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vdr/ringbuffer.h

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/*
* ringbuffer.h: A threaded ring buffer
*
* See the main source file 'vdr.c' for copyright information and
* how to reach the author.
*
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* $Id: ringbuffer.h 1.4 2001/08/05 11:12:06 kls Exp $
*/
#ifndef __RINGBUFFER_H
#define __RINGBUFFER_H
#include "thread.h"
typedef unsigned char uchar;
class cRingBufferInputThread;
class cRingBufferOutputThread;
class cRingBuffer {
friend class cRingBufferInputThread;
friend class cRingBufferOutputThread;
private:
cRingBufferInputThread *inputThread;
cRingBufferOutputThread *outputThread;
cMutex mutex;
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cCondVar readyForPut, readyForGet;
cMutex putMutex, getMutex;
int size;
bool busy;
protected:
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int maxFill;//XXX
bool statistics;//XXX
void WaitForPut(void);
void WaitForGet(void);
void EnablePut(void);
void EnableGet(void);
virtual void Clear(void) = 0;
virtual int Available(void) = 0;
int Free(void) { return size - Available() - 1; }
void Lock(void) { mutex.Lock(); }
void Unlock(void) { mutex.Unlock(); }
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int Size(void) { return size; }
bool Busy(void) { return busy; }
virtual void Input(void) = 0;
// Runs as a separate thread and shall continuously read data from
// a source and call Put() to store the data in the ring buffer.
virtual void Output(void) = 0;
// Runs as a separate thread and shall continuously call Get() to
// retrieve data from the ring buffer and write it to a destination.
public:
cRingBuffer(int Size, bool Statistics = false);
virtual ~cRingBuffer();
bool Start(void);
bool Active(void);
void Stop(void);
};
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class cRingBufferLinear : public cRingBuffer {
private:
int head, tail;
uchar *buffer;
protected:
virtual int Available(void);
virtual void Clear(void);
// Immediately clears the ring buffer.
int Put(const uchar *Data, int Count);
// Puts at most Count bytes of Data into the ring buffer.
// Returns the number of bytes actually stored.
int Get(uchar *Data, int Count);
// Gets at most Count bytes of Data from the ring buffer.
// Returns the number of bytes actually retrieved.
public:
cRingBufferLinear(int Size, bool Statistics = false);
virtual ~cRingBufferLinear();
};
class cFrame {
friend class cRingBufferFrame;
private:
cFrame *next;
uchar *data;
int count;
int index;
public:
cFrame(const uchar *Data, int Count, int Index = -1);
~cFrame();
const uchar *Data(void) const { return data; }
int Count(void) const { return count; }
int Index(void) const { return index; }
};
class cRingBufferFrame : public cRingBuffer {
private:
cFrame *head;
int currentFill;
void Delete(const cFrame *Frame);
protected:
virtual int Available(void);
virtual void Clear(void);
// Immediately clears the ring buffer.
bool Put(cFrame *Frame);
// Puts the Frame into the ring buffer.
// Returns true if this was possible.
const cFrame *Get(bool Wait = true);
// Gets the next frame from the ring buffer.
// The actual data still remains in the buffer until Drop() is called.
void Drop(const cFrame *Frame);
// Drops the Frame that has just been fetched with Get().
public:
cRingBufferFrame(int Size, bool Statistics = false);
virtual ~cRingBufferFrame();
};
#endif // __RINGBUFFER_H