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vdr/skins.h

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/*
* skins.h: The optical appearance of the OSD
*
* See the main source file 'vdr.c' for copyright information and
* how to reach the author.
*
* $Id: skins.h 2.2 2012/03/11 14:38:23 kls Exp $
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*/
#ifndef __SKINS_H
#define __SKINS_H
#include "channels.h"
#include "epg.h"
#include "keys.h"
#include "osd.h"
#include "recording.h"
#include "themes.h"
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#include "thread.h"
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#include "tools.h"
enum eMessageType { mtStatus = 0, mtInfo, mtWarning, mtError }; // will be used to calculate color offsets!
class cSkinDisplay {
private:
static cSkinDisplay *current;
int editableWidth; //XXX this is not nice, but how else could we know this value?
public:
cSkinDisplay(void);
virtual ~cSkinDisplay();
static int AvgCharWidth(void) { return Setup.FontOsdSize * 4 / 6; }
///< Returns the average width of a character in pixel (just a raw estimate).
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int EditableWidth(void) { return editableWidth; }
void SetEditableWidth(int Width) { editableWidth = Width; }
///< If an item is set through a call to cSkinDisplayMenu::SetItem(), this
///< function shall be called to set the width of the rightmost tab separated
///< field. This information will be used for editable items.
virtual void SetButtons(const char *Red, const char *Green = NULL, const char *Yellow = NULL, const char *Blue = NULL) {}
///< Sets the color buttons to the given strings, provided this cSkinDisplay
///< actually has a color button display.
virtual void SetMessage(eMessageType Type, const char *Text) {}
///< Sets a one line message Text, with the given Type. Type can be used
///< to determine, e.g., the colors for displaying the Text.
virtual void Flush(void) {}
///< Actually draws the OSD display to the output device.
static cSkinDisplay *Current(void) { return current; }
///< Returns the currently active cSkinDisplay.
};
class cSkinDisplayChannel : public cSkinDisplay {
///< This class is used to display the current channel, together with
///< the present and following EPG even. How and to what extent this
///< is done is totally up to the derived class.
public:
virtual void SetChannel(const cChannel *Channel, int Number) = 0;
///< Sets the current channel to Channel. If Number is not 0, the
///< user is in the process of entering a channel number, which must
///< be displayed accordingly.
virtual void SetEvents(const cEvent *Present, const cEvent *Following) = 0;
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///< Sets the Present and Following EPG events. If either of these
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///< is not available, NULL will be given.
virtual void SetMessage(eMessageType Type, const char *Text) = 0;
///< Sets a one line message Text, with the given Type. Type can be used
///< to determine, e.g., the colors for displaying the Text.
///< If Text is NULL, any previously displayed message must be removed, and
///< any previous contents overwritten by the message must be restored.
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/*TODO
SetButtons
Red = Video options
Green = Info now
Yellow = Info next
*/
};
class cSkinDisplayMenu : public cSkinDisplay {
///< This class implements the general purpose menu display, which is
///< used throughout the program to display information and let the
///< user interact with items.
///< A menu consists of the following fields, each of which is explicitly
///< set by calls to the member functions below:
///< - Title: a single line of text, indicating what this menu displays
///< - Color buttons: the red, green, yellow and blue buttons, used for
///< various functions
///< - Message: a one line message, indicating a Status, Info, Warning,
///< or Error condition
///< - Central area: the main central area of the menu, used to display
///< one of the following:
///< - Items: a list of single line items, of which the user may be
///< able to select one
///< - Event: the full information about one EPG event
///< - Text: a multi line, scrollable text
public:
enum { MaxTabs = 6 };
private:
int tabs[MaxTabs];
protected:
cTextScroller textScroller;
int Tab(int n) { return (n >= 0 && n < MaxTabs) ? tabs[n] : 0; }
///< Returns the offset of the given tab from the left border of the
///< item display area. The value returned is in pixel.
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const char *GetTabbedText(const char *s, int Tab);
///< Returns the part of the given string that follows the given
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///< Tab (where 0 indicates the beginning of the string). If no such
///< part can be found, NULL will be returned.
public:
cSkinDisplayMenu(void);
virtual void SetTabs(int Tab1, int Tab2 = 0, int Tab3 = 0, int Tab4 = 0, int Tab5 = 0);
///< Sets the tab columns to the given values, which are the number of
///< characters in each column.
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virtual void Scroll(bool Up, bool Page);
///< If this menu contains a text area that can be scrolled, this function
///< will be called to actually scroll the text. Up indicates whether the
///< text shall be scrolled up or down, and Page is true if it shall be
///< scrolled by a full page, rather than a single line. An object of the
///< cTextScroller class can be used to implement the scrolling text area.
virtual int MaxItems(void) = 0;
///< Returns the maximum number of items the menu can display.
virtual void Clear(void) = 0;
///< Clears the entire central area of the menu.
virtual void SetTitle(const char *Title) = 0;
///< Sets the title of this menu to Title.
virtual void SetButtons(const char *Red, const char *Green = NULL, const char *Yellow = NULL, const char *Blue = NULL) = 0;
///< Sets the color buttons to the given strings. If any of the values is
///< NULL, any previous text must be removed from the related button.
virtual void SetMessage(eMessageType Type, const char *Text) = 0;
///< Sets a one line message Text, with the given Type. Type can be used
///< to determine, e.g., the colors for displaying the Text.
///< If Text is NULL, any previously displayed message must be removed, and
///< any previous contents overwritten by the message must be restored.
virtual void SetItem(const char *Text, int Index, bool Current, bool Selectable) = 0;
///< Sets the item at the given Index to Text. Index is between 0 and the
///< value returned by MaxItems(), minus one. Text may contain tab characters ('\t'),
///< which shall be used to separate the text into several columns, according to the
///< values set by a prior call to SetTabs(). If Current is true, this item shall
///< be drawn in a way indicating to the user that it is the currently selected
///< one. Selectable can be used to display items differently that can't be
///< selected by the user.
///< Whenever the current status is moved from one item to another,
///< this function will be first called for the old current item
///< with Current set to false, and then for the new current item
///< with Current set to true.
/*TODO
virtual void SetItem(const cEvent *Event, int Index, bool Current, bool Selectable, bool NowNext???, bool Schedule???);
virtual void SetItem(const cTimer *Timer, int Index, bool Current, bool Selectable);
virtual void SetItem(const cChannel *Channel, int Index, bool Current, bool Selectable);
virtual void SetItem(const cRecording *Recording, int Index, bool Current, bool Selectable);
--> false: call SetItem(text)
*/
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virtual void SetScrollbar(int Total, int Offset);
///< Sets the Total number of items in the currently displayed list, and the
///< Offset of the first item that is currently displayed (the skin knows how
///< many items it can display at once, see MaxItems()). This can be used to
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///< display a scrollbar.
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virtual void SetEvent(const cEvent *Event) = 0;
///< Sets the Event that shall be displayed, using the entire central area
///< of the menu. The Event's 'description' shall be displayed using a
///< cTextScroller, and the Scroll() function will be called to drive scrolling
///< that text if necessary.
virtual void SetRecording(const cRecording *Recording) = 0;
///< Sets the Recording that shall be displayed, using the entire central area
///< of the menu. The Recording's 'description' shall be displayed using a
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///< cTextScroller, and the Scroll() function will be called to drive scrolling
///< that text if necessary.
virtual void SetText(const char *Text, bool FixedFont) = 0;
///< Sets the Text that shall be displayed, using the entire central area
///< of the menu. The Text shall be displayed using a cTextScroller, and
///< the Scroll() function will be called to drive scrolling that text if
///< necessary.
//XXX ??? virtual void SetHelp(const char *Help) = 0;
virtual int GetTextAreaWidth(void) const;
///< Returns the width in pixel of the area which is used to display text
///< with SetText(). The width of the area is the width of the central area
///< minus the width of any possibly displayed scroll-bar or other decoration.
///< The default implementation returns 0. Therefore a caller of this method
///< must be prepared to receive 0 if the plugin doesn't implement this method.
virtual const cFont *GetTextAreaFont(bool FixedFont) const;
///< Returns a pointer to the font which is used to display text with SetText().
///< The parameter FixedFont has the same meaning as in SetText(). The default
///< implementation returns NULL. Therefore a caller of this method must be
///< prepared to receive NULL if the plugin doesn't implement this method.
///< The returned pointer is valid a long as the instance of cSkinDisplayMenu
///< exists.
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};
class cSkinDisplayReplay : public cSkinDisplay {
///< This class implements the progress display used during replay of
///< a recording.
protected:
const cMarks *marks;
class cProgressBar : public cBitmap {
protected:
int total;
int Pos(int p) { return p * Width() / total; }
void Mark(int x, bool Start, bool Current, tColor ColorMark, tColor ColorCurrent);
public:
cProgressBar(int Width, int Height, int Current, int Total, const cMarks *Marks, tColor ColorSeen, tColor ColorRest, tColor ColorSelected, tColor ColorMark, tColor ColorCurrent);
};
public:
cSkinDisplayReplay(void);
virtual void SetMarks(const cMarks *Marks);
///< Sets the editing marks to Marks, which shall be used to display the
///< progress bar through a cProgressBar object.
virtual void SetTitle(const char *Title) = 0;
///< Sets the title of the recording.
virtual void SetMode(bool Play, bool Forward, int Speed) = 0;
///< Sets the current replay mode, which can be used to display some
///< indicator, showing the user whether we are currently in normal
///< play mode, fast forward etc.
virtual void SetProgress(int Current, int Total) = 0;
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///< This function will be called whenever the position in or the total
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///< length of the recording has changed. A cProgressBar shall then be
///< used to display a progress indicator.
virtual void SetCurrent(const char *Current) = 0;
///< Sets the current position within the recording, as a user readable
///< string if the form "h:mm:ss.ff". The ".ff" part, indicating the
///< frame number, is optional and the actual implementation needs to
///< take care that it is erased from the display when a Current string
///< _with_ ".ff" is followed by one without it.
virtual void SetTotal(const char *Total) = 0;
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///< Sets the total length of the recording, as a user readable
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///< string if the form "h:mm:ss".
virtual void SetJump(const char *Jump) = 0;
///< Sets the prompt that allows the user to enter a jump point.
///< Jump is a string of the form "Jump: mm:ss". The actual implementation
///< needs to be able to handle variations in the length of this
///< string, which will occur when the user enters an actual value.
///< If Jump is NULL, the jump prompt shall be removed from the display.
virtual void SetMessage(eMessageType Type, const char *Text) = 0;
///< Sets a one line message Text, with the given Type. Type can be used
///< to determine, e.g., the colors for displaying the Text.
///< If Text is NULL, any previously displayed message must be removed, and
///< any previous contents overwritten by the message must be restored.
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};
class cSkinDisplayVolume : public cSkinDisplay {
///< This class implements the volume/mute display.
public:
virtual void SetVolume(int Current, int Total, bool Mute) = 0;
///< Sets the volume to the given Current value, which is in the range
///< 0...Total. If Mute is true, audio is currently muted and a "mute"
///< indicator shall be displayed.
};
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class cSkinDisplayTracks : public cSkinDisplay {
///< This class implements the track display.
public:
virtual void SetTrack(int Index, const char * const *Tracks) = 0;
///< Sets the current track to the one given by Index, which
///< points into the Tracks array of strings.
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virtual void SetAudioChannel(int AudioChannel) = 0;
///< Sets the audio channel indicator.
///< 0=stereo, 1=left, 2=right, -1=don't display the audio channel indicator.
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};
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class cSkinDisplayMessage : public cSkinDisplay {
///< This class implements a simple message display.
public:
virtual void SetMessage(eMessageType Type, const char *Text) = 0;
///< Sets the message to Text. Type can be used to decide how to display
///< the message, for instance in which colors.
};
class cSkin : public cListObject {
private:
char *name;
cTheme *theme;
public:
cSkin(const char *Name, cTheme *Theme = NULL);
///< Creates a new skin class, with the given Name and Theme.
///< Name will be used to identify this skin in the 'setup.conf'
///< file, and is normally not seen by the user. It should
///< consist of only lowercase letters and digits.
///< Theme must be a static object that survives the entire lifetime
///< of this skin.
///< The constructor of a derived class shall not set up any data
///< structures yet, because whether or not this skin will actually
///< be used is not yet known at this point. All actual work shall
///< be done in the pure functions below.
///< A cSkin object must be created on the heap and shall not be
///< explicitly deleted.
virtual ~cSkin();
const char *Name(void) { return name; }
cTheme *Theme(void) { return theme; }
virtual const char *Description(void) = 0;
///< Returns a user visible, single line description of this skin,
///< which may consist of arbitrary text and can, if the skin
///< implementation wishes to do so, be internationalized.
///< The actual text shouldn't be too long, so that it can be
///< fully displayed in the Setup/OSD menu.
virtual cSkinDisplayChannel *DisplayChannel(bool WithInfo) = 0;
///< Creates and returns a new object for displaying the current
///< channel. WithInfo indicates whether it shall display only
///< the basic channel data, or also information about the present
///< and following EPG event.
///< The caller must delete the object after use.
virtual cSkinDisplayMenu *DisplayMenu(void) = 0;
///< Creates and returns a new object for displaying a menu.
///< The caller must delete the object after use.
virtual cSkinDisplayReplay *DisplayReplay(bool ModeOnly) = 0;
///< Creates and returns a new object for displaying replay progress.
///< ModeOnly indicates whether this should be a full featured replay
///< display, or just a replay mode indicator.
///< The caller must delete the object after use.
virtual cSkinDisplayVolume *DisplayVolume(void) = 0;
///< Creates and returns a new object for displaying the current volume.
///< The caller must delete the object after use.
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virtual cSkinDisplayTracks *DisplayTracks(const char *Title, int NumTracks, const char * const *Tracks) = 0;
///< Creates and returns a new object for displaying the available tracks.
///< NumTracks indicates how many entries in Tracks are available.
///< Tracks will be valid throughout the entire lifetime of the returned
///< cSkinDisplayTrack object.
///< The caller must delete the object after use.
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virtual cSkinDisplayMessage *DisplayMessage(void) = 0;
///< Creates and returns a new object for displaying a message.
///< The caller must delete the object after use.
};
class cSkins : public cList<cSkin> {
private:
cSkin *current;
cSkinDisplayMessage *displayMessage;
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cMutex queueMessageMutex;
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public:
cSkins(void);
~cSkins();
bool SetCurrent(const char *Name = NULL);
///< Sets the current skin to the one indicated by name.
///< If no such skin can be found, the first one will be used.
cSkin *Current(void) { return current; }
///< Returns a pointer to the current skin.
bool IsOpen(void) { return cSkinDisplay::Current(); }
///< Returns true if there is currently a skin display object active.
eKeys Message(eMessageType Type, const char *s, int Seconds = 0);
///< Displays the given message, either through a currently visible
///< display object that is capable of doing so, or by creating a
///< temporary cSkinDisplayMessage object.
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///< The return value is the key pressed by the user. If no user input
///< has been received within Seconds (the default value of 0 results
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///< in the value defined for "Message time" in the setup), kNone
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///< will be returned.
int QueueMessage(eMessageType Type, const char *s, int Seconds = 0, int Timeout = 0);
///< Like Message(), but this function may be called from a background
///< thread. The given message is put into a queue and the main program
///< loop will display it as soon as this is suitable. If Timeout is 0,
///< QueueMessage() returns immediately and the return value will be kNone.
///< If a positive Timeout is given, the thread will wait at most the given
///< number of seconds for the message to be actually displayed (note that
///< the user may currently be doing something that doesn't allow for
///< queued messages to be displayed immediately). If the timeout expires
///< and the message hasn't been displayed yet, the return value is -1
///< and the message will be removed from the queue without being displayed.
///< Positive values of Timeout are only allowed for background threads.
///< If QueueMessage() is called from the foreground thread with a Timeout
///< greater than 0, the call is ignored and nothing is displayed.
///< Queued messages will be displayed in the sequence they have been
///< put into the queue, so messages from different threads may appear
///< mingled. If a particular thread queues a message with a Timeout of
///< -1, and the previous message from the same thread also had a Timeout
///< of -1, only the last message will be displayed. This can be used for
///< progress displays, where only the most recent message is actually
///< important.
///< Type may only be mtInfo, mtWarning or mtError. A call with mtStatus
///< will be ignored. A call with an empty message from a background thread
///< removes all queued messages from the calling thread. A call with
///< an empty message from the main thread will be ignored.
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void ProcessQueuedMessages(void);
///< Processes the first queued message, if any.
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void Flush(void);
///< Flushes the currently active cSkinDisplay, if any.
virtual void Clear(void);
///< Free up all registered skins
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};
extern cSkins Skins;
#endif //__SKINS_H