Important modifications introduced in version 1.2.6 are marked like this. |
Important modifications introduced in version 1.3.0 are marked like this. |
VDR provides an easy to use plugin interface that allows additional functionality to be added to the program by implementing a dynamically loadable library file. This interface allows programmers to develop additional functionality for VDR completely separate from the core VDR source, without the need of patching the original VDR code (and all the problems of correlating various patches).
This document is divided into two parts, the first one describing the external interface of the plugin system, and the second one describing the internal interface. The external interface handles everything necessary for a plugin to get hooked into the core VDR program and present itself to the user. The internal interface provides the plugin code access to VDR's internal data structures and allows it to hook itself into specific areas to perform special actions.
Actually you should read this entire document before starting to work with VDR plugins, but you probably want to see something happening right away ;-)
So, for a quick demonstration of the plugin system, there is a sample plugin called "hello" that comes with the VDR source. To test drive this one, do the following:
One of the first things to consider when writing a VDR plugin is giving the thing a proper name. This name will be used in the VDR command line in order to load the plugin, and will also be the name of the plugin's source directory, as well as part of the final library name.
The plugin's name should typically be as short as possible. Three letter abbreviations like dvd (for a DVD player) or mp3 (for an MP3 player) would be good choices. It is also recommended that the name consists of only lowercase letters and digits. No other characters should be used here.
A plugin can access its name through the (non virtual) member function
const char *Name(void); |
The actual name is derived from the plugin's library file name, as defined in the
next chapter.
By default plugins are located in a directory named PLUGINS below the
VDR source directory. Inside this directory the following subdirectory structure
is used:
The plugin directory structure
VDR/PLUGINS/src VDR/PLUGINS/src/hello VDR/PLUGINS/lib VDR/PLUGINS/lib/libvdr-hello.so.1.1.0 |
The src directory contains one subdirectory for each plugin, which carries the name of that plugin (in the above example that would be hello). What's inside the individual source directory of a plugin is entirely up to the author of that plugin. The only prerequisites are that there is a Makefile that provides the targets all and clean, and that a call to make all actually produces a dynamically loadable library file for that plugin (we'll get to the details later).
The lib directory contains the dynamically loadable libraries of all available plugins. Note that the names of these files are created by concatenating
libvdr- | hello | .so. | 1.1.0 |
VDR plugin library prefix | name of the plugin | shared object indicator | VDR version number this plugin was compiled for |
The plugin library files can be stored in any directory. If the default organization is not used, the path to the plugin directory has be be given to VDR through the -L option.
The VDR Makefile contains the target plugins, which calls make all in every directory found under VDR/PLUGINS/src, plus the target plugins-clean, which calls make clean in each of these directories.
If you download a plugin package from the web, it will typically have a name like
vdr-hello-0.0.1.tgz
and will unpack into a directory named
hello-0.0.1
To use the plugins and plugins-clean targets from the VDR Makefile you need to unpack such an archive into the VDR/PLUGINS/src directory and create a symbolic link with the basic plugin name, as in
ln -s hello-0.0.1 hello |
Since the VDR Makefile only searches for directories with names consisting
of only lowercase characters and digits, it will only follow the symbolic links, which
should lead to the current version of the plugin you want to use. This way you can
have several different versions of a plugin source (like hello-0.0.1 and
hello-0.0.2) and define which one to actually use through the symbolic link.
Call the Perl script newplugin from the VDR source directory to create
a new plugin directory with a Makefile and a main source file implementing
the basic derived plugin class.
You will also find a README file there with some inital text, where you
should fill in actual information about your project.
A HISTORY file is set up with an "Initial revision" entry. As your project
evolves, you should add the changes here with date and version number.
newplugin also creates a copy of the GPL license file COPYING,
assuming that you will release your work under that license. Change this if you
have other plans.
Add further files and maybe subdirectories to your plugin source directory as
necessary. Don't forget to adapt the Makefile appropriately.
A newly initialized plugin doesn't really do very much yet.
If you load it into VDR you will find a new
entry in the main menu, with the same name as your plugin (where the first character
has been converted to uppercase). There will also be a new entry named "Plugins" in
the "Setup" menu, which will bring up a list of all loaded plugins, through which you
can access each plugin's own setup parameters (if it provides any).
To implement actual functionality into your plugin you need to edit the source file
that was generated as PLUGINS/src/name.c. Read the comments in that file
to see where you can bring in your own code. The following sections of this document
will walk you through the individual member functions of the plugin class.
Depending on what your plugin shall do, you may or may not need all of the given
member functions. Except for the MainMenuEntry() function they all by default
return values that will result in no actual functionality. You can either completely
delete unused functions from your source file, or just leave them as they are.
If your plugin shall not be accessible through VDR's main menu, simply remove
(or comment out) the line implementing the MainMenuEntry() function.
At the end of the plugin's source file you will find a line that looks like this:
Initializing a new plugin directory
The actual implementation
VDRPLUGINCREATOR(cPluginHello); |
This is the "magic" hook that allows VDR to actually load the plugin into its memory. You don't need to worry about the details behind all this.
If your plugin requires additional source files, simply add them to your plugin's source directory and adjust the Makefile accordingly.
Header files usually contain preprocessor statements that prevent the same file (or rather its contents, to be precise) from being included more than once, like
#ifndef __I18N_H #define __I18N_H ... #endif //__I18N_H |
The example shown here is the way VDR does this in its core source files. It takes the header file's name, converts it to all uppercase, replaces the dot with an underline and preceedes the whole thing with two underlines. The GNU library header files do this pretty much the same way, except that they usually precede the name with only one underline (there are exceptions, though).
As long as you make shure that none of your plugin's header files will be named like one of VDR's header files, you can use the same method as VDR. However, if you want to name a header file like one that is already existing in VDR's source (i18n.h would be a possible candidate for this), you may want to make sure that the macros used here don't clash. How you do this is completely up to you. You could, for instance, prepend the macro with a 'P', as in P__I18N_H, or leave out the trailing _H, as in __I18N, or use a completely different way to make sure a header file is included only once.
The 'hello' example that comes with VDR makes use of internationalization
and implements a file named i18n.h. To make sure it won't clash with VDR's
i18n.h it uses the macro _I18N__H (one underline at the beginning
and two replacing the dot).
The constructor and destructor of a plugin are defined as
Construction and Destruction
cPlugin(void); virtual ~cPlugin(); |
The constructor shall initialize any member variables the plugin defines, but must not access any global structures of VDR. It also must not create any threads or other large data structures. These things are done in the Initialize() or Start() function later. Constructing a plugin object shall not have any side effects or produce any output, since VDR, for instance, has to create the plugin objects in order to get their command line help - and after that immediately destroys them again.
The destructor has to clean up any data created by the plugin, and has to take care that any threads the plugin may have created will be stopped.
Of course, if your plugin doesn't define any member variables that need to be
initialized (and deleted), you don't need to implement either of these functions.
Every plugin must have a version number of its own, which does not necessarily
have to be in any way related to the VDR version number.
VDR requests a plugin's version number through a call to the function
Version number
virtual const char *Version(void) = 0; |
Since this is a "pure" virtual function, any derived plugin class must implement it. The returned string should identify this version of the plugin. Typically this would be something like "0.0.1", but it may also contain other information, like for instance "0.0.1pre2" or the like. The string should only be as long as really necessary, and shall not contain the plugin's name itself. Here's an example:
static const char *VERSION = "0.0.1"; const char *cPluginHello::Version(void) { return VERSION; } |
Note that the definition of the version number is expected to be located in the main source file, and must be written as
static const char *VERSION = ...just like shown in the above example. This is a convention that allows the Makefile to extract the version number when generating the file name for the distribution archive.
A new plugin project should start with version number 0.0.1 and should reach
version 1.0.0 once it is completely operative and well tested. Following the
Linux kernel version numbering scheme, versions with even release numbers
(like 1.0.x, 1.2.x, 1.4.x...) should be stable releases,
while those with odd release numbers (like 1.1.x, 1.3.x,
1.5.x...) are usually considered "under development". The three parts of
a version number are not limited to single digits, so a version number of 1.2.15
would be acceptable.
In order to tell the user what exactly a plugin does, it must implement the function
Description
virtual const char *Description(void) = 0; |
which returns a short, one line description of the plugin's purpose:
static const char *DESCRIPTION = "A friendly greeting"; virtual const char *Description(void) { return tr(DESCRIPTION); } |
Note the tr() around the DESCRIPTION, which allows the description
to be internationalized.
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
Command line arguments
virtual bool ProcessArgs(int argc, char *argv[]); |
The parameters argc and argv have exactly the same meaning as in a normal C program's main() function. argv[0] contains the name of the plugin (as given in the -P option of the vdr call).
Each plugin has its own set of command line options, which are totally independent from those of any other plugin or VDR itself.
You can use the getopt() or getopt_long() function to process these arguments. As with any normal C program, the strings pointed to by argv 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:
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; } |
The return value must be true if all options have been processed
correctly, or false in case of an error. The first plugin that returns
false from a call to its ProcessArgs() function will cause VDR
to exit.
If a plugin accepts command line options, it should implement the function
Command line help
virtual const char *CommandLineHelp(void); |
which will be called if the user enters the -h 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:
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"; } |
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.
If a plugin implements a function that runs in the background (presumably in a
thread of its own), or wants to make use of internationalization,
it needs to implement one of the functions
Getting started
virtual bool Initialize(void); virtual bool Start(void); |
which are called once for each plugin at program startup. The difference between these two functions is that Initialize() is called early at program startup, while Start() is called after the primary device and user interface has been set up, but before the main program loop is entered. Inside the Start() function of any plugin it is guaranteed that the Initialize() 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 Initialize(), so that other plugins can use them in their Start() functions.
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.
A return value of false 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 false from its Initialize() or Start() function will cause VDR to exit.
If the plugin doesn't implement any background functionality or internationalized
texts, it doesn't need to implement either of these functions.
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
Main menu entry
virtual const char *MainMenuEntry(void); |
The default implementation returns a NULL 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:
static const char *MAINMENUENTRY = "Hello"; const char *cPluginHello::MainMenuEntry(void) { return tr(MAINMENUENTRY); } |
The menu entries of all plugins will be inserted into VDR's main menu right
after the Recordings item, in the same sequence as they were given
in the call to VDR.
If the user selects the main menu entry of a plugin, VDR calls the function
User interaction
virtual cOsdObject *MainMenuAction(void); |
which can do one of three things:
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
virtual void Housekeeping(void); |
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 Housekeeping() function of the same plugin.
It is very important that a call to Housekeeping() 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.
If a plugin requires its own setup parameters, it needs to implement the following
functions to handle these parameters:
Setup parameters
virtual cMenuSetupPage *SetupMenu(void); virtual bool SetupParse(const char *Name, const char *Value); |
The SetupMenu() function shall return the plugin's Setup menu page, where the user can adjust all the parameters known to this plugin.
SetupParse() will be called for each parameter the plugin has previously stored in the global setup data (see below). It shall return true if the parameter was parsed correctly, false in case of an error. If false is returned, an error message will be written to the log file (and program execution will continue). A possible implementation of SetupParse() could look like this:
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; |
It is important to make sure that the parameter names are exactly the same as used in the Setup menu's Store() function.
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 Name of each parameter will be preceeded with the plugin's name, as in
hello.GreetingTime = 3
The prefix will be handled by the core VDR setup code, so the individual plugins need not worry about this.
To store its values in the global setup, a plugin has to call the function
void SetupStore(const char *Name, type Value); |
where Name is the name of the parameter ("GreetingTime" in the above example, without the prefix "hello.") and Value is a simple data type (like char *, int etc). Note that this is not a function that the individual plugin class needs to implement! SetupStore() is a non-virtual member function of the cPlugin class.
To remove a parameter from the setup data, call SetupStore() with the appropriate name and without any value, as in
SetupStore("GreetingTime");
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 SetupMenu() function.
Finally, a plugin doesn't have to implement the SetupMenu() if it only
needs setup parameters that are not directly user adjustable. It can use
SetupStore() and SetupParse() without presenting these
parameters to the user.
To implement a Setup menu, a plugin needs to derive a class from
cMenuSetupPage and implement its constructor and the pure virtual
Store() member function:
The Setup menu
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); } |
In this example we have two global setup parameters (GreetingTime and UseAlternateGreeting). The constructor initializes two private members with the values of these parameters, so that the Setup 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 Setup menu - the rest will be done by the core VDR code.
Once the user has pressed the "Ok" button to confirm the changes, the Store() 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 SetupStore() function for each of the parameters. The Name string given here will be used to identify the parameter in VDR's setup.conf file, and will be automatically prepended with the plugin's name.
Note that in this small example the new values of the parameters are copied into the
global variables within each SetupStore() call. This is not mandatory, however.
You can first assign the temporary values to the global variables and then do the
SetupStore() 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).
There may be situations where a plugin requires configuration files of its own, maybe
for data that can't be stored in the simple setup parameters
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
Configuration files
const char *ConfigDirectory(const char *PluginName = NULL); |
which returns a string containing the directory that VDR uses for its own configuration files (defined through the -c option in the call to VDR), extended by "/plugins". So assuming the VDR configuration directory is /video (the default if no -c or -v option is given), a call to ConfigDirectory() will return /video/plugins. The first call to ConfigDirectory() will automatically make sure that the plugins subdirectory will exist. If, for some reason, this cannot be achieved, NULL will be returned.
The additional plugins 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 name.conf, where name shall be the name of the plugin.
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 ConfigDirectory() function can be given an additional string that will be appended to the returned directory name, as in
const char *MyConfigDir = ConfigDirectory(Name()); |
where Name() 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 NULL in case of an error).
The returned string is statically allocated and will be overwritten by subsequent calls to ConfigDirectory()!
The ConfigDirectory() function is a static member function of the cPlugin class. This allows it to be called even from outside any member function of the derived plugin class, by writing
const char *MyConfigDir = cPlugin::ConfigDirectory(); |
void RegisterI18n(const tI18nPhrase * const Phrases); |
to register them with VDR's internationalization mechanism.
The call to this function must be done in the Initialize() or Start() function of the plugin:
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); } |
Each entry of type tI18nPhrase must have exactly as many members as defined
by the constant I18nNumLanguages in the file VDR/i18n.h, and the
sequence of the various languages must be the same as defined in VDR/i18n.c.
It is very important that the array is terminated with a { NULL }
entry!.
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 VDR/i18n.c) and ask them to provide the additional translations.
The actual runtime selection of the texts corresponding to the selected language is done by wrapping each internationalized text with the tr() macro:
const char *s = tr("Hello world!"); |
The text given here must be the first one defined in the related Phrases
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 Phrases 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.
Plugins are loaded into VDR using the command line option -P, as in
Loading plugins into VDR
vdr -Phello |
If the plugin accepts command line options, they are given as part of the argument to the -P option, which then has to be enclosed in quotes:
vdr -P"hello -a abc -b" |
Any number of plugins can be loaded this way, each with its own -P option:
vdr -P"hello -a abc -b" -Pdvd -Pmp3 |
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 -L option:
vdr -L/usr/lib/vdr -Phello |
There can be any number of -L options, and each of them will apply to the -P options following it.
When started with the -h or -V option (for help
or version information, respectively), VDR will automatically load all plugins
in the default or given directory that match the VDR plugin
naming convention,
and display their help and/or version information in addition to its own output.
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 Makefile that has been created by the call to
newplugin
provides the target dist, which does this for you.
Simply change into your source directory and execute make dist:
Building the distribution package
cd VDR/PLUGINS/src/hello make dist |
After this you should find a file named like
vdr-hello-0.0.1.tgz |
in your source directory, where hello will be replaced with your actual
plugin's name, and 0.0.1 will be your plugin's current version number.
If a plugin wants to get informed on various events in VDR, it can derive a class from
cStatus, as in
Part II - The Internal Interface
Status monitor
#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()); } |
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:
#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; } |
Note that the actual object is created in the Start() function, not in the constructor! It is also important to delete the object in the destructor, in order to avoid memory leaks.
A Plugin can implement any number of cStatus 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 cStatus 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.
See the file status.h for detailed information on which status monitor
member functions are available in cStatus. You only need to implement
the functions you actually want to use.
Implementing a player is a two step process.
First you need the actual player class, which is derived from the abstract cPlayer:
Players
#include <vdr/player.h> class cMyPlayer : public cPlayer { protected: virtual void Activate(bool On); public: cMyPlayer(void); virtual ~cMyPlayer(); }; |
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 cThread and implement the necessary functionality:
#include <vdr/player.h> class cMyPlayer : public cPlayer, cThread { protected: virtual void Activate(bool On); virtual void Action(void); public: cMyPlayer(void); virtual ~cMyPlayer(); }; |
Take a look at the files player.h and dvbplayer.c to see how VDR implements its own player for the VDR recordings.
To play the video data, the player needs to call its member function
int PlayVideo(const uchar *Data, int Length); |
where Data points to a block of Length 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
bool DevicePoll(cPoller &Poller, int TimeoutMs = 0); |
to determine whether the device is ready for further data.
If the player can provide more than a single audio track, it can implement the following functions to make them available:
virtual int NumAudioTracks(void) const; virtual const char **GetAudioTracks(int *CurrentTrack = NULL); virtual void SetAudioTrack(int Index); |
If there is an additional audio track that has to be replayed with external hardware, the player shall call its member function
void PlayAudio(const uchar *Data, int Length); |
where Data points to a complete audio PES packet of Length bytes.
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:
#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); }; |
cMyControl shall create an object of type cMyPlayer and hand over a pointer to it to the cControl base class, so that it can be later attached to the primary DVB device:
cMyControl::cMyControl(void) :cControl(player = new cMyPlayer) { } |
cMyControl will receive the user's key presses through the ProcessKey() function. It will get all button presses, except for the volume control buttons (kVolUp, kVolDn, kMute), the power button (kPower) and the menu button (kMenu). If the user has not pressed a button for a while (which is typically in the area of about one second), ProcessKey() will be called with kNone, so that the cMyControl 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), ProcessKey() must return osEnd to make the main program loop shut down the player control.
A derived cControl must implement the Hide() function, in which it has to hide itself from the OSD, in case it uses it. Hide() may be called at any time, and it may be called even if the cControl is not visible at the moment. The reason for this is that the Menu button shall always bring up the main VDR menu, so any active cControl needs to be hidden when that button is pressed.
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 cControl::Launch() with the player control object, as in
cControl::Launch(new cMyControl); |
Ownership of the MyControl 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).
The cPlayer class has a member function
void DeviceStillPicture(const uchar *Data, int Length); |
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".
For detailed information on how to implement your own player, please take a look at VDR's cDvbPlayer and cDvbPlayerControl classes.
User interface
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
In order to receive any kind of data from a cDevice, a plugin must set up an object derived from the cReceiver class:
#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 } |
See the comments in VDR/receiver.h for details about the various member functions of cReceiver.
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 -1 (any negative value will allow a cReceiver to be detached from its cDevice at any time.
Once a cReceiver has been created, it needs to be attached to a cDevice:
cMyReceiver *Receiver = new cMyReceiver(123); cDevice::ActualDevice()->AttachReceiver(Receiver); |
Noteh the use of cDevice::ActualDevice() 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 Transfer Mode).
If the cReceiver isn't needed any more, it may simply be deleted and will automatically detach itself from the cDevice.
FiltersIf you want to receive section data you have to implement a derived cFilter class which at least implements the Process() function and a constructor that sets the (initial) filter parameters:
An instance of such a filter needs to be attached to the device from which it shall receive data, as in
See VDR/eit.c or VDR/pat.c to learn how to process filter data. |
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.
If a plugin needs to have total control over the OSD, it can call the static function
#include <vdr/osd.h> cOsdBase *MyOsd = cOsd::OpenRaw(x, y); |
where x and y 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
MyOsd->Create(...); |
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).
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.
To implement an additional device, a plugin must derive a class from cDevice:
Devices
#include <vdr/device.h> class cMyDevice : public cDevice { ... }; |
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 VDR/device.h for more information on the various functions, and also VDR/dvbdevice.[hc] for details on the implementation of the cDvbDevice, which is used to access the DVB PCI cards.
Channel selection
If the new device can receive, it most likely needs to provide a way of selecting which channel it shall tune to:
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); |
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.
Audio selection
If the device can provide more than a single audio track, it can implement the following functions to make them available:
virtual int NumAudioTracksDevice(void) const; virtual const char **GetAudioTracksDevice(int *CurrentTrack = NULL) const; virtual void SetAudioTrackDevice(int Index); |
Recording
A device that can be used for recording must implement the functions
virtual bool SetPid(cPidHandle *Handle, int Type, bool On); virtual bool OpenDvr(void); virtual void CloseDvr(void); virtual bool GetTSPacket(uchar *&Data); |
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 GetTSPacket() must deliver exactly one such packet (if one is currently available).
If this device allows receiving several different data streams, it can implement
virtual bool CanBeReUsed(int Frequency, int Vpid); |
to indicate this to VDR.
Replaying
The functions to implement replaying capabilites are
virtual bool HasDecoder(void) const; virtual bool CanReplay(void) const; virtual bool SetPlayMode(ePlayMode PlayMode);
|
In addition, the following functions may be implemented to provide further functionality:
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); |
Section Filtering If your device provides section filtering capabilities it can implement the function
which must open a file handle that delivers section data for the given filter parameters. In order to actually start section handling, the device also needs to call the function
from its constructor. See Filters on how to set up actual filters that can handle section data. |
On Screen Display
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
virtual cOsdBase *NewOsd(int x, int y); |
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.
Initializing new devices
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 VDR/dvbdevice.c for the implementation of the cDvbDevice initialize function.
A plugin that adds devices to a VDR instance shall call this function from its Initialize() function to make sure other plugins that may need to have access to all available devices will see them in their Start() function.
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 new
operator!
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.
To implement a new audio output facility, simply derive a class from cAudio,
as in
Dolby Digital
#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); }; |
You should create your derived audio object in the Start() function of your plugin. Note that the object has to be created on the heap (using new), and you shall not delete it at any point (it will be deleted automatically when the program ends).
The Play() 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 cThread and run the actual audio processing as a separate thread. Note that the offered data is only valid within the call to Play(), so if you can't process the entire block immediately, you will need to copy it for later processing in your thread.
The Mute() and Clear() functions will be called whenever the audio shall
be muted, or any buffered data shall be cleared, respectively.
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 cRemote class to do that.
The simplest method for a plugin to issue commands to VDR is to call the
static function cRemote::Put(eKeys Key), as in
Remote Control
cRemote::Put(kUp); |
In this case the plugin must do the mapping of whatever incoming signal or code it processes to the eKeys values itself. This makes sense if the incoming codes are well known and won't ever change.
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 cRemote, as in
#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); }; |
Note that deriving from cThread 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 cRemote base class.
You should create your derived remote control object in the Start() function of your plugin. Note that the object has to be created on the heap (using new), and you shall not delete it at any point (it will be deleted automatically when the program ends).
The constructor of your remote control class should look like this
cMyRemote::cMyRemote(const char *Name) :cRemote(Name) { Start(); } |
The Name is important in order for the cRemote base class to be able to distinguish the codes for the various remote controls. When creating your cMyRemote object you should use the value returned by the Name() member function of the plugin class, which returns the plugin's name. Calling Start() will start the thread that collects the incoming data (by calling your Action() 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 Start().
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
virtual bool Ready(void); |
and have it return false. 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 Initialize(), 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. Initialize(), 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 cRemote class has detected useful incoming data, Initialize() should return true. If any fatal error occurs, false should be returned.
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 cRemote member functions
void PutSetup(const char *Setup); const char *GetSetup(void); |
to store and retrieve a character string containing whatever data is needed. Note that the Initialize() function will only be called if there are no key mappings known for this remote control. Once the key mappings have been learned, Initialize() will never be called again.
The cRemote 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
Put(const char *Code, bool Repeat = false, bool Release = false); |
where Code is the string representation of the remote control's incoming data. Repeat and Release 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 Put() function available for your convenience, which takes a 64 bit unsigned integer value instead of a character string:
Put(uint64 Code, bool Repeat = false, bool Release = false); |
The other parameters have the same meaning as in the first version of this function.