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path: root/include/ansel/Session.h
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// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// NVIDIA Corporation and its licensors retain all intellectual property and
// proprietary rights in and to this software and related documentation and
// any modifications thereto. Any use, reproduction, disclosure, or
// distribution of this software and related documentation without an express
// license agreement from NVIDIA Corporation is strictly prohibited.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright 2015 NVIDIA Corporation. All rights reserved.

#pragma once
#include <ansel/Defines.h>

namespace ansel
{
    struct SessionConfiguration
    {
        // User can move the camera during session
        bool isTranslationAllowed;
        // Camera can be rotated during session
        bool isRotationAllowed;
        // FoV can be modified during session
        bool isFovChangeAllowed;
        // Game is paused during session
        bool isPauseAllowed;
        // Game allows highres capture during session
        bool isHighresAllowed;
        // Game allows 360 capture during session
        bool is360MonoAllowed;
        // Game allows 360 stereo capture during session
        bool is360StereoAllowed;
        // Game allows capturing pre-tonemapping raw HDR buffer
        bool isRawAllowed;
        // The speed at which camera moves in the world, initialized with a value given in Configuration
        float translationalSpeedInWorldUnitsPerSecond;
        // The speed at which camera rotates, initialized with a value given in Configuration
        float rotationalSpeedInDegreesPerSecond;

        SessionConfiguration()
        {
            isTranslationAllowed = true;
            isRotationAllowed = true;
            isFovChangeAllowed = true;
            isPauseAllowed = true;
            isHighresAllowed = true;
            is360MonoAllowed = true;
            is360StereoAllowed = true;
            isRawAllowed = true;
        }
    };

    enum StartSessionStatus
    {
        kDisallowed = 0,
        kAllowed
    };

    enum CaptureType
    {
        kCaptureType360Mono = 0,
        kCaptureType360Stereo,
        kCaptureTypeSuperResolution,
        kCaptureTypeStereo
    };

    struct CaptureConfiguration
    {
        CaptureType captureType;
    };

    typedef StartSessionStatus(*StartSessionCallback)(SessionConfiguration& settings, void* userPointer);
    typedef void(*StopSessionCallback)(void* userPointer);
    typedef void(*StartCaptureCallback)(const CaptureConfiguration&, void* userPointer);
    typedef void(*StopCaptureCallback)(void* userPointer);

    // Starts a session if there is not one already active. This function can be used to trigger
    // Ansel via any method that the game chooses (key combination, controller input, etc)
    ANSEL_SDK_API void startSession();

    // Stops current session if there is one active. This function needs to be used if the
    // startSession function was used to implement custom activation method. The same custom
    // activation method needs to used to deactivate Ansel. If for instance left-stick pressed
    // was used for startSession then the same should be used for stopping the Ansel session.
    // This function can also be used if Ansel session needs to be interrupted
    // (for instance an online game where connection loss is experienced and needs to be
    // reported).
    ANSEL_SDK_API void stopSession();
}