本文整理汇总了C++中BMediaRoster::GetAudioInput方法的典型用法代码示例。如果您正苦于以下问题:C++ BMediaRoster::GetAudioInput方法的具体用法?C++ BMediaRoster::GetAudioInput怎么用?C++ BMediaRoster::GetAudioInput使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类BMediaRoster
的用法示例。
在下文中一共展示了BMediaRoster::GetAudioInput方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: if
status_t
MediaWindow::_InitMedia(bool first)
{
status_t err = B_OK;
BMediaRoster* roster = BMediaRoster::Roster(&err);
if (first && err != B_OK) {
BAlert* alert = new BAlert("start_media_server",
B_TRANSLATE("Could not connect to the media server.\n"
"Would you like to start it ?"),
B_TRANSLATE("Quit"),
B_TRANSLATE("Start media server"), NULL,
B_WIDTH_AS_USUAL, B_WARNING_ALERT);
alert->SetShortcut(0, B_ESCAPE);
if (alert->Go() == 0)
return B_ERROR;
Show();
launch_media_server();
}
Lock();
bool isVideoSelected = true;
if (!first && fListView->ItemAt(0) != NULL
&& fListView->ItemAt(0)->IsSelected())
isVideoSelected = false;
while (fListView->CountItems() > 0)
delete fListView->RemoveItem((int32)0);
_EmptyNodeLists();
// Grab Media Info
_FindNodes();
// Add video nodes first. They might have an additional audio
// output or input, but still should be listed as video node.
_AddNodeItems(fVideoOutputs, MediaListItem::VIDEO_TYPE);
_AddNodeItems(fVideoInputs, MediaListItem::VIDEO_TYPE);
_AddNodeItems(fAudioOutputs, MediaListItem::AUDIO_TYPE);
_AddNodeItems(fAudioInputs, MediaListItem::AUDIO_TYPE);
fAudioView->AddOutputNodes(fAudioOutputs);
fAudioView->AddInputNodes(fAudioInputs);
fVideoView->AddOutputNodes(fVideoOutputs);
fVideoView->AddInputNodes(fVideoInputs);
// build our list view
DeviceListItem* audio = new DeviceListItem(B_TRANSLATE("Audio settings"),
MediaListItem::AUDIO_TYPE);
fListView->AddItem(audio);
MidiListItem* midi = new MidiListItem(B_TRANSLATE("MIDI Settings"));
fListView->AddItem(midi);
MediaListItem* video = new DeviceListItem(B_TRANSLATE("Video settings"),
MediaListItem::VIDEO_TYPE);
fListView->AddItem(video);
MediaListItem* mixer = new AudioMixerListItem(B_TRANSLATE("Audio mixer"));
fListView->AddItem(mixer);
fListView->SortItems(&MediaListItem::Compare);
_UpdateListViewMinWidth();
// Set default nodes for our setting views
media_node defaultNode;
dormant_node_info nodeInfo;
int32 outputID;
BString outputName;
if (roster->GetAudioInput(&defaultNode) == B_OK) {
roster->GetDormantNodeFor(defaultNode, &nodeInfo);
fAudioView->SetDefaultInput(&nodeInfo);
// this causes our listview to be updated as well
}
if (roster->GetAudioOutput(&defaultNode, &outputID, &outputName) == B_OK) {
roster->GetDormantNodeFor(defaultNode, &nodeInfo);
fAudioView->SetDefaultOutput(&nodeInfo);
fAudioView->SetDefaultChannel(outputID);
// this causes our listview to be updated as well
}
if (roster->GetVideoInput(&defaultNode) == B_OK) {
roster->GetDormantNodeFor(defaultNode, &nodeInfo);
fVideoView->SetDefaultInput(&nodeInfo);
// this causes our listview to be updated as well
}
if (roster->GetVideoOutput(&defaultNode) == B_OK) {
roster->GetDormantNodeFor(defaultNode, &nodeInfo);
fVideoView->SetDefaultOutput(&nodeInfo);
// this causes our listview to be updated as well
}
if (first)
fListView->Select(fListView->IndexOf(mixer));
else if (isVideoSelected)
//.........这里部分代码省略.........
示例2: locker
status_t
MediaWindow::InitMedia(bool first)
{
status_t err = B_OK;
BMediaRoster* roster = BMediaRoster::Roster(&err);
if (first && err != B_OK) {
BAlert* alert = new BAlert("start_media_server",
B_TRANSLATE("Could not connect to the media server.\n"
"Would you like to start it ?"),
B_TRANSLATE("Quit"),
B_TRANSLATE("Start media server"), NULL,
B_WIDTH_AS_USUAL, B_WARNING_ALERT);
if (alert->Go()==0)
return B_ERROR;
fAlert = new MediaAlert(BRect(0, 0, 300, 60),
"restart_alert", B_TRANSLATE(
"Restarting media services\nStarting media server"
B_UTF8_ELLIPSIS "\n"));
fAlert->Show();
Show();
launch_media_server();
}
Lock();
bool isVideoSelected = true;
if (!first && fListView->ItemAt(0) && fListView->ItemAt(0)->IsSelected())
isVideoSelected = false;
if ((!first || (first && err) ) && fAlert) {
BAutolock locker(fAlert);
if (locker.IsLocked())
fAlert->TextView()->SetText(
B_TRANSLATE("Ready for use" B_UTF8_ELLIPSIS));
}
while (fListView->CountItems() > 0)
delete fListView->RemoveItem((int32)0);
_EmptyNodeLists();
// Grab Media Info
_FindNodes();
// Add video nodes first. They might have an additional audio
// output or input, but still should be listed as video node.
_AddNodeItems(fVideoOutputs, MediaListItem::VIDEO_TYPE);
_AddNodeItems(fVideoInputs, MediaListItem::VIDEO_TYPE);
_AddNodeItems(fAudioOutputs, MediaListItem::AUDIO_TYPE);
_AddNodeItems(fAudioInputs, MediaListItem::AUDIO_TYPE);
fAudioView->AddOutputNodes(fAudioOutputs);
fAudioView->AddInputNodes(fAudioInputs);
fVideoView->AddOutputNodes(fVideoOutputs);
fVideoView->AddInputNodes(fVideoInputs);
// build our list view
DeviceListItem* audio = new DeviceListItem(B_TRANSLATE("Audio settings"),
MediaListItem::AUDIO_TYPE);
fListView->AddItem(audio);
MediaListItem* video = new DeviceListItem(B_TRANSLATE("Video settings"),
MediaListItem::VIDEO_TYPE);
fListView->AddItem(video);
MediaListItem* mixer = new AudioMixerListItem(B_TRANSLATE("Audio mixer"));
fListView->AddItem(mixer);
fListView->SortItems(&MediaListItem::Compare);
_UpdateListViewMinWidth();
// Set default nodes for our setting views
media_node default_node;
dormant_node_info node_info;
int32 outputID;
BString outputName;
if (roster->GetAudioInput(&default_node) == B_OK) {
roster->GetDormantNodeFor(default_node, &node_info);
fAudioView->SetDefaultInput(&node_info);
// this causes our listview to be updated as well
}
if (roster->GetAudioOutput(&default_node, &outputID, &outputName)==B_OK) {
roster->GetDormantNodeFor(default_node, &node_info);
fAudioView->SetDefaultOutput(&node_info);
fAudioView->SetDefaultChannel(outputID);
// this causes our listview to be updated as well
}
if (roster->GetVideoInput(&default_node)==B_OK) {
roster->GetDormantNodeFor(default_node, &node_info);
fVideoView->SetDefaultInput(&node_info);
// this causes our listview to be updated as well
}
if (roster->GetVideoOutput(&default_node)==B_OK) {
//.........这里部分代码省略.........