/* * player.h: The basic player interface * * See the main source file 'vdr.c' for copyright information and * how to reach the author. * * $Id: player.h 2.0 2008/02/16 13:50:11 kls Exp $ */ #ifndef __PLAYER_H #define __PLAYER_H #include "device.h" #include "osdbase.h" class cPlayer { friend class cDevice; private: cDevice *device; ePlayMode playMode; protected: void DeviceClrAvailableTracks(bool DescriptionsOnly = false) { if (device) device->ClrAvailableTracks(DescriptionsOnly); } 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; } bool DeviceSetCurrentAudioTrack(eTrackType Type) { return device ? device->SetCurrentAudioTrack(Type) : false; } bool DeviceSetCurrentSubtitleTrack(eTrackType Type) { return device ? device->SetCurrentSubtitleTrack(Type) : false; } bool DevicePoll(cPoller &Poller, int TimeoutMs = 0) { return device ? device->Poll(Poller, TimeoutMs) : false; } bool DeviceFlush(int TimeoutMs = 0) { return device ? device->Flush(TimeoutMs) : true; } bool DeviceHasIBPTrickSpeed(void) { return device ? device->HasIBPTrickSpeed() : false; } void DeviceTrickSpeed(int Speed) { if (device) device->TrickSpeed(Speed); } void DeviceClear(void) { if (device) device->Clear(); } void DevicePlay(void) { if (device) device->Play(); } void DeviceFreeze(void) { if (device) device->Freeze(); } void DeviceMute(void) { if (device) device->Mute(); } void DeviceSetVideoDisplayFormat(eVideoDisplayFormat VideoDisplayFormat) { if (device) device->SetVideoDisplayFormat(VideoDisplayFormat); } void DeviceStillPicture(const uchar *Data, int Length) { if (device) device->StillPicture(Data, Length); } void Detach(void); virtual void Activate(bool On) {} // This function is called right after the cPlayer has been attached to // (On == true) or before it gets detached from (On == false) a cDevice. // It can be used to do things like starting/stopping a thread. int PlayPes(const uchar *Data, int Length, bool VideoOnly = false); // Sends the given PES Data to the device and returns the number of // bytes that have actually been accepted by the device (or a // negative value in case of an error). public: cPlayer(ePlayMode PlayMode = pmAudioVideo); virtual ~cPlayer(); bool IsAttached(void) { return device != NULL; } virtual bool GetIndex(int &Current, int &Total, bool SnapToIFrame = false) { return false; } // Returns the current and total frame index, optionally snapped to the // nearest I-frame. virtual bool GetReplayMode(bool &Play, bool &Forward, int &Speed) { return false; } // Returns the current replay mode (if applicable). // 'Play' tells whether we are playing or pausing, 'Forward' tells whether // we are going forward or backward and 'Speed' is -1 if this is normal // play/pause mode, 0 if it is single speed fast/slow forward/back mode // and >0 if this is multi speed mode. virtual void SetAudioTrack(eTrackType Type, const tTrackId *TrackId) {} // Sets the current audio track to the given value. // This is just a virtual hook for players that need to do special things // in order to switch audio tracks. virtual void SetSubtitleTrack(eTrackType Type, const tTrackId *TrackId) {} // Sets the current subtitle track to the given value. // This is just a virtual hook for players that need to do special things // in order to switch subtitle tracks. }; class cControl : public cOsdObject { private: static cControl *control; static cMutex mutex; bool attached; bool hidden; protected: cPlayer *player; public: cControl(cPlayer *Player, bool Hidden = false); virtual ~cControl(); virtual void Hide(void) = 0; virtual cOsdObject *GetInfo(void); bool GetIndex(int &Current, int &Total, bool SnapToIFrame = false) { return player->GetIndex(Current, Total, SnapToIFrame); } bool GetReplayMode(bool &Play, bool &Forward, int &Speed) { return player->GetReplayMode(Play, Forward, Speed); } static void Launch(cControl *Control); static void Attach(void); static void Shutdown(void); static cControl *Control(void); }; #endif //__PLAYER_H