World of Might and Magic
0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
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См. документацию.
21 #ifndef AVUTIL_AVUTIL_H
22 #define AVUTIL_AVUTIL_H
225 #define FF_LAMBDA_SHIFT 7
226 #define FF_LAMBDA_SCALE (1<<FF_LAMBDA_SHIFT)
227 #define FF_QP2LAMBDA 118
228 #define FF_LAMBDA_MAX (256*128-1)
230 #define FF_QUALITY_SCALE FF_LAMBDA_SCALE //FIXME maybe remove
248 #define AV_NOPTS_VALUE ((int64_t)UINT64_C(0x8000000000000000))
254 #define AV_TIME_BASE 1000000
260 #define AV_TIME_BASE_Q (AVRational){1, AV_TIME_BASE}
310 return (
void *)(intptr_t)(
p ?
p :
x);
322 const void *list,
uint64_t term) av_pure;
331 #define av_int_list_length(list, term) \
332 av_int_list_length_for_size(sizeof(*(list)), list, term)
346 #define AV_FOURCC_MAX_STRING_SIZE 32
348 #define av_fourcc2str(fourcc) av_fourcc_make_string((char[AV_FOURCC_MAX_STRING_SIZE]){0}, fourcc)
const char * av_version_info(void)
GLsizei const GLchar *const * path
unsigned __int64 uint64_t
unsigned avutil_version(void)
FILE * av_fopen_utf8(const char *path, const char *mode)
GLenum GLuint GLenum GLsizei const GLchar * buf
unsigned av_int_list_length_for_size(unsigned elsize, const void *list, uint64_t term) av_pure
@ AVMEDIA_TYPE_DATA
Opaque data information usually continuous.
const char * avutil_configuration(void)
@ AV_PICTURE_TYPE_SI
Switching Intra.
@ AV_PICTURE_TYPE_I
Intra.
@ AV_PICTURE_TYPE_SP
Switching Predicted.
AVRational av_get_time_base_q(void)
char * av_fourcc_make_string(char *buf, uint32_t fourcc)
@ AVMEDIA_TYPE_UNKNOWN
Usually treated as AVMEDIA_TYPE_DATA.
@ AV_PICTURE_TYPE_NONE
Undefined.
const char * avutil_license(void)
char av_get_picture_type_char(enum AVPictureType pict_type)
@ AVMEDIA_TYPE_ATTACHMENT
Opaque data information usually sparse.
const char * av_get_media_type_string(enum AVMediaType media_type)
@ AV_PICTURE_TYPE_B
Bi-dir predicted.
@ AV_PICTURE_TYPE_P
Predicted.
@ AV_PICTURE_TYPE_BI
BI type.
unsigned __int32 uint32_t
@ AV_PICTURE_TYPE_S
S(GMC)-VOP MPEG-4.
static void * av_x_if_null(const void *p, const void *x)