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use OsCamera;
use OsCamera;
use OsCamera;
use OsCamera;
use RgbaImage;
use Arc;
;
;
// #[derive(Debug, Clone)]
// pub struct CameraSettings {
// pub exposure_mode: ExposureMode,
// pub custom_exposure: Option<CustomExposure>,
// pub exposure_compensation: Option<f32>,
// pub exposure_stacking: bool,
// pub focus_mode: FocusMode,
// pub focus_distance: Option<f32>,
// pub focus_point_of_interest: Option<(f32, f32)>,
// pub white_balance_mode: WhiteBalanceMode,
// pub white_balance_gains: Option<WhiteBalanceGains>,
// pub zoom_factor: Option<f32>,
// pub frame_rate: Option<f32>,
// pub resolution: Option<Resolution>,
// pub hdr_enabled: bool,
// pub stabilization_enabled: bool,
// pub low_light_boost: Option<bool>,
// pub scene_mode_hint: Option<SceneMode>,
// pub brightness: Option<f32>,
// pub contrast: Option<f32>,
// pub saturation: Option<f32>,
// pub sharpness: Option<f32>,
// pub hue: Option<f32>,
// pub noise_reduction: Option<f32>,
// pub gamma: Option<f32>,
// pub color_filter: Option<ColorFilter>,
// pub is_updated: bool,
// }
// #[derive(Debug, Clone, Copy)]
// pub struct CustomExposure {
// pub duration: f32,
// pub iso: f32,
// }
// impl Default for CustomExposure {
// fn default() -> Self {
// Self {
// iso: 0.0,
// duration: 0.0,
// }
// }
// }
// #[derive(Debug, Clone, Copy, PartialEq)]
// pub enum ExposureMode {
// Auto,
// Continuous,
// Custom,
// }
// #[derive(Debug, Clone, Copy, PartialEq)]
// pub enum FocusMode {
// Auto,
// Continuous,
// Locked,
// Manual,
// }
// #[derive(Debug, Clone, Copy, PartialEq)]
// pub enum WhiteBalanceMode {
// Auto,
// Locked,
// Custom,
// }
// #[derive(Debug, Clone, Copy, PartialEq)]
// pub struct WhiteBalanceGains {
// pub red: f32,
// pub green: f32,
// pub blue: f32,
// }
// impl WhiteBalanceGains {
// pub fn from(red: f32, green: f32, blue: f32) -> Self {
// WhiteBalanceGains { red, green, blue }
// }
// }
// impl Default for WhiteBalanceGains {
// fn default() -> Self {
// Self {
// red: 0.0,
// green: 0.0,
// blue: 0.0,
// }
// }
// }
// #[derive(Debug, Clone, Copy)]
// pub struct Resolution {
// pub width: u32,
// pub height: u32,
// }
// #[derive(Debug, Clone, Copy)]
// pub enum SceneMode {
// Standard,
// Portrait,
// Night,
// Action,
// Backlit,
// Macro,
// }
// #[derive(Debug, Clone, Copy)]
// pub enum ColorFilter {
// None,
// Sepia,
// Mono,
// Vibrant,
// Cool,
// Warm,
// }
// impl Default for CameraSettings {
// fn default() -> Self {
// Self {
// exposure_mode: ExposureMode::Continuous,
// custom_exposure: None,
// exposure_compensation: Some(0.0),
// exposure_stacking: false,
// focus_mode: FocusMode::Auto,
// focus_distance: Some(0.5),
// focus_point_of_interest: Some((0.5, 0.5)),
// white_balance_mode: WhiteBalanceMode::Auto,
// white_balance_gains: None,
// zoom_factor: Some(1.0),
// frame_rate: Some(30.0),
// resolution: Some(Resolution {
// width: 1920,
// height: 1080,
// }),
// hdr_enabled: false,
// stabilization_enabled: true,
// low_light_boost: Some(false),
// scene_mode_hint: Some(SceneMode::Standard),
// brightness: Some(0.5),
// contrast: Some(0.5),
// saturation: Some(0.5),
// sharpness: None,
// hue: Some(0.5),
// noise_reduction: None,
// gamma: Some(0.5),
// color_filter: None,
// is_updated: true,
// }
// }
// }
// impl CameraSettings {
// pub fn set_brightness(&mut self, value: f32) {
// self.brightness = Some(value.clamp(0.0, 1.0));
// self.is_updated = true;
// }
// pub fn set_contrast(&mut self, value: f32) {
// self.contrast = Some(value.clamp(0.0, 1.0));
// self.is_updated = true;
// }
// pub fn set_saturation(&mut self, value: f32) {
// self.saturation = Some(value.clamp(0.0, 1.0));
// self.is_updated = true;
// }
// pub fn set_sharpness(&mut self, value: f32) {
// let v = value.clamp(0.0, 1.0);
// self.sharpness = if v < 0.1 { None } else { Some(v) };
// self.is_updated = true;
// }
// pub fn set_hue(&mut self, value: f32) {
// self.hue = Some(value.clamp(0.0, 1.0));
// self.is_updated = true;
// }
// pub fn set_noise_reduction(&mut self, value: f32) {
// let v = value.clamp(0.0, 1.0);
// self.noise_reduction = if v < 0.1 { None } else { Some(v) };
// self.is_updated = true;
// }
// pub fn set_gamma(&mut self, value: f32) {
// self.gamma = Some(value.clamp(0.0, 1.0));
// self.is_updated = true;
// }
// pub fn set_focus_mode(&mut self, mode: FocusMode) {
// if mode != FocusMode::Manual {
// self.focus_distance = Some(0.5)
// };
// self.focus_mode = mode;
// self.is_updated = true;
// }
// pub fn set_focus_distance(&mut self, value: f32) {
// if self.focus_mode == FocusMode::Manual {
// self.focus_distance = Some(value.clamp(0.0, 1.0));
// self.is_updated = true;
// }
// }
// pub fn set_exposure_compensation(&mut self, value: f32) {
// self.exposure_compensation = Some((value.clamp(0.0, 1.0) * 4.0) - 2.0);
// self.is_updated = true;
// }
// pub fn set_custom_exposure(&mut self, duration_percentage: f32, iso_percentage: f32) {
// self.custom_exposure = Some(CustomExposure {
// duration: duration_percentage.clamp(0.0, 1.0),
// iso: iso_percentage.clamp(0.0, 1.0),
// });
// self.exposure_mode = ExposureMode::Custom;
// self.is_updated = true;
// }
// pub fn set_exposure_mode(&mut self, mode: ExposureMode) {
// if mode != ExposureMode::Custom {
// self.custom_exposure = None
// };
// self.exposure_mode = mode;
// self.is_updated = true;
// }
// pub fn set_white_balance_mode(&mut self, mode: WhiteBalanceMode) {
// if mode != WhiteBalanceMode::Custom {
// self.white_balance_gains = None
// };
// self.white_balance_mode = mode;
// self.is_updated = true;
// }
// pub fn set_white_balance_gains_red(&mut self, red: f32) {
// let g = self.white_balance_gains.unwrap_or_default();
// self.white_balance_gains =
// Some(WhiteBalanceGains::from(red.clamp(0.0, 1.0), g.green, g.blue));
// self.white_balance_mode = WhiteBalanceMode::Custom;
// self.is_updated = true;
// }
// pub fn set_white_balance_gains_green(&mut self, green: f32) {
// let g = self.white_balance_gains.unwrap_or_default();
// self.white_balance_gains = Some(WhiteBalanceGains::from(
// g.red,
// green.clamp(0.0, 1.0),
// g.blue,
// ));
// self.white_balance_mode = WhiteBalanceMode::Custom;
// self.is_updated = true;
// }
// pub fn set_white_balance_gains_blue(&mut self, blue: f32) {
// let g = self.white_balance_gains.unwrap_or_default();
// self.white_balance_gains = Some(WhiteBalanceGains::from(
// g.red,
// g.green,
// blue.clamp(0.0, 1.0),
// ));
// self.white_balance_mode = WhiteBalanceMode::Custom;
// self.is_updated = true;
// }
// pub fn set_zoom_factor(&mut self, value: f32) {
// self.zoom_factor = Some(1.0 + value.clamp(0.0, 1.0) * 9.0);
// self.is_updated = true;
// }
// pub fn set_hdr_enabled(&mut self, enabled: bool) {
// self.hdr_enabled = enabled;
// self.is_updated = true;
// }
// pub fn set_stabilization_enabled(&mut self, enabled: bool) {
// self.stabilization_enabled = enabled;
// self.is_updated = true;
// }
// pub fn set_low_light_boost(&mut self, enabled: bool) {
// self.low_light_boost = Some(enabled);
// self.is_updated = true;
// }
// pub fn set_scene_mode(&mut self, scene: SceneMode) {
// self.scene_mode_hint = Some(scene);
// self.is_updated = true;
// }
// pub fn set_focus_point_of_interest(&mut self, x: f32, y: f32) {
// self.focus_point_of_interest = Some((x.clamp(0.0, 1.0), y.clamp(0.0, 1.0)));
// self.is_updated = true;
// }
// }