#pragma once #include #include struct VoIPModelI; namespace Components::VoIP { struct TagVoIPSession {}; // to talk to the model handling this session //struct VoIPModel { //VoIPModelI* ptr {nullptr}; //}; struct SessionState { // ???? // incoming // outgoing enum class State { RINGING, CONNECTED, } state; }; struct SessionContact { Contact3 c{entt::null}; }; struct StreamSources { // list of all stream sources originating from this VoIP session std::vector streams; }; struct StreamSinks { // list of all stream sinks going to this VoIP session std::vector streams; }; } // Components::VoIP // TODO: events? piggyback on objects? // stream model instead?? -> more generic than "just" audio and video? // or specialized like this // streams abstract type in a nice way struct VoIPModelI { virtual ~VoIPModelI(void) {} // enters a call/voicechat/videocall ??? // - contact // - default stream sources/sinks ? // - enable a/v ? -> done on connecting to sources // returns object tieing together the VoIP session struct DefaultConfig { bool incoming_audio {true}; bool incoming_video {true}; bool outgoing_audio {true}; bool outgoing_video {true}; }; virtual ObjectHandle enter(const Contact3 c, const DefaultConfig& defaults = {true, true, true, true}) { return {}; } // accept/join an invite to a session virtual bool accept(ObjectHandle session) { return false; } // leaves a call // - VoIP session object virtual bool leave(ObjectHandle session) { return false; } };