available. Device
sinks and -sources typically try to probe the device to constrain their
caps.
* The element opens the device (in case feature need to be probed).- Siehe auch:
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READY_TO_PAUSED
static final int READY_TO_PAUSEDstate change from READY to PAUSED.
* The element pads are activated in order to receive data in PAUSED.
Streaming threads are started.
* Some elements might need to return %GST_STATE_CHANGE_ASYNC and complete
the state change when they have enough information. It is a requirement
for sinks to return %GST_STATE_CHANGE_ASYNC and complete the state change
when they receive the first buffer or %GST_EVENT_EOS (preroll).
Sinks also block the dataflow when in PAUSED.
* A pipeline resets the running_time to 0.
* Live sources return %GST_STATE_CHANGE_NO_PREROLL and don't generate data.- Siehe auch:
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PAUSED_TO_PLAYING
static final int PAUSED_TO_PLAYINGstate change from PAUSED to PLAYING.
* Most elements ignore this state change.
* The pipeline selects a #GstClock and distributes this to all the children
before setting them to PLAYING. This means that it is only allowed to
synchronize on the #GstClock in the PLAYING state.
* The pipeline uses the #GstClock and the running_time to calculate the
base_time. The base_time is distributed to all children when performing
the state change.
* Sink elements stop blocking on the preroll buffer or event and start
rendering the data.
* Sinks can post %GST_MESSAGE_EOS in the PLAYING state. It is not allowed
to post %GST_MESSAGE_EOS when not in the PLAYING state.
* While streaming in PAUSED or PLAYING elements can create and remove
sometimes pads.
* Live sources start generating data and return %GST_STATE_CHANGE_SUCCESS.- Siehe auch:
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PLAYING_TO_PAUSED
static final int PLAYING_TO_PAUSEDstate change from PLAYING to PAUSED.
* Most elements ignore this state change.
* The pipeline calculates the running_time based on the last selected
#GstClock and the base_time. It stores this information to continue
playback when going back to the PLAYING state.
* Sinks unblock any #GstClock wait calls.
* When a sink does not have a pending buffer to play, it returns
#GST_STATE_CHANGE_ASYNC from this state change and completes the state
change when it receives a new buffer or an %GST_EVENT_EOS.
* Any queued %GST_MESSAGE_EOS items are removed since they will be reposted
when going back to the PLAYING state. The EOS messages are queued in
#GstBin containers.
* Live sources stop generating data and return %GST_STATE_CHANGE_NO_PREROLL.- Siehe auch:
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PAUSED_TO_READY
static final int PAUSED_TO_READYstate change from PAUSED to READY.
* Sinks unblock any waits in the preroll.
* Elements unblock any waits on devices
* Chain or get_range functions return %GST_FLOW_FLUSHING.
* The element pads are deactivated so that streaming becomes impossible and
all streaming threads are stopped.
* The sink forgets all negotiated formats
* Elements remove all sometimes pads- Siehe auch:
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READY_TO_NULL
static final int READY_TO_NULLstate change from READY to NULL.
* Elements close devices
* Elements reset any internal state.- Siehe auch:
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NULL_TO_NULL
static final int NULL_TO_NULLstate change from NULL to NULL. (Since: 1.14)- Siehe auch:
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READY_TO_READY
static final int READY_TO_READYstate change from READY to READY,
This might happen when going to PAUSED asynchronously failed, in that case
elements should make sure they are in a proper, coherent READY state. (Since: 1.14)- Siehe auch:
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PAUSED_TO_PAUSED
static final int PAUSED_TO_PAUSEDstate change from PAUSED to PAUSED.
This might happen when elements were in PLAYING state and 'lost state',
they should make sure to go back to real 'PAUSED' state (prerolling for example). (Since: 1.14)- Siehe auch:
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PLAYING_TO_PLAYING
static final int PLAYING_TO_PLAYINGstate change from PLAYING to PLAYING. (Since: 1.14)- Siehe auch:
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