vdr-plugin-skindesigner/displayreplay.c

100 lines
2.4 KiB
C
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#define __STL_CONFIG_H
#include "displayreplay.h"
cSDDisplayReplay::cSDDisplayReplay(cTemplate *replayTemplate, bool ModeOnly) {
doOutput = true;
initial = true;
modeOnly = ModeOnly;
replayView = NULL;
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if (!replayTemplate) {
doOutput = false;
esyslog("skindesigner: displayReplay no valid template - aborting");
return;
}
replayView = new cDisplayReplayView(replayTemplate->GetRootView());
if (!replayView->createOsd()) {
doOutput = false;
return;
}
}
cSDDisplayReplay::~cSDDisplayReplay() {
if (replayView)
delete replayView;
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}
void cSDDisplayReplay::SetRecording(const cRecording *Recording) {
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if (!doOutput || !Recording)
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return;
replayView->DrawTitle(Recording);
replayView->DrawRecordingInformation(Recording);
replayView->DrawScraperContent(Recording);
}
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void cSDDisplayReplay::SetTitle(const char *Title) {
if (!doOutput || !Title)
return;
replayView->DrawTitle(Title);
}
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void cSDDisplayReplay::SetMode(bool Play, bool Forward, int Speed) {
if (!doOutput)
return;
if (!Play && Speed < 0) {
replayView->DrawOnPause(modeOnly);
} else {
replayView->ClearOnPause();
}
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replayView->DrawControlIcons(Play, Forward, Speed, modeOnly);
}
void cSDDisplayReplay::SetProgress(int Current, int Total) {
if (!doOutput)
return;
replayView->DelayOnPause();
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replayView->DrawProgressBar(Current, Total);
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replayView->DrawMarks(marks, Current, Total);
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}
void cSDDisplayReplay::SetCurrent(const char *Current) {
if (!doOutput)
return;
replayView->DrawCurrent(Current);
}
void cSDDisplayReplay::SetTotal(const char *Total) {
if (!doOutput)
return;
replayView->DrawTotal(Total);
}
void cSDDisplayReplay::SetJump(const char *Jump) {
if (!doOutput)
return;
replayView->DrawJump(Jump);
}
void cSDDisplayReplay::SetMessage(eMessageType Type, const char *Text) {
if (!doOutput)
return;
replayView->DrawMessage(Type, Text);
}
void cSDDisplayReplay::Flush(void) {
if (!doOutput)
return;
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if (!modeOnly) {
replayView->DrawDate();
replayView->DrawTime();
}
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if (initial) {
replayView->DrawBackground(modeOnly);
replayView->DrawCustomTokens();
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replayView->DoFadeIn();
initial = false;
} else {
replayView->Flush();
}
}