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#include "survive_types.h"
#include <stdbool.h>
#ifdef __cplusplus
extern "C" {
#endif
struct SurviveAsyncContext;
typedef struct SurviveAsyncContext SurviveAsyncContext;
/***
* Initialize a new instance of an async context -- mirrors survive_init
* @return Pointer to the async context
*/
SURVIVE_EXPORT SurviveAsyncContext *survive_async_init(int argc, char *const *argv);
/**
* Close all devices and free all memory associated with the given context
*/
SURVIVE_EXPORT void survive_async_close(SurviveAsyncContext* actx);
/**
* Start the background thread which processes various inputs and produces deliverable data like position.
*/
SURVIVE_EXPORT void survive_async_start_thread(SurviveAsyncContext* actx);
/**
* @return true iff the background thread is still running
*/
SURVIVE_EXPORT bool survive_async_is_running(SurviveAsyncContext *actx);
struct SurviveAsyncObject;
typedef struct SurviveAsyncObject SurviveAsyncObject;
/**
* Get the first known object. Note that this also includes lighthouses
*/
SURVIVE_EXPORT const SurviveAsyncObject *survive_async_get_first_object(SurviveAsyncContext *actx);
/**
* Get the next known object from a current one.
*/
SURVIVE_EXPORT const SurviveAsyncObject *survive_async_get_next_object(SurviveAsyncContext *actx,
const SurviveAsyncObject *curr);
/**
* Gets the next object which has been updated since we last looked at it with this function
*/
SURVIVE_EXPORT const SurviveAsyncObject *survive_async_get_next_updated(SurviveAsyncContext *actx);
/**
* Gets the pose of a given object
*/
SURVIVE_EXPORT survive_timecode survive_async_object_get_latest_pose(const SurviveAsyncObject *sao,
SurvivePose *pose);
/**
* Gets the null terminated name of the object.
*/
SURVIVE_EXPORT const char *survive_async_object_name(const SurviveAsyncObject *sao);
#ifdef __cplusplus
}
#endif
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