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Merry Christmas to all VDR users! It's been a very busy year for me, in which I was unable to spend as much time on VDR as I would have liked to. But now things are settled again and I managed to prepare a new developer version with the most important fixes and improvements. Please feel free to tell me if I missed something important - some things may well have slipped under my radar ;-). So here's my Christmas gift for you! VDR developer version 2.3.2 is now available at ftp://ftp.tvdr.de/vdr/Developer/vdr-2.3.2.tar.bz2 A 'diff' against the previous version is available at ftp://ftp.tvdr.de/vdr/Developer/vdr-2.3.1-2.3.2.diff MD5 checksums: 6dbb208ea3d59658a18912b49af175b3 vdr-2.3.2.tar.bz2 68a0ed9f01048026333939d30e0a6474 vdr-2.3.1-2.3.2.diff WARNING: ======== This is a *developer* version. Even though *I* use it in my productive environment, I strongly recommend that you only use it under controlled conditions and for testing and debugging. From the HISTORY file: - Fixed a crash when deleting a recording (reported by Oliver Endriss). - Fixed an overflow of PIDs in a receiver (thanks to Robert Hannebauer). - Updated the Italian OSD texts (thanks to Diego Pierotto). - Fixed initializing device specific parameters in cDvbTransponderParameters. - The function SetCurrentChannel(const cChannel *Channel) is now deprecated and may be removed in a future version. Use SetCurrentChannel(int ChannelNumber) instead. - The SVDRP command DELC now refuses to delete the very last channel in the list, to avoid ending up with an empty channel list. - The cRwLock class now allows nested read locks within a write lock from the same thread. This fixes possible crashes when moving or deleting channels in the menu or through SVDRP (as well as other operations that try to acquire a read lock within a write lock). - Fixed a crash when trying to delete a channel that is being used by a timer. - Fixed setting the current item and counter values in the Recordings menu after deleting the last recording in a subfolder. - Fixed a crash when deleting a recording that is currently being replayed. - Fixed a crash when moving a recording to a folder on a different volume. The cRecordingsHandler now performs its actual operations in a separate thread, thus avoiding locking problems and reducing the time between subsequent operations. - Added a note to the description of cFont::Size(), regarding possible differences between it and cFont::Height() (suggested to Thomas Reufer). - Made the cPlayer member functions FramesPerSecond, GetIndex and GetReplayMode 'const' (thanks to Thomas Reufer). - Fixed resuming replay at a given position, which was off by one frame (thanks to Thomas Reufer). - Improved handling frame numbers to have a smoother progress display during replay of recordings with B-frames (thanks to Thomas Reufer). - Fixed replaying recordings to their very end, if they don't end with an I-frame (thanks to Thomas Reufer). - Implemented a frame parser for H.265 (HEVC) recordings (thanks to Thomas Reufer). - Added cFont::Width(void) to get the default character width and allow stretched font drawing in high level OSDs (thanks to Thomas Reufer). - Fixed regenerating the index of audio recordings (thanks to Thomas Reufer). - Fixed building VDR with systemd >= 230 (thanks to Ville Skyttä). - Sorted sources.conf by continous azimuth (thanks to Lucian Muresan). - Added 'S58.5E Kazsat 3' to sources.conf (thanks to Aitugan Sarbassov). - Fixed truncated date/time strings in the skins on multi-byte UTF-8 systems (reported by Sergey Chernyavskiy). - Updated the Estonian OSD texts (thanks to Arthur Konovalov). - Added a 'const' version of cTimers::GetTimer() (thanks to Lars Hanisch). - Fixed a typo in the description of cTimers::GetTimersRead() (thanks to Lars Hanisch). - Fixed a possible buffer overflow in handling CA descriptors (suggested by Lars Hanisch). - Avoiding some duplicate code and unnecessary work in nit.c (thanks to Ville Skyttä). - Added support for the systemd watchdog (thanks to Marc Perrudin), - Added a short sleep to cTSBuffer::Action() to avoid high CPU usage (thanks to Sergey Chernyavskiy).
119 lines
6.4 KiB
C++
119 lines
6.4 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 4.2 2016/12/22 10:38:11 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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void DeviceClrAvailableTracks(bool DescriptionsOnly = false) { if (device) device->ClrAvailableTracks(DescriptionsOnly); }
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bool DeviceSetAvailableTrack(eTrackType Type, int Index, uint16_t Id, const char *Language = NULL, const char *Description = NULL) { return device ? device->SetAvailableTrack(Type, Index, Id, Language, Description) : false; }
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bool DeviceSetCurrentAudioTrack(eTrackType Type) { return device ? device->SetCurrentAudioTrack(Type) : false; }
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bool DeviceSetCurrentSubtitleTrack(eTrackType Type) { return device ? device->SetCurrentSubtitleTrack(Type) : false; }
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bool DevicePoll(cPoller &Poller, int TimeoutMs = 0) { return device ? device->Poll(Poller, TimeoutMs) : false; }
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bool DeviceFlush(int TimeoutMs = 0) { return device ? device->Flush(TimeoutMs) : true; }
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bool DeviceHasIBPTrickSpeed(void) { return device ? device->HasIBPTrickSpeed() : false; }
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bool DeviceIsPlayingVideo(void) { return device ? device->IsPlayingVideo() : false; }
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void DeviceTrickSpeed(int Speed, bool Forward) { if (device) device->TrickSpeed(Speed, Forward); }
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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 DeviceSetVideoDisplayFormat(eVideoDisplayFormat VideoDisplayFormat) { if (device) device->SetVideoDisplayFormat(VideoDisplayFormat); }
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void DeviceStillPicture(const uchar *Data, int Length) { if (device) device->StillPicture(Data, Length); }
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uint64_t DeviceGetSTC(void) { return device ? device->GetSTC() : -1; }
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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 PlayPes(const uchar *Data, int Length, bool VideoOnly = false);
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// Sends the given PES Data to the device and returns the number of
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// bytes that have actually been accepted by the device (or a
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// negative value in case of an error).
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int PlayTs(const uchar *Data, int Length, bool VideoOnly = false) { return device ? device->PlayTs(Data, Length, VideoOnly) : -1; }
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// Sends the given TS packet to the device and returns a positive number
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// if the packet has been accepted by the device, or a negative value in
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// case of an error.
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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 double FramesPerSecond(void) { return DEFAULTFRAMESPERSECOND; }
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// Returns the number of frames per second of the currently played material.
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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 GetFrameNumber(int &Current, int &Total) { return false; }
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// Returns the current and total frame number. In contrast to GetIndex(),
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// this function respects the chronological order of frames, which is
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// different from its index for streams containing B frames (e.g. H264)
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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 void SetAudioTrack(eTrackType Type, const tTrackId *TrackId) {}
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// Sets the current audio track to the given value.
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// This is just a virtual hook for players that need to do special things
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// in order to switch audio tracks.
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virtual void SetSubtitleTrack(eTrackType Type, const tTrackId *TrackId) {}
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// Sets the current subtitle track to the given value.
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// This is just a virtual hook for players that need to do special things
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// in order to switch subtitle tracks.
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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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static cMutex mutex;
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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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virtual cOsdObject *GetInfo(void);
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///< Returns an OSD object that displays information about the currently
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///< played programme. If no such information is available, NULL will be
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///< returned.
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virtual const cRecording *GetRecording(void);
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///< Returns the cRecording that is currently being replayed, or NULL if
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///< this player is not playing a cRecording.
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virtual cString GetHeader(void);
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///< This can be used by players that don't play a cRecording, but rather
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///< do something completely different. The resulting string may be used by
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///< skins as a last resort, in case they want to display the state of the
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///< current player. The return value is expected to be a short, single line
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///< string. The default implementation returns an empty string.
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double FramesPerSecond(void) const { return player->FramesPerSecond(); }
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bool GetIndex(int &Current, int &Total, bool SnapToIFrame = false) const { return player->GetIndex(Current, Total, SnapToIFrame); }
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bool GetFrameNumber(int &Current, int &Total) const { return player->GetFrameNumber(Current, Total); }
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bool GetReplayMode(bool &Play, bool &Forward, int &Speed) const { 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(bool Hidden = false);
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///< Returns the current replay control (if any) in case it is currently
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///< visible. If Hidden is true, the control will be returned even if it is
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///< currently hidden.
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};
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#endif //__PLAYER_H
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