Scroll to navigation

SDL_GetCameraDeviceSupportedFormats(3) SDL3 FUNCTIONS SDL_GetCameraDeviceSupportedFormats(3)

NAME

SDL_GetCameraDeviceSupportedFormats - Get the list of native formats/sizes a camera supports.

HEADER FILE

Defined in SDL3/SDL_camera.h

SYNOPSIS

#include "SDL3/SDL.h"
SDL_CameraSpec* SDL_GetCameraDeviceSupportedFormats(SDL_CameraDeviceID devid, int *count);

DESCRIPTION

This returns a list of all formats and frame sizes that a specific camera can offer. This is useful if your app can accept a variety of image formats and sizes and so want to find the optimal spec that doesn't require conversion.

This function isn't strictly required; if you call

SDL_OpenCameraDevice
with a NULL spec, SDL will choose a native format for you, and if you instead specify a desired format, it will transparently convert to the requested format on your behalf.

If count is not NULL, it will be filled with the number of elements in the returned array. Additionally, the last element of the array has all fields set to zero (this element is not included in count ).

The returned list is owned by the caller, and should be released with

SDL_free () when no longer needed.

Note that it's legal for a camera to supply a list with only the zeroed final element and *count set to zero; this is what will happen on Emscripten builds, since that platform won't tell _anything_ about available cameras until you've opened one, and won't even tell if there _is_ a camera until the user has given you permission to check through a scary warning popup.

FUNCTION PARAMETERS

the camera device instance ID to query.
a pointer filled in with the number of elements in the list. Can be NULL.

RETURN VALUE

Returns a 0 terminated array of SDL_CameraSpecs , which should be freed with SDL_free (), or NULL on error; call

SDL_GetError () for more details.

THREAD SAFETY

It is safe to call this function from any thread.

AVAILABILITY

This function is available since SDL 3.0.0.

SEE ALSO

SDL_GetCameraDevices(3), SDL_OpenCameraDevice(3)

SDL 3.1.2 Simple Directmedia Layer