decklink separation
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#pragma once
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#include "DeckLinkAPI_h.h"
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#include "DeckLinkFrameTransfer.h"
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#include <deque>
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#include <string>
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class OpenGLComposite;
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class DeckLinkSession
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{
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public:
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DeckLinkSession() = default;
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~DeckLinkSession();
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void ReleaseResources();
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bool Start(unsigned outputFrameHeight);
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bool Stop();
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CaptureDelegate* captureDelegate = nullptr;
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PlayoutDelegate* playoutDelegate = nullptr;
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IDeckLinkInput* input = nullptr;
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IDeckLinkOutput* output = nullptr;
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IDeckLinkKeyer* keyer = nullptr;
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std::deque<IDeckLinkMutableVideoFrame*> outputVideoFrameQueue;
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PinnedMemoryAllocator* playoutAllocator = nullptr;
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BMDTimeValue frameDuration = 0;
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BMDTimeScale frameTimescale = 0;
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unsigned totalPlayoutFrames = 0;
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unsigned inputFrameWidth = 0;
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unsigned inputFrameHeight = 0;
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unsigned outputFrameWidth = 0;
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unsigned outputFrameHeight = 0;
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std::string inputDisplayModeName = "1080p59.94";
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std::string outputDisplayModeName = "1080p59.94";
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bool hasNoInputSource = true;
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std::string outputModelName;
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bool supportsInternalKeying = false;
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bool supportsExternalKeying = false;
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bool keyerInterfaceAvailable = false;
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bool externalKeyingActive = false;
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std::string statusMessage;
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};
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