/* * 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 5.1 2022/12/05 14:45:51 kls Exp $ */ #ifndef __PLAYER_H #define __PLAYER_H #include "device.h" #include "osdbase.h" class cPlayer { friend class cDevice; private: cDevice *device; ePlayMode playMode; protected: void DeviceClrAvailableTracks(bool DescriptionsOnly = false) { if (device) device->ClrAvailableTracks(DescriptionsOnly); } 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; } bool DevicePoll(cPoller &Poller, int TimeoutMs = 0) { return device ? device->Poll(Poller, TimeoutMs) : false; } 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); } 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; 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. virtual void ClearEditingMarks(void) {} ///< Clears any editing marks this player might be showing. ///< Deletion of the marks themselves is handled separately, calling ///< this function merely tells the player to no longer display the ///< marks, if it has any. void SetPlayer(cPlayer *Player) { player = Player; } 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); #define DEPRECATED_CCONTROL 1 #if DEPRECATED_CCONTROL static cControl *Control(bool Hidden = false); ///< Old version of this function, for backwards compatibility with plugins. ///< Plugins should be changed to use the new version below, which does ///< proper locking. ///< Use of this function may result in program crashes in case replay is ///< stopped immediately after starting it. #endif static cControl *Control(cMutexLock &MutexLock, 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. ///< The given MutexLock must live as long as the replay control is accessed, ///< and must go out of scope as soon as the control is no longer accessed. }; #endif //__PLAYER_H