StateChange#
- class StateChange#
These are the different state changes an element goes through.
NULL wzxhzdk:0 PLAYING is called an upwards state change
and PLAYING wzxhzdk:1 NULL a downwards state change.
Methods#
Fields#
- class StateChange
- NULL_TO_NULL#
State change from NULL to NULL. (Since: 1.14)
- NULL_TO_READY#
State change from NULL to READY. * The element must check if the resources it needs are available. Device
sinks and -sources typically try to probe the device to constrain their caps.
* The element opens the device (in case feature need to be probed).
- PAUSED_TO_PAUSED#
State change from PAUSED to PAUSED. This might happen when elements were in PLAYING state and ‘lost state’, they should make sure to go back to real ‘PAUSED’ state (prerolling for example). (Since: 1.14)
- PAUSED_TO_PLAYING#
State change from PAUSED to PLAYING. * Most elements ignore this state change. * The pipeline selects a
Clockand distributes this to all the childrenbefore setting them to PLAYING. This means that it is only allowed to synchronize on the
Clockin the PLAYING state.- * The pipeline uses the
Clockand the running_time to calculate the base_time. The base_time is distributed to all children when performing the state change.
- * Sink elements stop blocking on the preroll buffer or event and start
rendering the data.
- * Sinks can post
EOSin the PLAYING state. It is not allowed to post
EOSwhen not in the PLAYING state.- * While streaming in PAUSED or PLAYING elements can create and remove
sometimes pads.
* Live sources start generating data and return
SUCCESS.- * The pipeline uses the
- PAUSED_TO_READY#
State change from PAUSED to READY. * Sinks unblock any waits in the preroll. * Elements unblock any waits on devices * Chain or get_range functions return
FLUSHING. * The element pads are deactivated so that streaming becomes impossible andall streaming threads are stopped.
* The sink forgets all negotiated formats * Elements remove all sometimes pads
- PLAYING_TO_PAUSED#
State change from PLAYING to PAUSED. * Most elements ignore this state change. * The pipeline calculates the running_time based on the last selected
Clockand the base_time. It stores this information to continue playback when going back to the PLAYING state.* Sinks unblock any
Clockwait calls. * When a sink does not have a pending buffer to play, it returnsGST_STATE_CHANGE_ASYNCfrom this state change and completes the state change when it receives a new buffer or anEOS.- * Any queued
EOSitems are removed since they will be reposted when going back to the PLAYING state. The EOS messages are queued in
Bincontainers.
* Live sources stop generating data and return
NO_PREROLL.- * Any queued
- PLAYING_TO_PLAYING#
State change from PLAYING to PLAYING. (Since: 1.14)
- READY_TO_NULL#
State change from READY to NULL. * Elements close devices * Elements reset any internal state.
- READY_TO_PAUSED#
State change from READY to PAUSED. * The element pads are activated in order to receive data in PAUSED.
Streaming threads are started.
- * Some elements might need to return
ASYNCand complete the state change when they have enough information. It is a requirement for sinks to return
ASYNCand complete the state change when they receive the first buffer orEOS(preroll). Sinks also block the dataflow when in PAUSED.
* A pipeline resets the running_time to 0. * Live sources return
NO_PREROLLand don’t generate data.- * Some elements might need to return
- READY_TO_READY#
State change from READY to READY, This might happen when going to PAUSED asynchronously failed, in that case elements should make sure they are in a proper, coherent READY state. (Since: 1.14)