/* * 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 1.6 2002/08/15 09:34:08 kls Exp $ */ #ifndef __PLAYER_H #define __PLAYER_H #include "device.h" #include "osd.h" class cPlayer { friend class cDevice; private: cDevice *device; protected: bool DeviceNeedsData(int Wait = 0) { return device ? device->NeedsData(Wait) : 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 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 PlayVideo(const uchar *Data, int Length); // Sends the given Data to the video device and returns the number of // bytes that have actually been accepted by the video device (or a // negative value in case of an error). int PlayAudio(const uchar *Data, int Length); // XXX+ TODO public: cPlayer(void); 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. }; class cControl : public cOsdObject { private: static cControl *control; bool attached; bool hidden; protected: cPlayer *player; public: cControl(cPlayer *Player, bool Hidden = false); virtual ~cControl(); virtual void Hide(void) = 0; 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