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vdr/player.h

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/*
* player.h: The basic player interface
*
* See the main source file 'vdr.c' for copyright information and
* how to reach the author.
*
* $Id: player.h 4.3 2017/11/26 14:29:12 kls Exp $
*/
#ifndef __PLAYER_H
#define __PLAYER_H
#include "device.h"
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#include "osdbase.h"
class cPlayer {
friend class cDevice;
private:
cDevice *device;
ePlayMode playMode;
protected:
void DeviceClrAvailableTracks(bool DescriptionsOnly = false) { if (device) device->ClrAvailableTracks(DescriptionsOnly); }
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bool DeviceSetAvailableTrack(eTrackType Type, int Index, uint16_t Id, const char *Language = NULL, const char *Description = NULL) { return device ? device->SetAvailableTrack(Type, Index, Id, Language, Description) : false; }
bool DeviceSetCurrentAudioTrack(eTrackType Type) { return device ? device->SetCurrentAudioTrack(Type) : false; }
bool DeviceSetCurrentSubtitleTrack(eTrackType Type) { return device ? device->SetCurrentSubtitleTrack(Type) : false; }
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bool DevicePoll(cPoller &Poller, int TimeoutMs = 0) { return device ? device->Poll(Poller, TimeoutMs) : false; }
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bool DeviceFlush(int TimeoutMs = 0) { return device ? device->Flush(TimeoutMs) : true; }
bool DeviceHasIBPTrickSpeed(void) { return device ? device->HasIBPTrickSpeed() : false; }
bool DeviceIsPlayingVideo(void) { return device ? device->IsPlayingVideo() : false; }
void DeviceTrickSpeed(int Speed, bool Forward) { if (device) device->TrickSpeed(Speed, Forward); }
void DeviceClear(void) { if (device) device->Clear(); }
void DevicePlay(void) { if (device) device->Play(); }
void DeviceFreeze(void) { if (device) device->Freeze(); }
void DeviceMute(void) { if (device) device->Mute(); }
void DeviceSetVideoDisplayFormat(eVideoDisplayFormat VideoDisplayFormat) { if (device) device->SetVideoDisplayFormat(VideoDisplayFormat); }
void DeviceStillPicture(const uchar *Data, int Length) { if (device) device->StillPicture(Data, Length); }
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uint64_t DeviceGetSTC(void) { return device ? device->GetSTC() : -1; }
void Detach(void);
virtual void Activate(bool On) {}
// This function is called right after the cPlayer has been attached to
// (On == true) or before it gets detached from (On == false) a cDevice.
// It can be used to do things like starting/stopping a thread.
int PlayPes(const uchar *Data, int Length, bool VideoOnly = false);
// Sends the given PES Data to the device and returns the number of
// bytes that have actually been accepted by the device (or a
// negative value in case of an error).
int PlayTs(const uchar *Data, int Length, bool VideoOnly = false) { return device ? device->PlayTs(Data, Length, VideoOnly) : -1; }
// Sends the given TS packet to the device and returns a positive number
// if the packet has been accepted by the device, or a negative value in
// case of an error.
public:
cPlayer(ePlayMode PlayMode = pmAudioVideo);
virtual ~cPlayer();
bool IsAttached(void) { return device != NULL; }
virtual double FramesPerSecond(void) { return DEFAULTFRAMESPERSECOND; }
// Returns the number of frames per second of the currently played material.
virtual bool GetIndex(int &Current, int &Total, bool SnapToIFrame = false) { return false; }
// Returns the current and total frame index, optionally snapped to the
// nearest I-frame.
virtual bool GetFrameNumber(int &Current, int &Total) { return false; }
// Returns the current and total frame number. In contrast to GetIndex(),
// this function respects the chronological order of frames, which is
// different from its index for streams containing B frames (e.g. H264)
virtual bool GetReplayMode(bool &Play, bool &Forward, int &Speed) { return false; }
// Returns the current replay mode (if applicable).
// 'Play' tells whether we are playing or pausing, 'Forward' tells whether
// we are going forward or backward and 'Speed' is -1 if this is normal
// play/pause mode, 0 if it is single speed fast/slow forward/back mode
// and >0 if this is multi speed mode.
virtual void SetAudioTrack(eTrackType Type, const tTrackId *TrackId) {}
// Sets the current audio track to the given value.
// This is just a virtual hook for players that need to do special things
// in order to switch audio tracks.
virtual void SetSubtitleTrack(eTrackType Type, const tTrackId *TrackId) {}
// Sets the current subtitle track to the given value.
// This is just a virtual hook for players that need to do special things
// in order to switch subtitle tracks.
};
class cControl : public cOsdObject {
private:
static cControl *control;
static cMutex mutex;
bool attached;
bool hidden;
protected:
cPlayer *player;
public:
cControl(cPlayer *Player, bool Hidden = false);
virtual ~cControl();
virtual void Hide(void) = 0;
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virtual cOsdObject *GetInfo(void);
///< Returns an OSD object that displays information about the currently
///< played programme. If no such information is available, NULL will be
///< returned.
virtual const cRecording *GetRecording(void);
///< Returns the cRecording that is currently being replayed, or NULL if
///< this player is not playing a cRecording.
virtual cString GetHeader(void);
///< This can be used by players that don't play a cRecording, but rather
///< do something completely different. The resulting string may be used by
///< skins as a last resort, in case they want to display the state of the
///< current player. The return value is expected to be a short, single line
///< string. The default implementation returns an empty string.
double FramesPerSecond(void) const { return player ? player->FramesPerSecond() : DEFAULTFRAMESPERSECOND; }
bool GetIndex(int &Current, int &Total, bool SnapToIFrame = false) const { return player ? player->GetIndex(Current, Total, SnapToIFrame) : false; }
bool GetFrameNumber(int &Current, int &Total) const { return player ? player->GetFrameNumber(Current, Total) : false; }
bool GetReplayMode(bool &Play, bool &Forward, int &Speed) const { return player ? player->GetReplayMode(Play, Forward, Speed) : false; }
static void Launch(cControl *Control);
static void Attach(void);
static void Shutdown(void);
static cControl *Control(bool Hidden = false);
///< Returns the current replay control (if any) in case it is currently
///< visible. If Hidden is true, the control will be returned even if it is
///< currently hidden.
};
#endif //__PLAYER_H