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//-----------------------------------------------------------------------------
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// Copyright 2015-2025 RenderHeads Ltd. All rights reserved.
//-----------------------------------------------------------------------------
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace RenderHeads.Media.AVProVideo
{
[System.Serializable]
public class MediaPlaylist
{
[System.Serializable]
public class MediaItem
{
public enum SourceType
{
AVProVideoPlayer,
}
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[SerializeField]
public string name = string.Empty;
[SerializeField]
public SourceType sourceType = SourceType.AVProVideoPlayer;
[SerializeField]
public MediaPath mediaPath = new MediaPath();
[SerializeField]
public Texture2D texture = null;
[SerializeField]
public float textureDuration;
[SerializeField]
public bool loop = false;
[SerializeField]
public PlaylistMediaPlayer.StartMode startMode = PlaylistMediaPlayer.StartMode.Immediate;
[SerializeField]
public PlaylistMediaPlayer.ProgressMode progressMode = PlaylistMediaPlayer.ProgressMode.OnFinish;
[SerializeField]
public float progressTimeSeconds = 0.5f;
[SerializeField]
public bool isOverrideTransition = false;
[SerializeField]
public PlaylistMediaPlayer.Transition overrideTransition = PlaylistMediaPlayer.Transition.None;
[SerializeField]
public float overrideTransitionDuration = 1f;
[SerializeField]
public Easing.Preset overrideTransitionEasing = Easing.Preset.Linear;
}
[SerializeField]
List<MediaItem> _items = new List<MediaItem>(8);
public List<MediaItem> Items
{
get
{
return _items;
}
}
public bool HasItemAt(int index)
{
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return index >= 0 && index < _items.Count;
}
}
/// <summary>
/// This is a BETA component
/// </summary>
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[AddComponentMenu("AVPro Video/Playlist Media Player", -80)]
[HelpURL("https://www.renderheads.com/products/avpro-video/")]
public class PlaylistMediaPlayer : MediaPlayer, ITextureProducer
{
public enum Transition
{
None,
Fade,
Black,
White,
Transparent,
Horiz,
Vert,
Diag,
MirrorH,
MirrorV,
MirrorD,
ScrollV,
ScrollH,
Circle,
Diamond,
Blinds,
Arrows,
SlideH,
SlideV,
Zoom,
RectV,
Random,
}
public enum PlaylistLoopMode
{
None,
Loop,
}
public enum StartMode
{
Immediate,
//AfterSeconds,
Manual,
}
public enum ProgressMode
{
OnFinish,
BeforeFinish,
//AfterTime,
Manual,
}
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[SerializeField]
Shader _transitionShader = null;
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[SerializeField]
MediaPlayer _playerA = null;
[SerializeField]
MediaPlayer _playerB = null;
[SerializeField]
bool _playlistAutoProgress = true;
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[Tooltip("Close the video on the other MediaPlayer when it is not visible any more. This is useful for freeing up memory and GPU decoding resources.")]
[SerializeField]
bool _autoCloseVideo = true;
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[SerializeField]
PlaylistLoopMode _playlistLoopMode = PlaylistLoopMode.None;
[SerializeField]
MediaPlaylist _playlist = new MediaPlaylist();
[Tooltip("Pause the previously playing video. This is useful for systems that will struggle to play 2 videos at once")]
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[SerializeField]
bool _pausePreviousOnTransition = true;
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[SerializeField]
Transition _defaultTransition = Transition.None;
[SerializeField]
float _defaultTransitionDuration = 1f;
[SerializeField]
Easing.Preset _defaultTransitionEasing = Easing.Preset.Linear;
[SerializeField, Range(0.0f, 1.0f)]
float _playlistAudioVolume = 1.0f;
[SerializeField]
bool _playlistAudioMuted = false;
private static readonly LazyShaderProperty PropFromTex = new LazyShaderProperty("_FromTex");
private static readonly LazyShaderProperty PropFade = new LazyShaderProperty("_Fade");
private bool _isPaused = false;
private int _playlistIndex = 0;
private MediaPlayer _nextPlayer;
private Material _material;
private Transition _currentTransition = Transition.None;
private string _currentTransitionName = "LERP_NONE";
private float _currentTransitionDuration = 1f;
private Easing.Preset _currentTransitionEasing = Easing.Preset.Linear;
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private float _transitionTimer = float.MaxValue;
private System.Func<float, float> _easeFunc;
private RenderTexture _rt;
private MediaPlaylist.MediaItem _currentItem;
private MediaPlaylist.MediaItem _nextItem;
public MediaPlayer CurrentPlayer
{
get
{
if (NextPlayer == _playerA)
{
return _playerB;
}
return _playerA;
}
}
public MediaPlayer NextPlayer
{
get
{
return _nextPlayer;
}
}
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public MediaPlaylist Playlist
{
get
{
return _playlist;
}
}
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public int PlaylistIndex
{
get
{
return _playlistIndex;
}
}
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public MediaPlaylist.MediaItem PlaylistItem
{
get
{
return _playlist.HasItemAt(_playlistIndex) ? _playlist.Items[_playlistIndex] : null;
}
}
/// <summary>
/// The default transition to use if the transition is not overridden in the MediaItem
/// </summary>
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public Transition DefaultTransition
{
get
{
return _defaultTransition;
}
set
{
_defaultTransition = value;
}
}
/// <summary>
/// The default duration the transition will take (in seconds) if the transition is not overridden in the MediaItem
/// </summary>
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public float DefaultTransitionDuration
{
get
{
return _defaultTransitionDuration;
}
set
{
_defaultTransitionDuration = value;
}
}
/// <summary>
/// The default easing the transition will use if the transition is not overridden in the MediaItem
/// </summary>
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public Easing.Preset DefaultTransitionEasing
{
get
{
return _defaultTransitionEasing;
}
set
{
_defaultTransitionEasing = value;
}
}
/// <summary>
/// Closes videos that aren't playing. This will save memory but adds extra overhead
/// </summary>
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public bool AutoCloseVideo
{
get
{
return _autoCloseVideo;
}
set
{
_autoCloseVideo = value;
}
}
/// <summary>
/// None: Do not loop the playlist when the end is reached.<br/>Loop: Rewind the playlist and play again when the each is reached
/// </summary>
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public PlaylistLoopMode LoopMode
{
get
{
return _playlistLoopMode;
}
set
{
_playlistLoopMode = value;
}
}
/// <summary>
/// Enable the playlist to progress to the next item automatically, or wait for manual trigger via scripting
/// </summary>
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public bool AutoProgress
{
get
{
return _playlistAutoProgress;
}
set
{
_playlistAutoProgress = value;
}
}
/// <summary>
/// Returns the IMediaInfo interface for the MediaPlayer that is playing the current active item in the playlist (returned by CurrentPlayer property). This will change during each transition.
/// </summary>
public override IMediaInfo Info
{
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get
{
return CurrentPlayer != null ? CurrentPlayer.Info : null;
}
}
/// <summary>
/// Returns the IMediaControl interface for the MediaPlayer that is playing the current active item in the playlist (returned by CurrentPlayer property). This will change during each transition.
/// </summary>
public override IMediaControl Control
{
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get
{
return CurrentPlayer != null ? CurrentPlayer.Control : null;
}
}
public override ITextureProducer TextureProducer
{
get
{
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return this;
}
}
public override float AudioVolume
{
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get
{
return _playlistAudioVolume;
}
set
{
_playlistAudioVolume = Mathf.Clamp01(value);
if (!IsTransitioning() && CurrentPlayer != null)
{
CurrentPlayer.AudioVolume = _playlistAudioVolume;
}
}
}
public override bool AudioMuted
{
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get
{
return _playlistAudioMuted;
}
set
{
_playlistAudioMuted = value;
if (!IsTransitioning() && CurrentPlayer != null)
{
CurrentPlayer.AudioMuted = _playlistAudioMuted;
}
}
}
public override void Play()
{
_isPaused = false;
if (Control != null)
{
Control.Play();
}
if (IsTransitioning())
{
if (!_pausePreviousOnTransition && NextPlayer.Control != null)
{
NextPlayer.Control.Play();
}
}
}
public override void Pause()
{
_isPaused = true;
if (Control != null)
{
Control.Pause();
}
if (IsTransitioning())
{
if (NextPlayer.Control != null)
{
NextPlayer.Control.Pause();
}
}
}
public bool IsPaused()
{
return _isPaused;
}
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private WaitForEndOfFrame _waitForEndOfFrame = new WaitForEndOfFrame();
private IEnumerator SwapPlayers()
{
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// Need to wait for rendering to complete before swapping the players
yield return _waitForEndOfFrame;
// Pause the previously playing video
// This is useful for systems that will struggle to play 2 videos at once
if (_pausePreviousOnTransition)
{
CurrentPlayer.Pause();
}
// Tell listeners that the playlist item has changed
Events.Invoke(this, MediaPlayerEvent.EventType.PlaylistItemChanged, ErrorCode.None);
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// Start the transition
if (_currentTransition != Transition.None)
{
// Create a new transition texture if required
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Texture currentTexture = GetCurrentPlayerTexture();
Texture nextTexture = GetNextTexture();
if (currentTexture != null && nextTexture != null)
{
int maxWidth = Mathf.Max(nextTexture.width, currentTexture.width);
int maxHeight = Mathf.Max(nextTexture.height, currentTexture.height);
if (_rt != null)
{
if (_rt.width != maxWidth || _rt.height != maxHeight)
{
RenderTexture.ReleaseTemporary(_rt);
_rt = null;
}
}
if (_rt == null)
{
_rt = RenderTexture.GetTemporary(maxWidth, maxHeight, 0, RenderTextureFormat.Default, RenderTextureReadWrite.Default, 1);
}
_material.SetTexture(PropFromTex.Id, currentTexture);
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_material.SetFloat(PropFade.Id, 0.0f);
Graphics.Blit(nextTexture, _rt, _material);
_easeFunc = Easing.GetFunction(_currentTransitionEasing);
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_transitionTimer = 0.0f;
}
else
{
// Immediately complete the transition
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_transitionTimer = float.MaxValue;
// Immediately update the audio volume
NextPlayer.AudioVolume = this.AudioVolume;
CurrentPlayer.AudioVolume = 0f;
if (_autoCloseVideo)
{
CurrentPlayer.MediaPath.Path = string.Empty;
CurrentPlayer.CloseMedia();
}
}
}
// Swap the videos
if (NextPlayer == _playerA)
{
_nextPlayer = _playerB;
}
else
{
_nextPlayer = _playerA;
}
// Swap the items
_currentItem = _nextItem;
_nextItem = null;
}
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private Texture GetCurrentPlayerTexture(int index = 0)
{
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if (CurrentPlayer != null && CurrentPlayer.TextureProducer != null)
{
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return CurrentPlayer.TextureProducer.GetTexture(index);
}
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else
{
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return null;
}
}
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private Texture GetNextTexture(int index = 0)
{
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if (_nextPlayer != null && _nextPlayer.TextureProducer != null)
{
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return _nextPlayer.TextureProducer.GetTexture(index);
}
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else
{
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return null;
}
}
private void Awake()
{
_nextPlayer = _playerA;
if (_transitionShader == null)
{
_transitionShader = Shader.Find("AVProVideo/Internal/Transition");
if (_transitionShader == null)
{
Debug.LogError("[AVProVideo] Missing transition shader");
}
}
_material = new Material(_transitionShader);
_easeFunc = Easing.GetFunction(_defaultTransitionEasing);
}
protected override void OnDestroy()
{
if (_rt != null)
{
RenderTexture.ReleaseTemporary(_rt);
_rt = null;
}
if (_material != null)
{
if (Application.isPlaying)
{
Material.Destroy(_material);
}
else
{
Material.DestroyImmediate(_material);
}
_material = null;
}
base.OnDestroy();
}
private void Start()
{
if (Application.isPlaying)
{
if (CurrentPlayer)
{
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CurrentPlayer.Events.AddListener(OnMediaPlayerEvent);
if (NextPlayer)
{
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NextPlayer.Events.AddListener(OnMediaPlayerEvent);
}
}
JumpToItem(0);
}
}
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public void OnMediaPlayerEvent(MediaPlayer mediaPlayer, MediaPlayerEvent.EventType eventType, ErrorCode errorCode)
{
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if (mediaPlayer == CurrentPlayer)
{
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Events.Invoke(mediaPlayer, eventType, errorCode);
}
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switch (eventType)
{
case MediaPlayerEvent.EventType.FirstFrameReady:
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if (mediaPlayer == NextPlayer)
{
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StartCoroutine(SwapPlayers());
Events.Invoke(mediaPlayer, eventType, errorCode);
}
break;
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case MediaPlayerEvent.EventType.FinishedPlaying:
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if (mediaPlayer == CurrentPlayer)
{
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if (_playlistAutoProgress && _currentItem.progressMode == ProgressMode.OnFinish)
{
NextItem();
}
}
break;
}
}
public bool PrevItem()
{
return JumpToItem(_playlistIndex - 1);
}
public bool NextItem()
{
bool result = JumpToItem(_playlistIndex + 1);
if (!result)
{
Events.Invoke(this, MediaPlayerEvent.EventType.PlaylistFinished, ErrorCode.None);
}
return result;
}
public bool CanJumpToItem(int index)
{
if (_playlistLoopMode == PlaylistLoopMode.Loop)
{
if (_playlist.Items.Count > 0)
{
index %= _playlist.Items.Count;
if (index < 0)
{
index += _playlist.Items.Count;
}
}
}
return _playlist.HasItemAt(index);
}
public bool JumpToItem(int index)
{
if (_playlistLoopMode == PlaylistLoopMode.Loop)
{
if (_playlist.Items.Count > 0)
{
index %= _playlist.Items.Count;
if (index < 0)
{
index += _playlist.Items.Count;
}
}
}
if (_playlist.HasItemAt(index))
{
_playlistIndex = index;
_nextItem = _playlist.Items[_playlistIndex];
OpenVideoFile(_nextItem);
return true;
}
return false;
}
public void OpenVideoFile(MediaPlaylist.MediaItem mediaItem)
{
bool isMediaAlreadyLoaded = false;
if (NextPlayer.MediaPath == mediaItem.mediaPath)
{
isMediaAlreadyLoaded = true;
}
if (!mediaItem.isOverrideTransition)
{
SetTransition(_defaultTransition, _defaultTransitionDuration, _defaultTransitionEasing);
}
else
{
SetTransition(mediaItem.overrideTransition, mediaItem.overrideTransitionDuration, mediaItem.overrideTransitionEasing);
}
this.Loop = NextPlayer.Loop = mediaItem.loop;
NextPlayer.MediaPath = new MediaPath(mediaItem.mediaPath);
this.MediaPath = new MediaPath(mediaItem.mediaPath);
NextPlayer.AudioMuted = _playlistAudioMuted;
NextPlayer.AudioVolume = _playlistAudioVolume;
if (_transitionTimer < _currentTransitionDuration && _currentTransition != Transition.None)
{
NextPlayer.AudioVolume = 0f;
}
if (isMediaAlreadyLoaded)
{
NextPlayer.Rewind(false);
if (_nextItem.startMode == StartMode.Immediate)
{
NextPlayer.Play();
}
// TODO: We probably want to wait until the new frame arrives before swapping after a Rewind()
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StartCoroutine(SwapPlayers());
}
else
{
if (string.IsNullOrEmpty(NextPlayer.MediaPath.Path))
{
NextPlayer.CloseMedia();
}
else
{
NextPlayer.OpenMedia(NextPlayer.MediaPath.PathType, NextPlayer.MediaPath.Path, _nextItem.startMode == StartMode.Immediate);
}
}
}
private bool IsTransitioning()
{
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bool hasTransition = _currentTransition != Transition.None;
bool inTransition = _transitionTimer < _currentTransitionDuration;
return hasTransition && inTransition;
}
private void SetTransition(Transition transition, float duration, Easing.Preset easing)
{
if (transition == Transition.Random)
{
transition = (Transition)Random.Range(0, (int)Transition.Random);
}
if (transition != _currentTransition)
{
// Disable the previous transition
if (!string.IsNullOrEmpty(_currentTransitionName))
{
_material.DisableKeyword(_currentTransitionName);
}
// Enable the next transition
_currentTransition = transition;
_currentTransitionName = GetTransitionName(transition);
_material.EnableKeyword(_currentTransitionName);
}
_currentTransitionDuration = duration;
_currentTransitionEasing = easing;
}
protected override void Update()
{
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if (!Application.isPlaying)
{
return;
}
if (!IsPaused())
{
if (IsTransitioning())
{
_transitionTimer += Time.deltaTime;
float t = _easeFunc(Mathf.Clamp01(_transitionTimer / _currentTransitionDuration));
// Fade the audio volume
NextPlayer.AudioVolume = (1f - t) * this.AudioVolume;
CurrentPlayer.AudioVolume = t * this.AudioVolume;
// TODO: support going from mono to stereo
// TODO: support videos of different aspect ratios by rendering with scaling to fit
// This can be done by blitting twice, once for each eye
// If the stereo mode is different for playera/b then both should be set to stereo during the transition
// if (CurrentPlayer.m_StereoPacking == StereoPacking.TopBottom)....
_material.SetFloat(PropFade.Id, t);
_rt.DiscardContents();
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Graphics.Blit(GetCurrentPlayerTexture(), _rt, _material);
// After the transition is now complete, close/pause the previous video if required
bool isTransitioning = IsTransitioning();
if (!isTransitioning)
{
if (_autoCloseVideo)
{
if (NextPlayer != null)
{
NextPlayer.MediaPath.Path = string.Empty;
NextPlayer.CloseMedia();
}
}
else if (!_pausePreviousOnTransition)
{
if (NextPlayer != null && NextPlayer.Control.IsPlaying())
{
NextPlayer.Pause();
}
}
}
}
else
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if (_playlistAutoProgress)
{
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if (_nextItem == null &&
_currentItem != null &&
_currentItem.progressMode == ProgressMode.BeforeFinish &&
Control != null &&
Control.HasMetaData() &&
Control.GetCurrentTime() >= (Info.GetDuration() - _currentItem.progressTimeSeconds))
{
this.NextItem();
}
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else
if (_currentItem == null)
{
JumpToItem(_playlistIndex);
}
}
}
base.Update();
}
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#region Implementing ITextureProducer
public Texture GetTexture(int index = 0)
{
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bool isTransitioning = IsTransitioning();
return isTransitioning ? _rt : CurrentPlayer.TextureProducer.GetTexture(index);
}
public int GetTextureCount()
{
return CurrentPlayer.TextureProducer.GetTextureCount();
}
public int GetTextureFrameCount()
{
return CurrentPlayer.TextureProducer.GetTextureFrameCount();
}
public bool SupportsTextureFrameCount()
{
return CurrentPlayer.TextureProducer.SupportsTextureFrameCount();
}
public long GetTextureTimeStamp()
{
return CurrentPlayer.TextureProducer.GetTextureTimeStamp();
}
public float GetTexturePixelAspectRatio()
{
return CurrentPlayer.TextureProducer.GetTexturePixelAspectRatio();
}
public bool RequiresVerticalFlip()
{
return CurrentPlayer.TextureProducer.RequiresVerticalFlip();
}
public Matrix4x4 GetYpCbCrTransform()
{
return CurrentPlayer.TextureProducer.GetYpCbCrTransform();
}
public StereoPacking GetTextureStereoPacking()
{
return CurrentPlayer.TextureProducer.GetTextureStereoPacking();
}
public TransparencyMode GetTextureTransparency()
{
return CurrentPlayer.TextureProducer.GetTextureTransparency();
}
public AlphaPacking GetTextureAlphaPacking()
{
return CurrentPlayer.TextureProducer.GetTextureAlphaPacking();
}
public float[] GetAffineTransform()
{
return CurrentPlayer.TextureProducer.GetAffineTransform();
}
public Matrix4x4 GetTextureMatrix()
{
return CurrentPlayer.TextureProducer.GetTextureMatrix();
}
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public RenderTextureFormat GetCompatibleRenderTextureFormat(GetCompatibleRenderTextureFormatOptions options, int plane)
{
return CurrentPlayer.TextureProducer.GetCompatibleRenderTextureFormat(options, plane);
}
#endregion Implementing ITextureProducer
private static string GetTransitionName(Transition transition)
{
switch (transition)
{
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case Transition.None:
return "LERP_NONE";
case Transition.Fade:
return "LERP_FADE";
case Transition.Black:
return "LERP_BLACK";
case Transition.White:
return "LERP_WHITE";
case Transition.Transparent:
return "LERP_TRANSP";
case Transition.Horiz:
return "LERP_HORIZ";
case Transition.Vert:
return "LERP_VERT";
case Transition.Diag:
return "LERP_DIAG";
case Transition.MirrorH:
return "LERP_HORIZ_MIRROR";
case Transition.MirrorV:
return "LERP_VERT_MIRROR";
case Transition.MirrorD:
return "LERP_DIAG_MIRROR";
case Transition.ScrollV:
return "LERP_SCROLL_VERT";
case Transition.ScrollH:
return "LERP_SCROLL_HORIZ";
case Transition.Circle:
return "LERP_CIRCLE";
case Transition.Diamond:
return "LERP_DIAMOND";
case Transition.Blinds:
return "LERP_BLINDS";
case Transition.Arrows:
return "LERP_ARROW";
case Transition.SlideH:
return "LERP_SLIDE_HORIZ";
case Transition.SlideV:
return "LERP_SLIDE_VERT";
case Transition.Zoom:
return "LERP_ZOOM_FADE";
case Transition.RectV:
return "LERP_RECTS_VERT";
}
return string.Empty;
}
}
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}