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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 1.9 2002/10/12 11:17:02 kls Exp $
*/
#ifndef __PLAYER_H
#define __PLAYER_H
#include "device.h"
#include "osd.h"
class cPlayer {
friend class cDevice;
private:
cDevice *device;
ePlayMode playMode;
protected:
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bool DevicePoll(cPoller &Poller, int TimeoutMs = 0) { return device ? device->Poll(Poller, TimeoutMs) : false; }
void DeviceTrickSpeed(int Speed) { if (device) device->TrickSpeed(Speed); }
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 DeviceStillPicture(const uchar *Data, int Length) { if (device) device->StillPicture(Data, Length); }
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 PlayVideo(const uchar *Data, int Length);
// Sends the given Data to the video device and returns the number of
// bytes that have actually been accepted by the video device (or a
// negative value in case of an error).
int PlayAudio(const uchar *Data, int Length);
// XXX+ TODO
public:
cPlayer(ePlayMode PlayMode = pmAudioVideo);
virtual ~cPlayer();
bool IsAttached(void) { return device != NULL; }
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 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 int NumAudioTracks(void) const { return 0; }
// Returns the number of audio tracks that are currently available on this
// player. The default return value is 0, meaning that this player
// doesn't have multiple audio track capabilities. The return value may
// change with every call and need not necessarily be the number of list
// entries returned by GetAudioTracks(). This function is mainly called to
// decide whether there should be an "Audio" button in a menu.
virtual const char **GetAudioTracks(int *CurrentTrack = NULL) const { return NULL; }
// Returns a list of currently available audio tracks. The last entry in the
// list must be NULL. The number of entries does not necessarily have to be
// the same as returned by a previous call to NumAudioTracks().
// If CurrentTrack is given, it will be set to the index of the current track
// in the returned list. Note that the list must not be changed after it has
// been returned by a call to GetAudioTracks()! The only time the list may
// change is *inside* the GetAudioTracks() function.
// By default the return value is NULL and CurrentTrack, if given, will not
// have any meaning.
virtual void SetAudioTrack(int Index) {}
// Sets the current audio track to the given value, which should be within the
// range of the list returned by a previous call to GetAudioTracks()
// (otherwise nothing will happen).
};
class cControl : public cOsdObject {
private:
static cControl *control;
bool attached;
bool hidden;
protected:
cPlayer *player;
public:
cControl(cPlayer *Player, bool Hidden = false);
virtual ~cControl();
virtual void Hide(void) = 0;
bool GetIndex(int &Current, int &Total, bool SnapToIFrame = false) { return player->GetIndex(Current, Total, SnapToIFrame); }
bool GetReplayMode(bool &Play, bool &Forward, int &Speed) { return player->GetReplayMode(Play, Forward, Speed); }
static void Launch(cControl *Control);
static void Attach(void);
static void Shutdown(void);
static cControl *Control(void);
};
#endif //__PLAYER_H