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Fixed numbering frames
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7
HISTORY
7
HISTORY
@ -8170,7 +8170,7 @@ Video Disk Recorder Revision History
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- Fixed a superfluous call to the skin's SetRecording() function after renaming a
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recording (reported by Christoph Haubrich).
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2014-02-04: Version 2.1.5
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2014-02-06: Version 2.1.5
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- Now checking whether the primary device actually has a decoder before retuning the
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current channel after a change in its parameters. This fixes broken recordings on
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@ -8185,3 +8185,8 @@ Video Disk Recorder Revision History
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- Updated the Estonian OSD texts (thanks to Arthur Konovalov).
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- Further clarified the semantics of cCamSlot::Decrypt().
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- Fixed flickering if subtitles are active while the OSD demo is running.
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- Fixed numbering frames. Previously they were numbered starting from 1, while it
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is apparently standard to number them from 0. Any existing recordings with editing
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marks (which will now be off by one) can still be cut with all VDR versions from
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1.7.32, because these will automatically adjust editing marks to I-frames.
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Users of stable releases shouldn't notice any problems.
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@ -4,7 +4,7 @@
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* See the main source file 'vdr.c' for copyright information and
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* how to reach the author.
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*
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* $Id: recording.c 3.14 2014/01/29 10:38:46 kls Exp $
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* $Id: recording.c 3.15 2014/02/05 10:08:41 kls Exp $
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*/
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#include "recording.h"
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@ -2923,7 +2923,7 @@ cString IndexToHMSF(int Index, bool WithFrame, double FramesPerSecond)
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Sign = "-";
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}
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double Seconds;
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int f = int(modf((Index + 0.5) / FramesPerSecond, &Seconds) * FramesPerSecond + 1);
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int f = int(modf((Index + 0.5) / FramesPerSecond, &Seconds) * FramesPerSecond);
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int s = int(Seconds);
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int m = s / 60 % 60;
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int h = s / 3600;
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@ -2936,9 +2936,9 @@ int HMSFToIndex(const char *HMSF, double FramesPerSecond)
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int h, m, s, f = 1;
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int n = sscanf(HMSF, "%d:%d:%d.%d", &h, &m, &s, &f);
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if (n == 1)
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return h - 1; // plain frame number
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return h; // plain frame number
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if (n >= 3)
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return int(round((h * 3600 + m * 60 + s) * FramesPerSecond)) + f - 1;
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return int(round((h * 3600 + m * 60 + s) * FramesPerSecond)) + f;
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return 0;
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}
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