import type { Orientation } from './Orientation'; import { PixelFormat } from './PixelFormat'; /** * A single frame, as seen by the camera. */ export interface Frame { /** * Whether the underlying buffer is still valid or not. The buffer will be released after the frame processor returns, or `close()` is called. */ isValid: boolean; /** * Returns the width of the frame, in pixels. */ width: number; /** * Returns the height of the frame, in pixels. */ height: number; /** * Returns the amount of bytes per row. */ bytesPerRow: number; /** * Returns the number of planes this frame contains. */ planesCount: number; /** * Returns whether the Frame is mirrored (selfie camera) or not. */ isMirrored: boolean; /** * Returns the timestamp of the Frame relative to the host sytem's clock. */ timestamp: number; /** * Represents the orientation of the Frame. * * Some ML Models are trained for specific orientations, so they need to be taken into * consideration when running a frame processor. See also: `isMirrored` */ orientation: Orientation; /** * Represents the pixel-format of the Frame. */ pixelFormat: PixelFormat; /** * Get the underlying data of the Frame as a uint8 array buffer. * * Note that Frames are allocated on the GPU, so calling `toArrayBuffer()` will copy from the GPU to the CPU. */ toArrayBuffer(): Uint8Array; /** * Returns a string representation of the frame. * @example * ```ts * console.log(frame.toString()) // -> "3840 x 2160 Frame" * ``` */ toString(): string; } export interface FrameInternal extends Frame { /** * Increment the Frame Buffer ref-count by one. * * This is a private API, do not use this. */ incrementRefCount(): void; /** * Increment the Frame Buffer ref-count by one. * * This is a private API, do not use this. */ decrementRefCount(): void; }