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75 lines
2.9 KiB
C++
75 lines
2.9 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 1.5 2002/07/13 11:12:26 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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int deviceFileHandle;
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protected:
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int DeviceFileHandle(void) { return deviceFileHandle; } //XXX+ needed for polling
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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(void);
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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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};
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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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