/* * 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: 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