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96 lines
4.3 KiB
C++
96 lines
4.3 KiB
C++
/*
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* player.h: The basic player interface
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*
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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: player.h 1.9 2002/10/12 11:17:02 kls Exp $
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*/
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#ifndef __PLAYER_H
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#define __PLAYER_H
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#include "device.h"
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#include "osd.h"
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class cPlayer {
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friend class cDevice;
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private:
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cDevice *device;
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ePlayMode playMode;
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protected:
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bool DevicePoll(cPoller &Poller, int TimeoutMs = 0) { return device ? device->Poll(Poller, TimeoutMs) : false; }
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void DeviceTrickSpeed(int Speed) { if (device) device->TrickSpeed(Speed); }
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void DeviceClear(void) { if (device) device->Clear(); }
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void DevicePlay(void) { if (device) device->Play(); }
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void DeviceFreeze(void) { if (device) device->Freeze(); }
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void DeviceMute(void) { if (device) device->Mute(); }
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void DeviceStillPicture(const uchar *Data, int Length) { if (device) device->StillPicture(Data, Length); }
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void Detach(void);
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virtual void Activate(bool On) {}
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// This function is called right after the cPlayer has been attached to
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// (On == true) or before it gets detached from (On == false) a cDevice.
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// It can be used to do things like starting/stopping a thread.
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int PlayVideo(const uchar *Data, int Length);
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// Sends the given Data to the video device and returns the number of
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// bytes that have actually been accepted by the video device (or a
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// negative value in case of an error).
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int PlayAudio(const uchar *Data, int Length);
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// XXX+ TODO
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public:
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cPlayer(ePlayMode PlayMode = pmAudioVideo);
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virtual ~cPlayer();
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bool IsAttached(void) { return device != NULL; }
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virtual bool GetIndex(int &Current, int &Total, bool SnapToIFrame = false) { return false; }
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// Returns the current and total frame index, optionally snapped to the
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// nearest I-frame.
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virtual bool GetReplayMode(bool &Play, bool &Forward, int &Speed) { return false; }
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// Returns the current replay mode (if applicable).
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// 'Play' tells whether we are playing or pausing, 'Forward' tells whether
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// we are going forward or backward and 'Speed' is -1 if this is normal
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// play/pause mode, 0 if it is single speed fast/slow forward/back mode
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// and >0 if this is multi speed mode.
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virtual int NumAudioTracks(void) const { return 0; }
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// Returns the number of audio tracks that are currently available on this
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// player. The default return value is 0, meaning that this player
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// doesn't have multiple audio track capabilities. The return value may
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// change with every call and need not necessarily be the number of list
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// entries returned by GetAudioTracks(). This function is mainly called to
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// decide whether there should be an "Audio" button in a menu.
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virtual const char **GetAudioTracks(int *CurrentTrack = NULL) const { return NULL; }
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// Returns a list of currently available audio tracks. The last entry in the
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// list must be NULL. The number of entries does not necessarily have to be
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// the same as returned by a previous call to NumAudioTracks().
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// If CurrentTrack is given, it will be set to the index of the current track
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// in the returned list. Note that the list must not be changed after it has
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// been returned by a call to GetAudioTracks()! The only time the list may
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// change is *inside* the GetAudioTracks() function.
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// By default the return value is NULL and CurrentTrack, if given, will not
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// have any meaning.
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virtual void SetAudioTrack(int Index) {}
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// Sets the current audio track to the given value, which should be within the
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// range of the list returned by a previous call to GetAudioTracks()
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// (otherwise nothing will happen).
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};
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class cControl : public cOsdObject {
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private:
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static cControl *control;
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bool attached;
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bool hidden;
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protected:
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cPlayer *player;
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public:
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cControl(cPlayer *Player, bool Hidden = false);
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virtual ~cControl();
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virtual void Hide(void) = 0;
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bool GetIndex(int &Current, int &Total, bool SnapToIFrame = false) { return player->GetIndex(Current, Total, SnapToIFrame); }
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bool GetReplayMode(bool &Play, bool &Forward, int &Speed) { return player->GetReplayMode(Play, Forward, Speed); }
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static void Launch(cControl *Control);
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static void Attach(void);
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static void Shutdown(void);
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static cControl *Control(void);
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};
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#endif //__PLAYER_H
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