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			1542 lines
		
	
	
		
			64 KiB
		
	
	
	
		
			HTML
		
	
	
	
	
	
| <html>
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| <head>
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| <title>The VDR Plugin System</title>
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| </head>
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| <body bgcolor="white">
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| 
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| <center><h1>The VDR Plugin System</h1></center>
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| 
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| <center><b>Version 1.2</b></center>
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| <p>
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| <center>
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| Copyright © 2003 Klaus Schmidinger<br>
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| <a href="mailto:kls@cadsoft.de">kls@cadsoft.de</a><br>
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| <a href="http://www.cadsoft.de/vdr">www.cadsoft.de/vdr</a>
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| </center>
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| <p>
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| VDR provides an easy to use plugin interface that allows additional functionality
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| to be added to the program by implementing a dynamically loadable library file.
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| This interface allows programmers to develop additional functionality for VDR completely
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| separate from the core VDR source, without the need of patching the original
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| VDR code (and all the problems of correlating various patches).
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| <p>
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| This document is divided into two parts, the first one describing the
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| <a href="#Part I - The External Interface"><i>external</i> interface</a>
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| of the plugin system, and the second one describing the
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| <a href="#Part II - The Internal Interface"><i>internal</i> interface</a>.
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| The <i>external</i> interface handles everything necessary for a plugin to get hooked into the core
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| VDR program and present itself to the user.
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| The <i>internal</i> interface provides the plugin code access to VDR's internal data
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| structures and allows it to hook itself into specific areas to perform special actions.
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| 
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| <hr>
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| <h1>Table Of Contents</h1>
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| <ul>
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| <li><a href="#Part I - The External Interface">Part I - The External Interface</a>
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| <ul>
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| <li><a href="#Quick start">Quick start</a>
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| <li><a href="#The name of the plugin">The name of the plugin</a>
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| <li><a href="#The plugin directory structure">The plugin directory structure</a>
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| <li><a href="#Initializing a new plugin directory">Initializing a new plugin directory</a>
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| <li><a href="#The actual implementation">The actual implementation</a>
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| <li><a href="#Construction and Destruction">Construction and Destruction</a>
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| <li><a href="#Version number">Version number</a>
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| <li><a href="#Description">Description</a>
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| <li><a href="#Command line arguments">Command line arguments</a>
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| <li><a href="#Command line help">Command line help</a>
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| <li><a href="#Getting started">Getting started</a>
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| <li><a href="#Main menu entry">Main menu entry</a>
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| <li><a href="#User interaction">User interaction</a>
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| <li><a href="#Housekeeping">Housekeeping</a>
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| <li><a href="#Setup parameters">Setup parameters</a>
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| <li><a href="#The Setup menu">The Setup menu</a>
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| <li><a href="#Configuration files">Configuration files</a>
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| <li><a href="#Internationalization">Internationalization</a>
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| <li><a href="#Loading plugins into VDR">Loading plugins into VDR</a>
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| <li><a href="#Building the distribution package">Building the distribution package</a>
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| </ul>
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| <li><a href="#Part II - The Internal Interface">Part II - The Internal Interface</a>
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| <ul>
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| <li><a href="#Status monitor">Status monitor</a>
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| <li><a href="#Players">Players</a>
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| <li><a href="#Receivers">Receivers</a>
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| <li><a href="#The On Screen Display">The On Screen Display</a>
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| <li><a href="#Devices">Devices</a>
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| <li><a href="#Dolby Digital">Dolby Digital</a>
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| <li><a href="#Remote Control">Remote Control</a>
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| </ul>
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| </ul>
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| 
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| <a name="Part I - The External Interface"><hr><center><h1>Part I - The External Interface</h1></center>
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| 
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| <a name="Quick start"><hr><h2>Quick start</h2>
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| 
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| <center><i><b>Can't wait, can't wait!</b></i></center><p>
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| 
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| Actually you should read this entire document before starting to work with VDR plugins,
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| but you probably want to see something happening right away <tt>;-)</tt>
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| <p>
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| So, for a quick demonstration of the plugin system, there is a sample plugin called
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| "hello" that comes with the VDR source. To test drive this one, do the following:
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| <ul>
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| <li>change into the VDR source directory
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| <li><b><tt>make</tt></b> the VDR program with your usual <tt>REMOTE=...</tt> (and maybe other) options
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| <li>do <b><tt>make plugins</tt></b> to build the plugin
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| <li>run VDR with <b><tt>vdr -V</tt></b> to see the version information
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| <li>run VDR with <b><tt>vdr -h</tt></b> to see the command line options
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| <li>run VDR with <b><tt>vdr -Phello</tt></b>
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| <li>open VDR's main menu and select the <i>Hello</i> item
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| <li>open the <i>Setup</i> menu from VDR's main menu and select <i>Plugins</i>
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| </ul>
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| If you enjoyed this brief glimpse into VDR plugin handling, read through the rest of
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| this document and eventually write your own VDR plugin.
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| 
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| <a name="The name of the plugin"><hr><h2>The name of the plugin</h2>
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| 
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| <center><i><b>Give me some I.D.!</b></i></center><p>
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| 
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| One of the first things to consider when writing a VDR plugin is giving the thing
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| a proper name. This name will be used in the VDR command line in order to load
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| the plugin, and will also be the name of the plugin's source directory, as well
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| as part of the final library name.
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| <p>
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| The plugin's name should typically be as short as possible. Three letter
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| abbreviations like <b><tt>dvd</tt></b> (for a DVD player) or <b><tt>mp3</tt></b>
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| (for an MP3 player) would be good choices. It is also recommended that the name
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| consists of only lowercase letters and digits.
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| No other characters should be used here.
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| <p>
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| A plugin can access its name through the (non virtual) member function
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| 
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| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
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| const char *Name(void);
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| </pre></td></tr></table><p>
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| 
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| The actual name is derived from the plugin's library file name, as defined in the
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| next chapter.
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| 
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| <a name="The plugin directory structure"><hr><h2>The plugin directory structure</h2>
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| 
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| <center><i><b>Where is everybody?</b></i></center><p>
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| 
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| By default plugins are located in a directory named <tt>PLUGINS</tt> below the
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| VDR source directory. Inside this directory the following subdirectory structure
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| is used:
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| 
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| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
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| VDR/PLUGINS/src
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| VDR/PLUGINS/src/hello
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| VDR/PLUGINS/lib
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| VDR/PLUGINS/lib/libvdr-hello.so.1.1.0
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| </pre></td></tr></table><p>
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| 
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| The <tt>src</tt> directory contains one subdirectory for each plugin, which carries
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| the name of that plugin (in the above example that would be <tt>hello</tt>).
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| What's inside the individual source directory of a
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| plugin is entirely up to the author of that plugin. The only prerequisites are
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| that there is a <tt>Makefile</tt> that provides the targets <tt>all</tt> and
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| <tt>clean</tt>, and that a call to <tt>make all</tt> actually produces a dynamically
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| loadable library file for that plugin (we'll get to the details later).
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| <p>
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| The <tt>lib</tt> directory contains the dynamically loadable libraries of all
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| available plugins. Note that the names of these files are created by concatenating
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| <p>
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| <table border=2>
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| <tr><td align=center><b><tt>libvdr-</tt></b></td><td align=center><b><tt>hello</tt></b></td><td align=center><b><tt>.so.</tt></b></td><td align=center><b><tt>1.1.0</tt></b></td></tr>
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| <tr><td align=center><font size=-1>VDR plugin<br>library prefix</font></td><td align=center><font size=-1>name of<br>the plugin</font></td><td align=center><font size=-1>shared object<br>indicator</font></td><td align=center><font size=-1>VDR version number<br>this plugin was<br>compiled for</font></td></tr>
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| </table>
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| <p>
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| The plugin library files can be stored in any directory. If the default organization
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| is not used, the path to the plugin directory has be be given to VDR through the
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| <b><tt>-L</tt></b> option.
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| <p>
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| The VDR <tt>Makefile</tt> contains the target <tt>plugins</tt>, which calls
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| <tt>make all</tt> in every directory found under <tt>VDR/PLUGINS/src</tt>,
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| plus the target <tt>plugins-clean</tt>, which calls <tt>make clean</tt> in
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| each of these directories.
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| <p>
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| If you download a plugin <a href="#Building the distribution package">package</a>
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| from the web, it will typically have a name like
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| <p>
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| <tt>vdr-hello-0.0.1.tgz</tt>
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| <p>
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| and will unpack into a directory named
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| <p>
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| <tt>hello-0.0.1</tt>
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| <p>
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| To use the <tt>plugins</tt> and <tt>plugins-clean</tt> targets from the VDR <tt>Makefile</tt>
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| you need to unpack such an archive into the <tt>VDR/PLUGINS/src</tt> directory and
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| create a symbolic link with the basic plugin name, as in
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| 
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| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
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| ln -s hello-0.0.1 hello
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| </pre></td></tr></table><p>
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| 
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| Since the VDR <tt>Makefile</tt> only searches for directories with names consisting
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| of only lowercase characters and digits, it will only follow the symbolic links, which
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| should lead to the current version of the plugin you want to use. This way you can
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| have several different versions of a plugin source (like <tt>hello-0.0.1</tt> and
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| <tt>hello-0.0.2</tt>) and define which one to actually use through the symbolic link.
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| 
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| <a name="Initializing a new plugin directory"><hr><h2>Initializing a new plugin directory</h2>
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| 
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| <center><i><b>A room with a view</b></i></center><p>
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| 
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| Call the Perl script <tt>newplugin</tt> from the VDR source directory to create
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| a new plugin directory with a <tt>Makefile</tt> and a main source file implementing
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| the basic derived plugin class.
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| You will also find a <tt>README</tt> file there with some inital text, where you
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| should fill in actual information about your project.
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| A <tt>HISTORY</tt> file is set up with an "Initial revision" entry. As your project
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| evolves, you should add the changes here with date and version number.
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| <p>
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| <tt>newplugin</tt> also creates a copy of the GPL license file <tt>COPYING</tt>,
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| assuming that you will release your work under that license. Change this if you
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| have other plans.
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| <p>
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| Add further files and maybe subdirectories to your plugin source directory as
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| necessary. Don't forget to adapt the <tt>Makefile</tt> appropriately.
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| 
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| <a name="The actual implementation"><hr><h2>The actual implementation</h2>
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| 
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| <center><i><b>Use the source, Luke!</b></i></center><p>
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| 
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| A newly initialized plugin doesn't really do very much yet.
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| If you <a href="#Loading plugins into VDR">load it into VDR</a> you will find a new
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| entry in the main menu, with the same name as your plugin (where the first character
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| has been converted to uppercase). There will also be a new entry named "Plugins" in
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| the "Setup" menu, which will bring up a list of all loaded plugins, through which you
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| can access each plugin's own setup parameters (if it provides any).
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| <p>
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| To implement actual functionality into your plugin you need to edit the source file
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| that was generated as <tt>PLUGINS/src/name.c</tt>. Read the comments in that file
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| to see where you can bring in your own code. The following sections of this document
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| will walk you through the individual member functions of the plugin class.
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| <p>
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| Depending on what your plugin shall do, you may or may not need all of the given
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| member functions. Except for the <tt>MainMenuEntry()</tt> function they all by default
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| return values that will result in no actual functionality. You can either completely
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| delete unused functions from your source file, or just leave them as they are.
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| If your plugin shall not be accessible through VDR's main menu, simply remove
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| (or comment out) the line implementing the <tt>MainMenuEntry()</tt> function.
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| <p>
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| At the end of the plugin's source file you will find a line that looks like this:
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| 
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| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
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| VDRPLUGINCREATOR(cPluginHello);
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| </pre></td></tr></table><p>
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| 
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| This is the "magic" hook that allows VDR to actually load the plugin into
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| its memory. You don't need to worry about the details behind all this.
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| <p>
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| If your plugin requires additional source files, simply add them to your plugin's
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| source directory and adjust the <tt>Makefile</tt> accordingly.
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| <p>
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| Header files usually contain preprocessor statements that prevent the same
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| file (or rather its contents, to be precise) from being included more than once, like
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| 
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| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
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| #ifndef __I18N_H
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| #define __I18N_H
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| 
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| ...
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| 
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| #endif //__I18N_H
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| </pre></td></tr></table><p>
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| 
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| The example shown here is the way VDR does this in its core source files.
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| It takes the header file's name, converts it to all uppercase, replaces the
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| dot with an underline and preceedes the whole thing with two underlines.
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| The GNU library header files do this pretty much the same way, except that they
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| usually precede the name with only one underline (there are exceptions, though).
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| <p>
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| As long as you make shure that none of your plugin's header files will be named
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| like one of VDR's header files, you can use the same method as VDR. However,
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| if you want to name a header file like one that is already existing in VDR's
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| source (<tt>i18n.h</tt> would be a possible candidate for this), you may want
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| to make sure that the macros used here don't clash. How you do this is completely
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| up to you. You could, for instance, prepend the macro with a <tt>'P'</tt>, as in
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| <tt>P__I18N_H</tt>, or leave out the trailing <tt>_H</tt>, as in <tt>__I18N</tt>,
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| or use a completely different way to make sure a header file is included only once.
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| <p>
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| The 'hello' example that comes with VDR makes use of <a href="#Internationalization">internationalization</a>
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| and implements a file named <tt>i18n.h</tt>. To make sure it won't clash with VDR's
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| <tt>i18n.h</tt> it uses the macro <tt>_I18N__H</tt> (one underline at the beginning
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| and two replacing the dot).
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| 
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| <a name="Construction and Destruction"><hr><h2>Construction and Destruction</h2>
 | |
| 
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| <center><i><b>What goes up, must come down...</b></i></center><p>
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| 
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| The constructor and destructor of a plugin are defined as
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| 
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| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
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| cPlugin(void);
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| virtual ~cPlugin();
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| </pre></td></tr></table><p>
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| 
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| The <b>constructor</b> shall initialize any member variables the plugin defines, but
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| <b>must not access any global structures of VDR</b>.
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| It also must not create any threads or other large data structures. These things
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| are done in the
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| <a href="#Getting started"><tt>Initialize()</tt></a> or
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| <a href="#Getting started"><tt>Start()</tt></a>
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| function later.
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| Constructing a plugin object shall not have any side effects or produce any output,
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| since VDR, for instance, has to create the plugin objects in order to get their
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| command line help - and after that immediately destroys them again.
 | |
| <p>
 | |
| The <b>destructor</b> has to clean up any data created by the plugin, and has to
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| take care that any threads the plugin may have created will be stopped.
 | |
| <p>
 | |
| Of course, if your plugin doesn't define any member variables that need to be
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| initialized (and deleted), you don't need to implement either of these functions.
 | |
| 
 | |
| <a name="Version number"><hr><h2>Version number</h2>
 | |
| 
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| <center><i><b>Which incarnation is this?</b></i></center><p>
 | |
| 
 | |
| Every plugin must have a version number of its own, which does not necessarily
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| have to be in any way related to the VDR version number.
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| VDR requests a plugin's version number through a call to the function
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| 
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| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
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| virtual const char *Version(void) = 0;
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| </pre></td></tr></table><p>
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| 
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| Since this is a "pure" virtual function, any derived plugin class <b>must</b>
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| implement it. The returned string should identify this version of the plugin.
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| Typically this would be something like "0.0.1", but it may also contain other
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| information, like for instance "0.0.1pre2" or the like. The string should only
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| be as long as really necessary, and shall not contain the plugin's name itself.
 | |
| Here's an example:
 | |
| 
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| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
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| static const char *VERSION = "0.0.1";
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| 
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| const char *cPluginHello::Version(void)
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| {
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|   return VERSION;
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| }
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| </pre></td></tr></table><p>
 | |
| 
 | |
| Note that the definition of the version number is expected to be located in the
 | |
| main source file, and must be written as
 | |
| <pre>
 | |
| static const char *VERSION = ...
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| </pre>
 | |
| just like shown in the above example. This is a convention that allows the <tt>Makefile</tt>
 | |
| to extract the version number when generating the file name for the distribution archive.
 | |
| <p>
 | |
| A new plugin project should start with version number <tt>0.0.1</tt> and should reach
 | |
| version <tt>1.0.0</tt> once it is completely operative and well tested. Following the
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| Linux kernel version numbering scheme, versions with <i>even</i> release numbers
 | |
| (like <tt>1.0.x</tt>, <tt>1.2.x</tt>, <tt>1.4.x</tt>...) should be stable releases,
 | |
| while those with <i>odd</i> release numbers (like <tt>1.1.x</tt>, <tt>1.3.x</tt>,
 | |
| <tt>1.5.x</tt>...) are usually considered "under development". The three parts of
 | |
| a version number are not limited to single digits, so a version number of <tt>1.2.15</tt>
 | |
| would be acceptable.
 | |
| 
 | |
| <a name="Description"><hr><h2>Description</h2>
 | |
| 
 | |
| <center><i><b>What is it that you do?</b></i></center><p>
 | |
| 
 | |
| In order to tell the user what exactly a plugin does, it must implement the function
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| virtual const char *Description(void) = 0;
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| which returns a short, one line description of the plugin's purpose:
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| static const char *DESCRIPTION = "A friendly greeting";
 | |
| 
 | |
| virtual const char *Description(void)
 | |
| {
 | |
|   return tr(DESCRIPTION);
 | |
| }
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| Note the <tt>tr()</tt> around the <tt>DESCRIPTION</tt>, which allows the description
 | |
| to be <a href="#Internationalization">internationalized</a>.
 | |
| 
 | |
| <a name="Command line arguments"><hr><h2>Command line arguments</h2>
 | |
| 
 | |
| <center><i><b>Taking orders</b></i></center><p>
 | |
| 
 | |
| A VDR plugin can have command line arguments just like any normal program.
 | |
| If a plugin wants to react on command line arguments, it needs to implement
 | |
| the function
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| virtual bool ProcessArgs(int argc, char *argv[]);
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| The parameters <tt>argc</tt> and <tt>argv</tt> have exactly the same meaning
 | |
| as in a normal C program's <tt>main()</tt> function.
 | |
| <tt>argv[0]</tt> contains the name of the plugin (as given in the <b><tt>-P</tt></b>
 | |
| option of the <tt>vdr</tt> call).
 | |
| <p>
 | |
| Each plugin has its own set of command line options, which are totally independent
 | |
| from those of any other plugin or VDR itself.
 | |
| <p>
 | |
| You can use the <tt>getopt()</tt> or <tt>getopt_long()</tt> function to process
 | |
| these arguments. As with any normal C program, the strings pointed to by <tt>argv</tt>
 | |
| will survive the entire lifetime of the plugin, so it is safe to store pointers to
 | |
| these values inside the plugin. Here's an example:
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| bool cPluginHello::ProcessArgs(int argc, char *argv[])
 | |
| {
 | |
|   // Implement command line argument processing here if applicable.
 | |
|   static struct option long_options[] = {
 | |
|        { "aaa",      required_argument, NULL, 'a' },
 | |
|        { "bbb",      no_argument,       NULL, 'b' },
 | |
|        { NULL }
 | |
|      };
 | |
| 
 | |
|   int c;
 | |
|   while ((c = getopt_long(argc, argv, "a:b", long_options, NULL)) != -1) {
 | |
|         switch (c) {
 | |
|           case 'a': option_a = optarg;
 | |
|                     break;
 | |
|           case 'b': option_b = true;
 | |
|                     break;
 | |
|           default:  return false;
 | |
|           }
 | |
|         }
 | |
|   return true;
 | |
| }
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| The return value must be <i>true</i> if all options have been processed
 | |
| correctly, or <i>false</i> in case of an error. The first plugin that returns
 | |
| <i>false</i> from a call to its <tt>ProcessArgs()</tt> function will cause VDR
 | |
| to exit.
 | |
| 
 | |
| <a name="Command line help"><hr><h2>Command line help</h2>
 | |
| 
 | |
| <center><i><b>Tell me about it...</b></i></center><p>
 | |
| 
 | |
| If a plugin accepts command line options, it should implement the function
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| virtual const char *CommandLineHelp(void);
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| which will be called if the user enters the <b><tt>-h</tt></b> option when starting VDR.
 | |
| The returned string should contain the command line help for this plugin, formatted
 | |
| in the same way as done by VDR itself:
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| const char *cPluginHello::CommandLineHelp(void)
 | |
| {
 | |
|   // Return a string that describes all known command line options.
 | |
|   return "  -a ABC,   --aaa=ABC      do something nice with ABC\n"
 | |
|          "  -b,       --bbb          activate 'plan B'\n";
 | |
| }
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| This command line help will be printed directly below VDR's help texts (separated
 | |
| by a line indicating the plugin's name, version and description), so if you use the
 | |
| same formatting as shown here it will line up nicely.
 | |
| Note that all lines should be terminated with a newline character, and should
 | |
| be shorter than 80 characters.
 | |
| 
 | |
| <a name="Getting started"><hr><h2>Getting started</h2>
 | |
| 
 | |
| <center><i><b>Let's get ready to rumble!</b></i></center><p>
 | |
| 
 | |
| If a plugin implements a function that runs in the background (presumably in a
 | |
| thread of its own), or wants to make use of <a href="#Internationalization">internationalization</a>,
 | |
| it needs to implement one of the functions
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| virtual bool Initialize(void);
 | |
| virtual bool Start(void);
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| which are called once for each plugin at program startup.
 | |
| The difference between these two functions is that <tt>Initialize()</tt> is
 | |
| called early at program startup, while <tt>Start()</tt> is called after the primary
 | |
| device and user interface has been set up, but before the main program loop is entered.
 | |
| Inside the <tt>Start()</tt> function of any plugin it is guaranteed that the <tt>Initialize()</tt>
 | |
| functions of all plugins have  already been called. For many plugins it probably
 | |
| doesn't matter which of these functions they implement, but it may be of importance
 | |
| for, e.g., plugins that implement devices. Such plugins should create their cDevice
 | |
| derived objects in <tt>Initialize()</tt>, so that other plugins can use them in their
 | |
| <tt>Start()</tt> functions.
 | |
| <p>
 | |
| Inside this function the plugin must set up everything necessary to perform
 | |
| its task. This may, for instance, be a thread that collects data from the DVB
 | |
| stream, which is later presented to the user via a function that is available
 | |
| from the main menu.
 | |
| <p>
 | |
| A return value of <i>false</i> indicates that something has gone wrong and the
 | |
| plugin will not be able to perform its task. In that case, the plugin should
 | |
| write a proper error message to the log file. The first plugin that returns
 | |
| <i>false</i> from its <tt>Initialize()</tt> or <tt>Start()</tt> function will cause
 | |
| VDR to exit.
 | |
| <p>
 | |
| If the plugin doesn't implement any background functionality or internationalized
 | |
| texts, it doesn't need to implement either of these functions.
 | |
| 
 | |
| <a name="Main menu entry"><hr><h2>Main menu entry</h2>
 | |
| 
 | |
| <center><i><b>Today's special is...</b></i></center><p>
 | |
| 
 | |
| If the plugin implements a feature that the user shall be able to access
 | |
| from VDR's main menu, it needs to implement the function
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| virtual const char *MainMenuEntry(void);
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| The default implementation returns a <tt>NULL</tt> pointer, which means that
 | |
| this plugin will not have an item in the main menu. Here's an example of a
 | |
| plugin that will have a main menu item:
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| static const char *MAINMENUENTRY = "Hello";
 | |
| 
 | |
| const char *cPluginHello::MainMenuEntry(void)
 | |
| {
 | |
|   return tr(MAINMENUENTRY);
 | |
| }
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| The menu entries of all plugins will be inserted into VDR's main menu right
 | |
| after the <i>Recordings</i> item, in the same sequence as they were given
 | |
| in the call to VDR.
 | |
| 
 | |
| <a name="User interaction"><hr><h2>User interaction</h2>
 | |
| 
 | |
| <center><i><b>It's showtime!</b></i></center><p>
 | |
| 
 | |
| If the user selects the main menu entry of a plugin, VDR calls the function
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| virtual cOsdObject *MainMenuAction(void);
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| which can do one of three things:
 | |
| <ul>
 | |
| <li>Return a pointer to a <tt>cOsdMenu</tt> object which will be displayed
 | |
|     as a submenu of the main menu (just like the <i>Recordings</i> menu, for instance).
 | |
|     That menu can then implement further functionality and, for instance, could
 | |
|     eventually start a custom player to replay a file other than a VDR recording.
 | |
| <li>Return a pointer to a <tt>cOsdObject</tt> object which will be displayed
 | |
|     instead of the normal menu. The derived <tt>cOsdObject</tt> can open a
 | |
|     <a href="#The On Screen Display">raw OSD</a> from within its <tt>Show()</tt>
 | |
|     function (it should not attempt to do so from within its constructor, since
 | |
|     at that time the OSD is still in use by the main menu).
 | |
|     See the 'osddemo' example that comes with VDR for a demonstration of how this
 | |
|     is done.
 | |
| <li>Perform a specific action and return <tt>NULL</tt>. In that case the main menu
 | |
|     will be closed after calling <tt>MainMenuAction()</tt>.
 | |
| </ul>
 | |
| <b>
 | |
| It is very important that a call to <tt>MainMenuAction()</tt> returns as soon
 | |
| as possible! As long as the program stays inside this function, no other user
 | |
| interaction is possible. If a specific action takes longer than a few seconds,
 | |
| the plugin should launch a separate thread to do this.
 | |
| </b>
 | |
| 
 | |
| <a name="Housekeeping"><hr><h2>Housekeeping</h2>
 | |
| 
 | |
| <center><i><b>Chores, chores...</b></i></center><p>
 | |
| 
 | |
| From time to time a plugin may want to do some regular tasks, like cleaning
 | |
| up some files or other things. In order to do this it can implement the function
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| virtual void Housekeeping(void);
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| which gets called when VDR is otherwise idle. The intervals between subsequent
 | |
| calls to this function are not defined. There may be several hours between two
 | |
| calls (if, for instance, there are recordings or replays going on) or they may
 | |
| be as close as ten seconds. The only thing that is guaranteed is that there are
 | |
| at least ten seconds between two subsequent calls to the <tt>Housekeeping()</tt>
 | |
| function of the same plugin.
 | |
| <p>
 | |
| <b>
 | |
| It is very important that a call to <tt>Housekeeping()</tt> returns as soon
 | |
| as possible! As long as the program stays inside this function, no other user
 | |
| interaction is possible. If a specific action takes longer than a few seconds,
 | |
| the plugin should launch a separate thread to do this.
 | |
| </b>
 | |
| 
 | |
| <a name="Setup parameters"><hr><h2>Setup parameters</h2>
 | |
| 
 | |
| <center><i><b>Remember me...</b></i></center><p>
 | |
| 
 | |
| If a plugin requires its own setup parameters, it needs to implement the following
 | |
| functions to handle these parameters:
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| virtual cMenuSetupPage *SetupMenu(void);
 | |
| virtual bool SetupParse(const char *Name, const char *Value);
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| The <tt>SetupMenu()</tt> function shall return the plugin's <a href="#The Setup menu"><i>Setup</i> menu</a>
 | |
| page, where the user can adjust all the parameters known to this plugin.
 | |
| <p>
 | |
| <tt>SetupParse()</tt> will be called for each parameter the plugin has
 | |
| previously stored in the global setup data (see below). It shall return
 | |
| <i>true</i> if the parameter was parsed correctly, <i>false</i> in case of
 | |
| an error. If <i>false</i> is returned, an error message will be written to
 | |
| the log file (and program execution will continue).
 | |
| A possible implementation of <tt>SetupParse()</tt> could look like this:
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| bool cPluginHello::SetupParse(const char *Name, const char *Value)
 | |
| {
 | |
|   // Parse your own setup parameters and store their values.
 | |
|   if      (!strcasecmp(Name, "GreetingTime"))         GreetingTime = atoi(Value);
 | |
|   else if (!strcasecmp(Name, "UseAlternateGreeting")) UseAlternateGreeting = atoi(Value);
 | |
|   else
 | |
|      return false;
 | |
|   return true;
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| It is important to make sure that the parameter names are exactly the same as
 | |
| used in the <a href="#The Setup menu"><i>Setup</i> menu</a>'s <tt>Store()</tt> function.
 | |
| <p>
 | |
| The plugin's setup parameters are stored in the same file as VDR's parameters.
 | |
| In order to allow each plugin (and VDR itself) to have its own set of parameters,
 | |
| the <tt>Name</tt> of each parameter will be preceeded with the plugin's
 | |
| name, as in
 | |
| <p>
 | |
| <tt>hello.GreetingTime = 3</tt>
 | |
| <p>
 | |
| The prefix will be handled by the core VDR setup code, so the individual
 | |
| plugins need not worry about this.
 | |
| <p>
 | |
| To store its values in the global setup, a plugin has to call the function
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| void SetupStore(const char *Name, <i>type</i> Value);
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| where <tt>Name</tt> is the name of the parameter (<tt>"GreetingTime"</tt> in the above
 | |
| example, without the prefix <tt>"hello."</tt>) and <tt>Value</tt> is a simple data type (like
 | |
| <tt>char *</tt>, <tt>int</tt> etc).
 | |
| Note that this is not a function that the individual plugin class needs to implement!
 | |
| <tt>SetupStore()</tt> is a non-virtual member function of the <tt>cPlugin</tt> class.
 | |
| <p>
 | |
| To remove a parameter from the setup data, call <tt>SetupStore()</tt> with the appropriate
 | |
| name and without any value, as in
 | |
| <p>
 | |
| <tt>SetupStore("GreetingTime");</tt>
 | |
| <p>
 | |
| The VDR menu "Setup/Plugins" will list all loaded plugins with their name,
 | |
| version number and description. Selecting an item in this list will bring up
 | |
| the plugin's "Setup" menu if that plugin has implemented the <tt>SetupMenu()</tt>
 | |
| function.
 | |
| <p>
 | |
| Finally, a plugin doesn't have to implement the <tt>SetupMenu()</tt> if it only
 | |
| needs setup parameters that are not directly user adjustable. It can use
 | |
| <tt>SetupStore()</tt> and <tt>SetupParse()</tt> without presenting these
 | |
| parameters to the user.
 | |
| 
 | |
| <a name="The Setup menu"><hr><h2>The Setup menu</h2>
 | |
| 
 | |
| <center><i><b>Have it your way!</b></i></center><p>
 | |
| 
 | |
| To implement a <i>Setup</i> menu, a plugin needs to derive a class from
 | |
| <tt>cMenuSetupPage</tt> and implement its constructor and the pure virtual
 | |
| <tt>Store()</tt> member function:
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| int GreetingTime = 3;
 | |
| int UseAlternateGreeting = false;
 | |
| 
 | |
| class cMenuSetupHello : public cMenuSetupPage {
 | |
| private:
 | |
|   int newGreetingTime;
 | |
|   int newUseAlternateGreeting;
 | |
| protected:
 | |
|   virtual void Store(void);
 | |
| public:
 | |
|   cMenuSetupHello(void);
 | |
|   };
 | |
| 
 | |
| cMenuSetupHello::cMenuSetupHello(void)
 | |
| {
 | |
|   newGreetingTime = GreetingTime;
 | |
|   newUseAlternateGreeting = UseAlternateGreeting;
 | |
|   Add(new cMenuEditIntItem( tr("Greeting time (s)"),      &newGreetingTime));
 | |
|   Add(new cMenuEditBoolItem(tr("Use alternate greeting"), &newUseAlternateGreeting));
 | |
| }
 | |
| 
 | |
| void cMenuSetupHello::Store(void)
 | |
| {
 | |
|   SetupStore("GreetingTime", GreetingTime = newGreetingTime);
 | |
|   SetupStore("UseAlternateGreeting", UseAlternateGreeting = newUseAlternateGreeting);
 | |
| }
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| In this example we have two global setup parameters (<tt>GreetingTime</tt> and <tt>UseAlternateGreeting</tt>).
 | |
| The constructor initializes two private members with the values of these parameters, so
 | |
| that the <i>Setup</i> menu can work with temporary copies (in order to discard any changes
 | |
| if the user doesn't confirm them by pressing the "Ok" button).
 | |
| After this the constructor adds the appropriate menu items, using internationalized texts
 | |
| and the addresses of the temporary variables. That's all there is to inizialize a <i>Setup</i>
 | |
| menu - the rest will be done by the core VDR code.
 | |
| <p>
 | |
| Once the user has pressed the "Ok" button to confirm the changes, the <tt>Store()</tt> function will
 | |
| be called, in which all setup parameters must be actually stored in VDR's global setup data.
 | |
| This is done by calling the <tt>SetupStore()</tt> function for each of the parameters.
 | |
| The <i>Name</i> string given here will be used to identify the parameter in VDR's
 | |
| <tt>setup.conf</tt> file, and will be automatically prepended with the plugin's name.
 | |
| <p>
 | |
| Note that in this small example the new values of the parameters are copied into the
 | |
| global variables within each <tt>SetupStore()</tt> call. This is not mandatory, however.
 | |
| You can first assign the temporary values to the global variables and then do the
 | |
| <tt>SetupStore()</tt> calls, or you can define a class or struct that contains all
 | |
| your setup parameters and use that one to copy all parameters with one single statement
 | |
| (like VDR does with its cSetup class).
 | |
| 
 | |
| <a name="Configuration files"><hr><h2>Configuration files</h2>
 | |
| 
 | |
| <center><i><b>I want my own stuff!</b></i></center><p>
 | |
| 
 | |
| There may be situations where a plugin requires configuration files of its own, maybe
 | |
| for data that can't be stored in the simple <a href="#Setup parameters">setup parameters</a>
 | |
| of VDR, or maybe because it needs to launch other programs that simply need a separate
 | |
| configuration file. While the plugin is free to store such files anywhere it
 | |
| sees fit, it might be a good idea to put them in a common place, preferably
 | |
| where other configuration data already exists. VDR provides the function
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| const char *ConfigDirectory(const char *PluginName = NULL);
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| which returns a string containing the directory that VDR uses for its own configuration
 | |
| files (defined through the <tt><b>-c</b></tt> option in the call to VDR), extended by
 | |
| <tt>"/plugins"</tt>. So assuming the VDR configuration directory is <tt>/video</tt>
 | |
| (the default if no <tt><b>-c</b></tt> or <tt><b>-v</b></tt> option is given),
 | |
| a call to <tt>ConfigDirectory()</tt> will return <tt>/video/plugins</tt>. The first
 | |
| call to <tt>ConfigDirectory()</tt> will automatically make sure that the <tt>plugins</tt>
 | |
| subdirectory will exist. If, for some reason, this cannot be achieved, <tt>NULL</tt>
 | |
| will be returned.
 | |
| <p>
 | |
| The additional <tt>plugins</tt> directory is used to keep files from plugins apart
 | |
| from those of VDR itself, making sure there will be no name clashes. If a plugin
 | |
| needs only one extra configuration file, it is suggested that this file be named
 | |
| <tt>name.conf</tt>, where <i>name</i> shall be the name of the plugin.
 | |
| <p>
 | |
| If a plugin needs more than one such file, it is suggested that the plugin stores
 | |
| these in a subdirectory of its own, named after the plugin. To easily get such a name
 | |
| the <tt>ConfigDirectory()</tt> function can be given an additional string that will
 | |
| be appended to the returned directory name, as in
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| const char *MyConfigDir = ConfigDirectory(Name());
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| where <tt>Name()</tt> is the member function of the plugin class that returns the
 | |
| plugin's name. Again, VDR will make sure that the requested directory will exist
 | |
| (or return <tt>NULL</tt> in case of an error).
 | |
| <p>
 | |
| <b>
 | |
| The returned string is statically allocated and will be overwritten by subsequent
 | |
| calls to ConfigDirectory()!
 | |
| </b>
 | |
| <p>
 | |
| The <tt>ConfigDirectory()</tt> function is a static member function of the <tt>cPlugin</tt>
 | |
| class. This allows it to be called even from outside any member function of the derived
 | |
| plugin class, by writing
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| const char *MyConfigDir = cPlugin::ConfigDirectory();
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| <a name="Internationalization"><hr><h2>Internationalization</h2>
 | |
| 
 | |
| <center><i><b>Welcome to Babylon!</b></i></center><p>
 | |
| 
 | |
| If a plugin displays texts to the user, it should implement internationalized
 | |
| versions of these texts and call the function
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| void RegisterI18n(const tI18nPhrase * const Phrases);
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| to register them with VDR's internationalization mechanism.
 | |
| <p>
 | |
| The call to this function must be done in the <a href="#Getting started"><tt>Initialize()</tt></a>
 | |
| or <a href="#Getting started"><tt>Start()</tt></a> function of the plugin:
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| const tI18nPhrase Phrases[] = {
 | |
|   { "Hello world!",
 | |
|     "Hallo Welt!",
 | |
|     "",// TODO
 | |
|     "",// TODO
 | |
|     "",// TODO
 | |
|     "",// TODO
 | |
|     "",// TODO
 | |
|     "",// TODO
 | |
|     "",// TODO
 | |
|     "",// TODO
 | |
|     "",// TODO
 | |
|     "",// TODO
 | |
|     "",// TODO
 | |
|     "",// TODO
 | |
|     "",// TODO
 | |
|     "",// TODO
 | |
|   },
 | |
|   { NULL }
 | |
|   };
 | |
| 
 | |
| void cPluginHello::Start(void)
 | |
| {
 | |
|   RegisterI18n(Phrases);
 | |
| }
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| Each entry of type <tt>tI18nPhrase</tt> must have exactly as many members as defined
 | |
| by the constant <tt>I18nNumLanguages</tt> in the file <tt>VDR/i18n.h</tt>, and the
 | |
| sequence of the various languages must be the same as defined in <tt>VDR/i18n.c</tt>.<br>
 | |
| <b>It is very important that the array is terminated with a <tt>{ NULL }</tt>
 | |
| entry!</b>.
 | |
| <p>
 | |
| Usually you won't be able to fill in all the different translations by yourself, so
 | |
| you may want to contact the maintainers of these languages (listed in the file
 | |
| <tt>VDR/i18n.c</tt>) and ask them to provide the additional translations.
 | |
| <p>
 | |
| The actual runtime selection of the texts corresponding to the selected language
 | |
| is done by wrapping each internationalized text with the <tt>tr()</tt> macro:
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| const char *s = tr("Hello world!");
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| The text given here must be the first one defined in the related <i>Phrases</i>
 | |
| entry (which is the English version), and the returned pointer is either a translated
 | |
| version (if available) or the original string. In the latter case a message will be
 | |
| written to the log file, indicating that a translation is missing.
 | |
| Texts are first searched for in the <i>Phrases</i> registered for this plugin (if any)
 | |
| and then in the global VDR texts. So a plugin can make use of texts defined by the
 | |
| core VDR code.
 | |
| 
 | |
| <a name="Loading plugins into VDR"><hr><h2>Loading plugins into VDR</h2>
 | |
| 
 | |
| <center><i><b>Saddling up!</b></i></center><p>
 | |
| 
 | |
| Plugins are loaded into VDR using the command line option <b><tt>-P</tt></b>, as in
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| vdr -Phello
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| If the plugin accepts command line options, they are given as part of the argument
 | |
| to the <b><tt>-P</tt></b> option, which then has to be enclosed in quotes:
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| vdr -P"hello -a abc -b"
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| Any number of plugins can be loaded this way, each with its own <b><tt>-P</tt></b> option:
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| vdr -P"hello -a abc -b" -Pdvd -Pmp3
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| If you are not starting VDR from the VDR source directory (and thus your plugins
 | |
| cannot be found at their default location) you need to tell VDR the location of
 | |
| the plugins through the <b><tt>-L</tt></b> option:
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| vdr -L/usr/lib/vdr -Phello
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| There can be any number of <b><tt>-L</tt></b> options, and each of them will apply to the
 | |
| <b><tt>-P</tt></b> options following it.
 | |
| <p>
 | |
| When started with the <b><tt>-h</tt></b> or <b><tt>-V</tt></b> option (for <i>help</i>
 | |
| or <i>version</i> information, respectively), VDR will automatically load all plugins
 | |
| in the default or given directory that match the VDR plugin
 | |
| <a href="#The plugin directory structure">naming convention</a>,
 | |
| and display their help and/or version information in addition to its own output.
 | |
| 
 | |
| <a name="Building the distribution package"><hr><h2>Building the distribution package</h2>
 | |
| 
 | |
| <center><i><b>Let's get this show on the road!</b></i></center><p>
 | |
| 
 | |
| If you want to make your plugin available to other VDR users, you'll need to
 | |
| make a package that can be easily distributed.
 | |
| The <tt>Makefile</tt> that has been created by the call to
 | |
| <a href="#Initializing a new plugin directory"><tt>newplugin</tt></a>
 | |
| provides the target <tt>dist</tt>, which does this for you.
 | |
| <p>
 | |
| Simply change into your source directory and execute <tt>make dist</tt>:
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| cd VDR/PLUGINS/src/hello
 | |
| make dist
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| After this you should find a file named like
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| vdr-hello-0.0.1.tgz
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| in your source directory, where <tt>hello</tt> will be replaced with your actual
 | |
| plugin's name, and <tt>0.0.1</tt> will be your plugin's current version number.
 | |
| 
 | |
| <a name="Part II - The Internal Interface"><hr><center><h1>Part II - The Internal Interface</h1></center>
 | |
| 
 | |
| <a name="Status monitor"><hr><h2>Status monitor</h2>
 | |
| 
 | |
| <center><i><b>A piece of the action</b></i></center><p>
 | |
| 
 | |
| If a plugin wants to get informed on various events in VDR, it can derive a class from
 | |
| <tt>cStatus</tt>, as in
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| #include <vdr/status.h>
 | |
| 
 | |
| class cMyStatusMonitor : public cStatus {
 | |
| protected:
 | |
|   virtual void ChannelSwitch(const cDevice *Device, int ChannelNumber);
 | |
|   };
 | |
| 
 | |
| void cMyStatusMonitor::ChannelSwitch(const cDevice *Device, int ChannelNumber)
 | |
| {
 | |
|   if (ChannelNumber)
 | |
|      dsyslog("channel switched to %d on DVB %d", ChannelNumber, Device->CardIndex());
 | |
|   else
 | |
|      dsyslog("about to switch channel on DVB %d", Device->CardIndex());
 | |
| }
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| An object of this class will be informed whenever the channel is switched on one of
 | |
| the DVB devices. It could be used in a plugin like this:
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| #include <vdr/plugin.h>
 | |
| 
 | |
| class cPluginStatus : public cPlugin {
 | |
| private:
 | |
|   cMyStatusMonitor *statusMonitor;
 | |
| public:
 | |
|   cPluginStatus(void);
 | |
|   virtual ~cPluginStatus();
 | |
|   ...
 | |
|   virtual bool Start(void);
 | |
|   ...
 | |
|   };
 | |
| 
 | |
| cPluginStatus::cPluginStatus(void)
 | |
| {
 | |
|   statusMonitor = NULL;
 | |
| }
 | |
| 
 | |
| cPluginStatus::~cPluginStatus()
 | |
| {
 | |
|   delete statusMonitor;
 | |
| }
 | |
| 
 | |
| bool cPluginStatus::Start(void)
 | |
| {
 | |
|   statusMonitor = new cMyStatusMonitor;
 | |
|   return true;
 | |
| }
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| Note that the actual object is created in the <tt>Start()</tt> function, not in the
 | |
| constructor! It is also important to delete the object in the destructor, in order to
 | |
| avoid memory leaks.
 | |
| <p>
 | |
| A Plugin can implement any number of <tt>cStatus</tt> derived objects, and once
 | |
| the plugin has been started it may create and delete them as necessary.
 | |
| No further action apart from creating an object derived from <tt>cStatus</tt>
 | |
| is necessary. VDR will automatically hook it into a list of status monitors, with
 | |
| their individual virtual member functions being called in the same sequence as the
 | |
| objects were created.
 | |
| <p>
 | |
| See the file <tt>status.h</tt> for detailed information on which status monitor
 | |
| member functions are available in <tt>cStatus</tt>. You only need to implement
 | |
| the functions you actually want to use.
 | |
| 
 | |
| <a name="Players"><hr><h2>Players</h2>
 | |
| 
 | |
| <center><i><b>Play it again, Sam!</b></i></center><p>
 | |
| 
 | |
| Implementing a player is a two step process.
 | |
| First you need the actual player class, which is derived from the abstract <tt>cPlayer</tt>:
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| #include <vdr/player.h>
 | |
| 
 | |
| class cMyPlayer : public cPlayer {
 | |
| protected:
 | |
|   virtual void Activate(bool On);
 | |
| public:
 | |
|   cMyPlayer(void);
 | |
|   virtual ~cMyPlayer();
 | |
|   };
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| What exactly you do in this class is entirely up to you. If you want to run a separate
 | |
| thread which, e.g.,  reads data from a file, you can additionally derive your class from
 | |
| <tt>cThread</tt> and implement the necessary functionality:
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| #include <vdr/player.h>
 | |
| 
 | |
| class cMyPlayer : public cPlayer, cThread {
 | |
| protected:
 | |
|   virtual void Activate(bool On);
 | |
|   virtual void Action(void);
 | |
| public:
 | |
|   cMyPlayer(void);
 | |
|   virtual ~cMyPlayer();
 | |
|   };
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| Take a look at the files <tt>player.h</tt> and <tt>dvbplayer.c</tt> to see how VDR implements
 | |
| its own player for the VDR recordings.
 | |
| <p>
 | |
| To play the video data, the player needs to call its member function
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| int PlayVideo(const uchar *Data, int Length);
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| where <tt>Data</tt> points to a block of <tt>Length</tt> bytes of a PES data
 | |
| stream. There are no prerequisites regarding the length or alignment of an
 | |
| individual block of data. The sum of all blocks must simply result in the
 | |
| desired video data stream, and it must be delivered fast enough so that the
 | |
| DVB device doesn't run out of data.
 | |
| To avoid busy loops the player should call its member function
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| bool DevicePoll(cPoller &Poller, int TimeoutMs = 0);
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| to determine whether the device is ready for further data.
 | |
| <p>
 | |
| If the player can provide more than a single audio track, it can implement the
 | |
| following functions to make them available:
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| virtual int NumAudioTracks(void) const;
 | |
| virtual const char **GetAudioTracks(int *CurrentTrack = NULL);
 | |
| virtual void SetAudioTrack(int Index);
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| <p>
 | |
| If there is an additional audio track that has to be replayed with external hardware,
 | |
| the player shall call its member function
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| void PlayAudio(const uchar *Data, int Length);
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| where <tt>Data</tt> points to a complete audio PES packet of <tt>Length</tt> bytes.
 | |
| <p>
 | |
| The second part needed here is a control object that receives user input from the main
 | |
| program loop and reacts on this by telling the player what to do:
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| #include <vdr/player.h>
 | |
| 
 | |
| class cMyControl : public cControl {
 | |
| private:
 | |
|   cMyPlayer *player;
 | |
| public:
 | |
|   cMyControl(void);
 | |
|   virtual ~cMyControl();
 | |
|   virtual void Hide(void);
 | |
|   virtual eOSState ProcessKey(eKeys Key);
 | |
|   };
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| <tt>cMyControl</tt> shall create an object of type <tt>cMyPlayer</tt> and
 | |
| hand over a pointer to it to the <tt>cControl</tt> base class, so that it
 | |
| can be later attached to the primary DVB device:
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| cMyControl::cMyControl(void)
 | |
| :cControl(player = new cMyPlayer)
 | |
| {
 | |
| }
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| <tt>cMyControl</tt> will receive the user's key presses through the <tt>ProcessKey()</tt>
 | |
| function. It will get all button presses, except for the volume control buttons
 | |
| (<tt>kVolUp</tt>, <tt>kVolDn</tt>, <tt>kMute</tt>), the power button (<tt>kPower</tt>)
 | |
| and the menu button (<tt>kMenu</tt>). If the user has not pressed a button for a while
 | |
| (which is typically in the area of about one second), <tt>ProcessKey()</tt> will be called
 | |
| with <tt>kNone</tt>, so that the <tt>cMyControl</tt> gets a chance to check whether its
 | |
| player is still active. Once the player has become inactive (because the user has decided
 | |
| to stop it or the DVB device has detached it), <tt>ProcessKey()</tt> must return <tt>osEnd</tt>
 | |
| to make the main program loop shut down the player control.
 | |
| <p>
 | |
| A derived <tt>cControl</tt> <b>must</b> implement the <tt>Hide()</tt> function, in which
 | |
| it has to hide itself from the OSD, in case it uses it. <tt>Hide()</tt> may be called at
 | |
| any time, and it may be called even if the <tt>cControl</tt> is not visible at the moment.
 | |
| The reason for this is that the <tt>Menu</tt> button shall always bring up the main VDR
 | |
| menu, so any active <tt>cControl</tt> needs to be hidden when that button is pressed.
 | |
| <p>
 | |
| Finally, to get things going, a plugin that implements a player (and the surrounding
 | |
| infrastructure like displaying a list of playable stuff etc) simply has to call the
 | |
| static function <tt>cControl::Launch()</tt> with the player control object, as in
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| cControl::Launch(new cMyControl);
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| Ownership of the <tt>MyControl</tt> object is handed over to the VDR core code,
 | |
| so the plugin should not keep a pointer to it, because VDR will destroy the object
 | |
| whenever it sees fit (for instance because a recording shall start that needs to
 | |
| use the primary DVB device, or the user decides to start a different replay).
 | |
| <p>
 | |
| The <tt>cPlayer</tt> class has a member function
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| void DeviceStillPicture(const uchar *Data, int Length);
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| which can be called to display a still picture. VDR uses this function when handling
 | |
| its editing marks. A special case of a "player" might use this function to implement
 | |
| a "picture viewer".
 | |
| <p>
 | |
| For detailed information on how to implement your own player, please take a look
 | |
| at VDR's <tt>cDvbPlayer</tt> and <tt>cDvbPlayerControl</tt> classes.
 | |
| <p>
 | |
| <b>User interface</b>
 | |
| <p>
 | |
| In order for a new player to nicely "blend in" to the overall VDR appearance it
 | |
| is recommended that it implements the same functionality with the same keys as the
 | |
| VDR player does (as far as this is possible and makes sense). The main points to
 | |
| consider here are
 | |
| <ul>
 | |
| <li>The <i>Ok</i> button shall bring up some display that indicates what is currently
 | |
|     being played, and what the status of this replay session is. As an alternative (for
 | |
|     instance with a DVD player) it may display a player specific menu, from which the
 | |
|     user can select certain options.
 | |
| <li>The <i>Up</i>, <i>Down</i>, <i>Left</i> and <i>Right</i> buttons shall control
 | |
|     <i>Play</i>, <i>Pause</i>, <i>Fast Rewind</i> and <i>Fast Forward</i>, respectively
 | |
|     (provided that this particular player can implement these functions) if the player
 | |
|     is not currently showing any menu. If there is a menu, they shall allow the user
 | |
|     to navigate in the menu. The dedicated <i>Play</i>, <i>Pause</i>, <i>FastRew</i>
 | |
|     and <i>FastFwd</i> keys shall always result in their specific functionality.
 | |
| <li>The <i>Green</i> and <i>Yellow</i> buttons shall skip back- and forward by an
 | |
|     amount of time suitable for this player (provided that this particular player can
 | |
|     implement these functions).
 | |
| <li>The <i>Blue</i> and <i>Stop</i> button shall immediately stop the replay session.
 | |
| </ul>
 | |
| Of course, these are only suggestions which should make it easier for VDR users to
 | |
| enjoy additional players, since they will be able to control them with actions
 | |
| that they already know. If you absolutely want to do things differently, just go
 | |
| ahead - it's your show...
 | |
| 
 | |
| <a name="Receivers"><hr><h2>Receivers</h2>
 | |
| 
 | |
| <center><i><b>Tapping into the stream...</b></i></center><p>
 | |
| 
 | |
| In order to receive any kind of data from a <tt>cDevice</tt>, a plugin must set up an
 | |
| object derived from the <tt>cReceiver</tt> class:
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| #include <vdr/receiver.h>
 | |
| 
 | |
| class cMyReceiver : public cReceiver, cThread {
 | |
| protected:
 | |
|   virtual void Activate(bool On);
 | |
|   virtual void Receive(uchar *Data, int Length);
 | |
| public:
 | |
|   cMyReceiver(int Pid);
 | |
|   };
 | |
| 
 | |
| cMyReceiver::cMyReceiver(int Pid)
 | |
| :cReceiver(0, -1, 1, Pid)
 | |
| {
 | |
| }
 | |
| 
 | |
| void cMyReceiver::Activate(bool On)
 | |
| {
 | |
|   // start your own thread for processing the received data
 | |
| }
 | |
| 
 | |
| void cMyReceiver::Receive(uchar *Data, int Length)
 | |
| {
 | |
|   // buffer the data for processing in a separate thread
 | |
| }
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| See the comments in <tt>VDR/receiver.h</tt> for details about the various
 | |
| member functions of <tt>cReceiver</tt>.
 | |
| <p>
 | |
| The above example sets up a receiver that wants to receive data from only one
 | |
| PID (for example the Teletext PID). In order to not interfere with other recording
 | |
| operations, it sets its priority to <tt>-1</tt> (any negative value will allow
 | |
| a <tt>cReceiver</tt> to be detached from its <tt>cDevice</tt> at any time.
 | |
| <p>
 | |
| Once a <tt>cReceiver</tt> has been created, it needs to be <i>attached</i> to
 | |
| a <tt>cDevice</tt>:
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| cMyReceiver *Receiver = new cMyReceiver(123);
 | |
| 
 | |
| cDevice::ActualDevice()->AttachReceiver(Receiver);
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| Noteh the use of <tt>cDevice::ActualDevice()</tt> here, which makes sure that
 | |
| the receiver is attached to the device that actually receives the current live
 | |
| video stream (this may be different from the primary device in case of <i>Transfer
 | |
| Mode</i>).
 | |
| <p>
 | |
| If the <tt>cReceiver</tt> isn't needed any more, it may simply be <i>deleted</i>
 | |
| and will automatically detach itself from the <tt>cDevice</tt>.
 | |
| 
 | |
| <a name="The On Screen Display"><hr><h2>The On Screen Display</h2>
 | |
| 
 | |
| <center><i><b>Express yourself</b></i></center><p>
 | |
| 
 | |
| Most of the time a plugin should be able to access the OSD through the
 | |
| standard mechanisms also used by VDR itself. However, these set up the OSD in
 | |
| a manner of textual rows and columns, and automatically set the various
 | |
| windows and color depths.
 | |
| <p>
 | |
| If a plugin needs to have total control over the OSD, it can call the
 | |
| static function
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| #include <vdr/osd.h>
 | |
| 
 | |
| cOsdBase *MyOsd = cOsd::OpenRaw(x, y);
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| where <tt>x</tt> and <tt>y</tt> are the coordinates of the upper left corner
 | |
| of the OSD area on the screen. Such a "raw" OSD doesn't display anything
 | |
| yet, so you need to at least call the function
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| MyOsd->Create(...);
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| to define an actual OSD drawing area (see VDR/osdbase.h for the declarations
 | |
| of these functions, and VDR/osd.c to see how VDR opens the OSD and sets up
 | |
| its windows and color depths).
 | |
| 
 | |
| <a name="Devices"><hr><h2>Devices</h2>
 | |
| 
 | |
| <center><i><b>Expanding the possibilities</b></i></center><p>
 | |
| 
 | |
| By default VDR is based on using DVB PCI cards that are supported by the
 | |
| LinuxDVB driver. However, a plugin can implement additional devices that
 | |
| can be used as sources of MPEG data for viewing or recording, and also
 | |
| as output devices for replaying. Such a device can be a physical card
 | |
| that is installed in the PC (like, for instance, an MPEG encoder card that
 | |
| allows the analog signal of a proprietary set-top box to be integrated
 | |
| into a VDR system; or an analog TV receiver card, which does the MPEG encoding
 | |
| "on the fly" - assuming your machine is fast enough), or just a software program that takes an MPEG data
 | |
| stream and displays it, for instance, on an existing graphics adapter.
 | |
| <p>
 | |
| To implement an additional device, a plugin must derive a class from cDevice:
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| #include <vdr/device.h>
 | |
| 
 | |
| class cMyDevice : public cDevice {
 | |
|   ...
 | |
|   };
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| The derived class must implement several virtual functions, according to
 | |
| the abilities this new class of devices can provide. See the comments in the
 | |
| file <tt>VDR/device.h</tt> for more information on the various functions,
 | |
| and also <tt>VDR/dvbdevice.[hc]</tt> for details on the implementation of
 | |
| the <tt>cDvbDevice</tt>, which is used to access the DVB PCI cards.
 | |
| <p>
 | |
| <b>Channel selection</b>
 | |
| <p>
 | |
| If the new device can receive, it most likely needs to provide a way of
 | |
| selecting which channel it shall tune to:
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| virtual bool ProvidesSource(int Source) const;
 | |
| virtual bool ProvidesChannel(const cChannel *Channel, int Priority = -1, bool *NeedsDetachReceivers = NULL);
 | |
| virtual bool SetChannelDevice(const cChannel *Channel, bool LiveView);
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| These functions will be called with the desired source or channel and shall return whether
 | |
| this device can provide the requested source or channel and whether tuning to it was successful,
 | |
| repectively.
 | |
| <p>
 | |
| <b>Audio selection</b>
 | |
| <p>
 | |
| If the device can provide more than a single audio track, it can implement the
 | |
| following functions to make them available:
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| virtual int NumAudioTracksDevice(void) const;
 | |
| virtual const char **GetAudioTracksDevice(int *CurrentTrack = NULL) const;
 | |
| virtual void SetAudioTrackDevice(int Index);
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| <p>
 | |
| <b>Recording</b>
 | |
| <p>
 | |
| A device that can be used for recording must implement the functions
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| virtual bool SetPid(cPidHandle *Handle, int Type, bool On);
 | |
| virtual bool OpenDvr(void);
 | |
| virtual void CloseDvr(void);
 | |
| virtual bool GetTSPacket(uchar *&Data);
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| which allow VDR to set the PIDs that shall be recorded, set up the device for
 | |
| recording (and shut it down again), and receive the MPEG data stream. The data
 | |
| must be delivered in the form of a Transport Stream (TS), which consists of
 | |
| packets that are all 188 bytes in size. Each call to <tt>GetTSPacket()</tt>
 | |
| must deliver exactly one such packet (if one is currently available).
 | |
| <p>
 | |
| If this device allows receiving several different data streams, it can
 | |
| implement
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| virtual bool CanBeReUsed(int Frequency, int Vpid);
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| to indicate this to VDR.
 | |
| <p>
 | |
| <b>Replaying</b>
 | |
| <p>
 | |
| The functions to implement replaying capabilites are
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| virtual bool HasDecoder(void) const;
 | |
| virtual bool CanReplay(void) const;
 | |
| virtual bool SetPlayMode(ePlayMode PlayMode);
 | |
| virtual void TrickSpeed(int Speed);
 | |
| virtual void Clear(void);
 | |
| virtual void Play(void);
 | |
| virtual void Freeze(void);
 | |
| virtual void Mute(void);
 | |
| virtual void StillPicture(const uchar *Data, int Length);
 | |
| virtual bool Poll(cPoller &Poller, int TimeoutMs = 0);
 | |
| virtual int PlayVideo(const uchar *Data, int Length);
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| In addition, the following functions may be implemented to provide further
 | |
| functionality:
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| virtual bool GrabImage(const char *FileName, bool Jpeg = true, int Quality = -1, int Si
 | |
| virtual void SetVideoFormat(bool VideoFormat16_9);
 | |
| virtual void SetVolumeDevice(int Volume);
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| <p>
 | |
| <b>On Screen Display</b>
 | |
| <p>
 | |
| If your device provides On Screen Display (OSD) capabilities (which every device
 | |
| that is supposed to be used as a primary device should do), it can implement
 | |
| the function
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| virtual cOsdBase *NewOsd(int x, int y);
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| which must return a newly created object of a derived cOsdBase class that
 | |
| implements the functions necessary to display OSD information on your device.
 | |
| The caller of this function will delete the object as soon as it is no longer
 | |
| needed.
 | |
| 
 | |
| <p>
 | |
| <b>Initializing new devices</b>
 | |
| <p>
 | |
| A derived cDevice class shall implement a static function
 | |
| in which it determines whether the necessary hardware to run this sort of
 | |
| device is actually present in this machine (or whatever other prerequisites
 | |
| might be important), and then creates as many device objects as necessary.
 | |
| See <tt>VDR/dvbdevice.c</tt> for the implementation of the <tt>cDvbDevice</tt>
 | |
| initialize function.
 | |
| <p>
 | |
| A plugin that adds devices to a VDR instance shall call this
 | |
| function from its <a href="#Getting started"><tt>Initialize()</tt></a> function
 | |
| to make sure other plugins that may need to have access to all available devices
 | |
| will see them in their <a href="#Getting started"><tt>Start()</tt></a> function.
 | |
| <p>
 | |
| Nothing needs to be done to shut down the devices. VDR will automatically
 | |
| shut down (delete) all devices when the program terminates. It is therefore
 | |
| important that the devices are created on the heap, using the <tt>new</tt>
 | |
| operator!
 | |
| 
 | |
| <a name="Dolby Digital"><hr><h2>Dolby Digital</h2>
 | |
| 
 | |
| <center><i><b>"The stereo effect may only be experienced if stereo equipment is used!"</b></i></center><p>
 | |
| 
 | |
| There are many different ways to replay additional audio tracks, like Dolby Digital.
 | |
| So VDR offers a plugin interface that allows for the implementation of any kind of
 | |
| audio replay facility.
 | |
| <p>
 | |
| To implement a new audio output facility, simply derive a class from <tt>cAudio</tt>,
 | |
| as in
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| #include <vdr/audio.h>
 | |
| #include <vdr/thread.h>
 | |
| 
 | |
| class cMyAudio : public cAudio, private cThread {
 | |
| private:
 | |
|   virtual void Action(void);
 | |
| public:
 | |
|   cMyAudio(void);
 | |
|   virtual void Play(const uchar *Data, int Length);
 | |
|   virtual void Mute(bool On);
 | |
|   virtual void Clear(void);
 | |
|   };
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| You should create your derived audio object in the
 | |
| <a href="#Getting started"><tt>Start()</tt></a> function of your plugin.
 | |
| Note that the object has to be created on the heap (using <tt>new</tt>),
 | |
| and you shall not delete it at any point (it will be deleted automatically
 | |
| when the program ends).
 | |
| <p>
 | |
| The <tt>Play()</tt> function will be offered complete audio PES packets
 | |
| and has to accept each packet immediately. It must return as soon as possible,
 | |
| in order to not delay the overall replay process. Therefore you may want to
 | |
| also derive your class from <tt>cThread</tt> and run the actual audio processing
 | |
| as a separate thread. Note that the offered data is only valid within the call
 | |
| to <tt>Play()</tt>, so if you can't process the entire block immediately, you
 | |
| will need to copy it for later processing in your thread.
 | |
| <p>
 | |
| The <tt>Mute()</tt> and <tt>Clear()</tt> functions will be called whenever the audio shall
 | |
| be muted, or any buffered data shall be cleared, respectively.
 | |
| 
 | |
| <a name="Remote Control"><hr><h2>Remote Control</h2>
 | |
| 
 | |
| <center><i><b>The joy of zapping!</b></i></center><p>
 | |
| 
 | |
| There are several ways to control the operation of VDR. The builtin methods
 | |
| are using the PC keyboard, a homebuilt RCU unit or the LIRC interface.
 | |
| Of course there may be many more ways you might think of to implement a
 | |
| remote control, so a plugin can use the <tt>cRemote</tt> class to do that.
 | |
| <p>
 | |
| The simplest method for a plugin to issue commands to VDR is to call the
 | |
| static function <tt>cRemote::Put(eKeys Key)</tt>, as in
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| cRemote::Put(kUp);
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| In this case the plugin must do the mapping of whatever incoming signal or code
 | |
| it processes to the <tt>eKeys</tt> values itself. This makes sense if the incoming
 | |
| codes are well known and won't ever change.
 | |
| <p>
 | |
| In cases where the incoming codes are not known, or not all available keys may
 | |
| be supported by the actual remote control in use, you may want to derive your
 | |
| own remote control class from <tt>cRemote</tt>, as in
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| #include <vdr/remote.h>
 | |
| #include <vdr/thread.h>
 | |
| 
 | |
| class cMyRemote : public cRemote, private cThread {
 | |
| private:
 | |
|   virtual void Action(void);
 | |
| public:
 | |
|   cMyRemote(const char *Name);
 | |
|   virtual bool Initialize(void);
 | |
|   };
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| Note that deriving from <tt>cThread</tt> is not required for a remote control
 | |
| class to work, but typically you may want to have a separate thread running that
 | |
| collects the input and delivers it to the <tt>cRemote</tt> base class.
 | |
| <p>
 | |
| You should create your derived remote control object in the
 | |
| <a href="#Getting started"><tt>Start()</tt></a> function of your plugin.
 | |
| Note that the object has to be created on the heap (using <tt>new</tt>),
 | |
| and you shall not delete it at any point (it will be deleted automatically
 | |
| when the program ends).
 | |
| <p>
 | |
| The constructor of your remote control class should look like this
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| cMyRemote::cMyRemote(const char *Name)
 | |
| :cRemote(Name)
 | |
| {
 | |
|   Start();
 | |
| }
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| The <tt>Name</tt> is important in order for the <tt>cRemote</tt> base class
 | |
| to be able to distinguish the codes for the various remote controls.
 | |
| When creating your <tt>cMyRemote</tt> object you should use the value returned
 | |
| by the <tt>Name()</tt> member function of the plugin class, which returns the
 | |
| plugin's name. Calling <tt>Start()</tt> will start the thread that collects
 | |
| the incoming data (by calling your <tt>Action()</tt> function).
 | |
| In case you need to do any other setup steps, like opening a file or initializing
 | |
| member variables, you should do so before calling <tt>Start()</tt>.
 | |
| <p>
 | |
| If your remote control for some reason can't work (maybe because it was unable to
 | |
| open some file handle it requires) it can implement the virtual function
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| virtual bool Ready(void);
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| and have it return <i>false</i>. In that case VDR will not try to learn keys from
 | |
| that remote control.
 | |
| VDR will handle everything necessary to learn the key mappings of your remote
 | |
| control. In order to do so, it will first call the virtual function <tt>Initialize()</tt>,
 | |
| in which you should take all necessary steps to make sure your remote control
 | |
| can be accessed. This may, for instance, include trying various communications
 | |
| protocols. <tt>Initialize()</tt>, if implemented, shall only return after it has
 | |
| made sure data can be received from the remote control. Before calling this
 | |
| function, VDR will prompt the user on the OSD to press any key on the remote control.
 | |
| As soon as your derived <tt>cRemote</tt> class has detected useful incoming data,
 | |
| <tt>Initialize()</tt> should return <i>true</i>. If any fatal error occurs, <i>false</i>
 | |
| should be returned.
 | |
| <p>
 | |
| If your remote control class needs some setup data that shall be
 | |
| readily available next time VDR starts (without having to go through the initialization
 | |
| procedure again) it can use the <tt>cRemote</tt> member functions
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| void PutSetup(const char *Setup);
 | |
| const char *GetSetup(void);
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| to store and retrieve a character string containing whatever data is needed.
 | |
| Note that the <tt>Initialize()</tt> function will only be called if there are
 | |
| no key mappings known for this remote control. Once the key mappings have been
 | |
| learned, <tt>Initialize()</tt> will never be called again.
 | |
| <p>
 | |
| The <tt>cRemote</tt> class assumes that any incoming remote control code can be
 | |
| expressed as a character string. So whatever data your remote control provides
 | |
| needs to be given to the base class by calling
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| Put(const char *Code, bool Repeat = false, bool Release = false);
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| where <tt>Code</tt> is the string representation of the remote control's
 | |
| incoming data. <tt>Repeat</tt> and <tt>Release</tt> are boolean flags that
 | |
| indicate whether this is a repeated keypress, or the key has been released.
 | |
| Since a common case for remote control data is to be given as a numerical
 | |
| value, there is another <tt>Put()</tt> function available for your convenience,
 | |
| which takes a 64 bit unsigned integer value instead of a character string:
 | |
| 
 | |
| <p><table><tr><td bgcolor=#F0F0F0><pre><br>
 | |
| Put(uint64 Code, bool Repeat = false, bool Release = false);
 | |
| </pre></td></tr></table><p>
 | |
| 
 | |
| The other parameters have the same meaning as in the first version of this function.
 | |
| 
 | |
| </body>
 | |
| </html>
 |