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- Fixed a memory leak in thread handling when using NPTL (thanks to Jon Burgess). - Fixed handling Setup.RecordDolbyDigital, which was broken since version 1.1.6. - Fixed handling text lengths for itemized EPG texts (thanks to Marcel Wiesweg). - Fixed the help for LSTE and LSTR (was broken in 1.3.6). - Improved iso8859-7 fonts (thanks to Dimitrios Dimitrakos). - Added some 3-letter language codes (thanks to Marcus Mönnig). - Added language code handling to the subtitling descriptor in 'libsi' (thanks to Pekka Virtanen). - Moved several menu item classes from menu.c to menuitems.[hc] to make them available for plugins. - The epg2html.pl script now handles '|' in description texts. - The new setup option "OSD/Use small font" can be used to control the use of the small font (see MANUAL for details). - Swapped osd.[hc] and osdbase.[hc] to have the virtual OSD base class named cOsd. Plugins may need to adjust their #include statements. - Colors are now given as AARRGGBB instead of AABBGGRR. The values are mapped to the driver's (wrong) sequence in dvbosd.c (this should really be fixed in the driver, together with the endian problem). - The new OSD setup parameters "Left" and "Top" can be used to define the top left corner of the OSD. - The OSD size parameters are now in pixel (as opposed to formerly characters). When reading a 'setup.conf' file from an older version of VDR, the OSDwidth and OSDheight values will be converted to pixel automatically. - The OSD is now fully device independent. See the comments in VDR/osd.h and the description in PLUGINS.html for information on how a plugin can implement an OSD display on arbitrary hardware. - The OSD (actually its cBitmap class) can now handle XPM files. There are several XPM files in the VDR/symbols directory which can be used by skins (some of these have been taken from the "elchi" patch). See VDR/skinsttng.c for examples on how to use these. - Due to the changes in the OSD handling the DEBUG_OSD option for a textual OSD has been dropped. There will be a plugin that implements a skin with this functionality later. - The entire OSD display can now be implemented via "skins". See VDR/skins.[hc], VDR/skinclassic.[hc], VDR/skinsttng.[hc] and PLUGINS.html for information on how a plugin can implement its own skin. By default VDR comes with a "Classic" skin that implements the OSD display known from previous versions, and the new skin named "ST:TNG Panels", which is also the default skin now. The actual skin can be selected through "Setup/OSD/Skin". - The colors used in a skin can now be configured using "themes". See PLUGINS.html for information on how a skin can make use of themes, and man vdr(5) for the structure of a theme file. The actual theme to use can be selected through "Setup/OSD/Theme". - Added Croatian language texts (thanks to Drazen Dupor). NOTE: there is apparently a problem with the newly introduced iso8859-2 font, because as soon as Setup/OSD/Language is set to Croatian (currently the last one in the list) everything freezes and the vdr processes have to be killed with -9 and the driver needs to be reloaded. Maybe somebody else can find out what's going wrong here... - Added missing NULL checks when accessing sectionHandler in device.c (thanks to Pekka Virtanen). - Fixed setting the time from the DVB data stream (thanks to Helmut Auer for pointing out a frequency/transponder handling mixup). This now also takes the actual source (sat, cable etc.) into account. Please go into "Setup/EPG" and set the "Set system time" and "Use time from transponder" parameters accordingly (this is necessary even if you have already set them before!).
96 lines
4.4 KiB
C++
96 lines
4.4 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 1.11 2004/04/30 13:45:59 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 "osdbase.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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void PlayAudio(const uchar *Data, int Length);
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// Plays additional audio streams, like Dolby Digital.
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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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