1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
|
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN">
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
<title>The VDR Plugin System</title>
<style type="text/css">
html, body {
background-color: white;
}
.blurb {
font-style: italic;
font-weight: bold;
text-align: center;
}
.center {
text-align: center;
}
.code {
background-color: #F0F0F0;
}
.modified {
background-color: #FFDDDD;
}
modified {
background-color: #FFDDDD;
}
</style>
</head>
<body>
<div class="center">
<h1>The VDR Plugin System</h1>
<b>Version 1.7</b>
<p>
Copyright © 2013 Klaus Schmidinger<br>
<a href="mailto:vdr@tvdr.de">vdr@tvdr.de</a><br>
<a href="http://www.tvdr.de">www.tvdr.de</a>
</div>
<div class="center">
<modified>Important modifications introduced since version 1.6 are marked like this.</modified>
</div>
<p>
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).
<p>
This document is divided into two parts, the first one describing the
<a href="#Part I - The External Interface"><i>external</i> interface</a>
of the plugin system, and the second one describing the
<a href="#Part II - The Internal Interface"><i>internal</i> interface</a>.
The <i>external</i> interface handles everything necessary for a plugin to get hooked into the core
VDR program and present itself to the user.
The <i>internal</i> 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.
<hr>
<h1>Table Of Contents</h1>
<ul>
<li><a href="#Part I - The External Interface">Part I - The External Interface</a>
<ul>
<li><a href="#Quick start">Quick start</a>
<li><a href="#The name of the plugin">The name of the plugin</a>
<li><a href="#The plugin directory structure">The plugin directory structure</a>
<li><a href="#Initializing a new plugin directory">Initializing a new plugin directory</a>
<li><a href="#The actual implementation">The actual implementation</a>
<li><a href="#Construction and Destruction">Construction and Destruction</a>
<li><a href="#Version number">Version number</a>
<li><a href="#Description">Description</a>
<li><a href="#Command line arguments">Command line arguments</a>
<li><a href="#Command line help">Command line help</a>
<li><a href="#Getting started">Getting started</a>
<li><a href="#Shutting down">Shutting down</a>
<li><a href="#Logging">Logging</a>
<li><a href="#Main menu entry">Main menu entry</a>
<li><a href="#User interaction">User interaction</a>
<li><a href="#Housekeeping">Housekeeping</a>
<li><a href="#Main thread hook">Main thread hook</a>
<li><a href="#Activity">Activity</a>
<li><a href="#Wakeup">Wakeup</a>
<li><a href="#Setup parameters">Setup parameters</a>
<li><a href="#The Setup menu">The Setup menu</a>
<li><modified><a href="#Additional files">Additional files</modified></a>
<li><a href="#Internationalization">Internationalization</a>
<li><a href="#Custom services">Custom services</a>
<li><a href="#SVDRP commands">SVDRP commands</a>
<li><a href="#Loading plugins into VDR">Loading plugins into VDR</a>
<li><a href="#Building the distribution package">Building the distribution package</a>
</ul>
<li><a href="#Part II - The Internal Interface">Part II - The Internal Interface</a>
<ul>
<li><a href="#Status monitor">Status monitor</a>
<li><a href="#Players">Players</a>
<li><a href="#Receivers">Receivers</a>
<li><a href="#Filters">Filters</a>
<li><a href="#The On Screen Display">The On Screen Display</a>
<li><a href="#Skins">Skins</a>
<li><a href="#Themes">Themes</a>
<li><a href="#Devices">Devices</a>
<li><a href="#Audio">Audio</a>
<li><a href="#Remote Control">Remote Control</a>
<li><a href="#Conditional Access">Conditional Access</a>
<li><modified><a href="#Electronic Program Guide">Electronic Program Guide</modified></a>
</ul>
</ul>
<hr><h1 class="center"><a name="Part I - The External Interface">Part I - The External Interface</a></h1>
<hr><h2><a name="Quick start">Quick start</a></h2>
<div class="blurb">Can't wait, can't wait!</div><p>
Actually you should read this entire document before starting to work with VDR plugins,
but you probably want to see something happening right away <tt>;-)</tt>
<p>
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:
<ul>
<li>change into the VDR source directory
<li><b><tt>make</tt></b> the VDR program with your usual <tt>REMOTE=...</tt> (and maybe other) options
<li>do <b><tt>make plugins</tt></b> to build the plugin
<li>run VDR with <b><tt>vdr -V</tt></b> to see the version information
<li>run VDR with <b><tt>vdr -h</tt></b> to see the command line options
<li>run VDR with <b><tt>vdr -Phello</tt></b>
<li>open VDR's main menu and select the <i>Hello</i> item
<li>open the <i>Setup</i> menu from VDR's main menu and select <i>Plugins</i>
</ul>
If you enjoyed this brief glimpse into VDR plugin handling, read through the rest of
this document and eventually write your own VDR plugin.
<hr><h2><a name="The name of the plugin">The name of the plugin</a></h2>
<div class="blurb">Give me some I.D.!</div><p>
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.
<p>
The plugin's name should typically be as short as possible. Three letter
abbreviations like <b><tt>dvd</tt></b> (for a DVD player) or <b><tt>mp3</tt></b>
(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.
<p>
A plugin can access its name through the (non virtual) member function
<p><table><tr><td class="code"><pre>
const char *Name(void);
</pre></td></tr></table><p>
The actual name is derived from the plugin's library file name, as defined in the
next chapter.
<hr><h2><a name="The plugin directory structure">The plugin directory structure</a></h2>
<div class="blurb">Where is everybody?</div><p>
By default plugins are located in a directory named <tt>PLUGINS</tt> below the
VDR source directory. Inside this directory the following subdirectory structure
is used:
<p><table><tr><td class="code"><pre>
VDR/PLUGINS/src
VDR/PLUGINS/src/hello
VDR/PLUGINS/lib
VDR/PLUGINS/lib/libvdr-hello.so.1.1.0
</pre></td></tr></table><p>
The <tt>src</tt> directory contains one subdirectory for each plugin, which carries
the name of that plugin (in the above example that would be <tt>hello</tt>).
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 <tt>Makefile</tt> that provides the targets <tt>all</tt><modified>, <tt>install</tt></modified> and
<tt>clean</tt>, and that a call to <tt>make all</tt> actually produces a dynamically
loadable library file for that plugin (we'll get to the details later).
<modified>
The dynamically loadable library file for the plugin shall be located directly under
the plugin's source directory.
See the section <a href="#Initializing a new plugin directory">Initializing a new plugin directory</a>
for how to generate an example Makefile.
</modified>
<p>
The <tt>lib</tt> directory contains the dynamically loadable libraries of all
available plugins. Note that the names of these files are created by concatenating
<p>
<table border=2>
<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>
<tr><td align=center><small>VDR plugin<br>library prefix</small></td><td align=center><small>name of<br>the plugin</small></td><td align=center><small>shared object<br>indicator</small></td><td align=center><small>API version number<br>this plugin was<br>compiled for</small></td></tr>
</table>
<p>
The <i>API version number</i> refers to the plugin API version number of the VDR
version this plugin was compiled with. Compiled plugins can run with newer versions
of VDR as long as their plugin API version number is still the same as that of
the current VDR version. That way minor fixes to VDR, that don't require changes
to the VDR header files, can be made without requiring all plugins to be
recompiled.
<p>
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
<b><tt>-L</tt></b> option.
<p>
The VDR <tt>Makefile</tt> contains the target <tt>plugins</tt>, which calls
<tt>make all</tt> in every directory found under <tt>VDR/PLUGINS/src</tt>,
plus the target <tt>clean-plugins</tt>, which calls <tt>make clean</tt> in
each of these directories.
<p>
If you download a plugin <a href="#Building the distribution package">package</a>
from the web, it will typically have a name like
<p>
<tt>vdr-hello-0.0.1.tgz</tt>
<p>
and will unpack into a directory named
<p>
<tt>hello-0.0.1</tt>
<p>
To use the <tt>plugins</tt> and <tt>clean-plugins</tt> targets from the VDR <tt>Makefile</tt>
you need to unpack such an archive into the <tt>VDR/PLUGINS/src</tt> directory and
create a symbolic link with the basic plugin name, as in
<p><table><tr><td class="code"><pre>
ln -s hello-0.0.1 hello
</pre></td></tr></table><p>
Since the VDR <tt>Makefile</tt> 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 <tt>hello-0.0.1</tt> and
<tt>hello-0.0.2</tt>) and define which one to actually use through the symbolic link.
<p>
If a plugin needs library files of its own, it can copy them to the <tt>lib</tt>
directory following the naming convention <tt>lib<i>name</i>-<i>library</i>.so.0.0.1</tt>,
where <i>name</i> is the name of the plugin, and <i>library</i> identifies the
plugin's additional library. If the plugin <tt>hello</tt> would require the two
additional libraries <tt>foo</tt> and <tt>bar</tt>, the names would be
<p>
<tt>libhello-foo.so.0.0.1</tt><br>
<tt>libhello-bar.so.0.0.1</tt>
<p>
<hr><h2><a name="Initializing a new plugin directory">Initializing a new plugin directory</a></h2>
<div class="blurb">A room with a view</div><p>
Call the Perl script <tt>newplugin</tt> from the VDR source directory to create
a new plugin directory with a <tt>Makefile</tt> and a main source file implementing
the basic derived plugin class.
You will also find a <tt>README</tt> file there with some initial text, where you
should fill in actual information about your project.
A <tt>HISTORY</tt> file is set up with an "Initial revision" entry. As your project
evolves, you should add the changes here with date and version number.
<p>
<tt>newplugin</tt> also creates a copy of the GPL license file <tt>COPYING</tt>,
assuming that you will release your work under that license. Change this if you
have other plans.
<p>
Add further files and maybe subdirectories to your plugin source directory as
necessary. Don't forget to adapt the <tt>Makefile</tt> appropriately.
<hr><h2><a name="The actual implementation">The actual implementation</a></h2>
<div class="blurb">Use the source, Luke!</div><p>
A newly initialized plugin doesn't really do very much yet.
If you <a href="#Loading plugins into VDR">load it into VDR</a> 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).
<p>
To implement actual functionality into your plugin you need to edit the source file
that was generated as <tt>PLUGINS/src/name.c</tt>. 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.
<p>
Depending on what your plugin shall do, you may or may not need all of the given
member functions. Except for the <tt>MainMenuEntry()</tt> 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 <tt>MainMenuEntry()</tt> function.
<p>
At the end of the plugin's source file you will find a line that looks like this:
<p><table><tr><td class="code"><pre>
VDRPLUGINCREATOR(cPluginHello);
</pre></td></tr></table><p>
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.
<p>
If your plugin requires additional source files, simply add them to your plugin's
source directory and adjust the <tt>Makefile</tt> accordingly.
<p>
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
<p><table><tr><td class="code"><pre>
#ifndef __I18N_H
#define __I18N_H
...
#endif //__I18N_H
</pre></td></tr></table><p>
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 precedes 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).
<p>
As long as you make sure 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 (<tt>i18n.h</tt> 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 <tt>'P'</tt>, as in
<tt>P__I18N_H</tt>, or leave out the trailing <tt>_H</tt>, as in <tt>__I18N</tt>,
or use a completely different way to make sure a header file is included only once.
<p>
The 'hello' example that comes with VDR makes use of <a href="#Internationalization">internationalization</a>
and implements a file named <tt>i18n.h</tt>. To make sure it won't clash with VDR's
<tt>i18n.h</tt> it uses the macro <tt>_I18N__H</tt> (one underline at the beginning
and two replacing the dot).
<hr><h2><a name="Construction and Destruction">Construction and Destruction</a></h2>
<div class="blurb">What goes up, must come down...</div><p>
The constructor and destructor of a plugin are defined as
<p><table><tr><td class="code"><pre>
cPlugin(void);
virtual ~cPlugin();
</pre></td></tr></table><p>
The <b>constructor</b> shall initialize any member variables the plugin defines, but
<b>must not access any global structures of VDR</b>.
It also must not create any threads or other large data structures. These things
are done in the
<a href="#Getting started"><tt>Initialize()</tt></a> or
<a href="#Getting started"><tt>Start()</tt></a>
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.
<p>
The <b>destructor</b> has to clean up any data created by the plugin.
Any threads the plugin may have created shall be stopped in the
<a href="#Shutting down"><tt>Stop()</tt></a> function.
<p>
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.
<hr><h2><a name="Version number">Version number</a></h2>
<div class="blurb">Which incarnation is this?</div><p>
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
<p><table><tr><td class="code"><pre>
virtual const char *Version(void) = 0;
</pre></td></tr></table><p>
Since this is a "pure" virtual function, any derived plugin class <b>must</b>
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:
<p><table><tr><td class="code"><pre>
static const char *VERSION = "0.0.1";
const char *cPluginHello::Version(void)
{
return VERSION;
}
</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 = ...
</pre>
<p>
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
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.
<hr><h2><a name="Description">Description</a></h2>
<div class="blurb">What is it that you do?</div><p>
In order to tell the user what exactly a plugin does, it must implement the function
<p><table><tr><td class="code"><pre>
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 class="code"><pre>
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>.
<hr><h2><a name="Command line arguments">Command line arguments</a></h2>
<div class="blurb">Taking orders</div><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 class="code"><pre>
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 class="code"><pre>
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.
<hr><h2><a name="Command line help">Command line help</a></h2>
<div class="blurb">Tell me about it...</div><p>
If a plugin accepts command line options, it should implement the function
<p><table><tr><td class="code"><pre>
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 class="code"><pre>
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.
<hr><h2><a name="Getting started">Getting started</a></h2>
<div class="blurb">Let's get ready to rumble!</div><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 class="code"><pre>
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.
<hr><h2><a name="Shutting down">Shutting down</a></h2>
<div class="blurb">Stop it, right there!</div><p>
If a plugin performs any background tasks, it shall implement the function
<p><table><tr><td class="code"><pre>
virtual void Stop(void);
</pre></td></tr></table><p>
in which it shall stop them.
<p>
The <tt>Stop()</tt> function will only be called if a previous call to the
<a href="#Getting started"><tt>Start()</tt></a> function of that plugin has
returned <i>true</i>. The <tt>Stop()</tt> functions are called in the reverse order
as the <a href="#Getting started"><tt>Start()</tt></a> functions were called.
<hr><h2><a name="Logging">Logging</a></h2>
<div class="blurb">Traces in the sand...</div><p>
<p>
If the plugin should print log messages, you can use <tt>dsyslog()</tt>, <tt>isyslog()</tt> or <tt>esyslog()</tt>.<br>
<ul>
<li><tt>dsyslog()</tt> prints the log message only if the log level of vdr is set to 3.
<li><tt>isyslog()</tt> prints the log message only if the log level of vdr is set to 2 or above.
<li><tt>esyslog()</tt> prints the log message only if the log level of vdr is set to 1 or above.
</ul>
The output of this log is the syslog of the system vdr is running on.
The log message can be formatted like <tt>printf()</tt>, as in
<p><table><tr><td class="code"><pre>
esyslog("pluginname: error #%d has occurred", ErrorNumber);
</pre></td></tr></table><p>
Note that the log messages will be given as provided, the plugin's name will not
automatically be added, so make sure your log messages are obvious enough.
<hr><h2><a name="Main menu entry">Main menu entry</a></h2>
<div class="blurb">Today's special is...</div><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 class="code"><pre>
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 class="code"><pre>
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.
<hr><h2><a name="User interaction">User interaction</a></h2>
<div class="blurb">It's showtime!</div><p>
If the user selects the main menu entry of a plugin, VDR calls the function
<p><table><tr><td class="code"><pre>
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>
<hr><h2><a name="Housekeeping">Housekeeping</a></h2>
<div class="blurb">Chores, chores...</div><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 class="code"><pre>
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>
<hr><h2><a name="Main thread hook">Main thread hook</a></h2>
<div class="blurb">Pushing in...</div><p>
Normally a plugin only reacts on user input if directly called through its
<a href="#Main menu entry">main menu entry</a>, or performs some background
activity in a separate thread. However, sometimes a plugin may need to do
something in the context of the main program thread, without being explicitly
called up by the user. In such a case it can implement the function
<p><table><tr><td class="code"><pre>
virtual void MainThreadHook(void);
</pre></td></tr></table><p>
in which it can do this. This function is called for every plugin once during
every cycle of VDR's main program loop, which typically happens once every
second.
<b>Be very careful when using this function, and make sure you return from it
as soon as possible! If you spend too much time in this function, the user
interface performance will become sluggish!</b>
<hr><h2><a name="Activity">Activity</a></h2>
<div class="blurb">Now is not a good time!</div><p>
If a plugin is running a background task that should be finished before shutting
down the system, it can implement the function
<p><table><tr><td class="code"><pre>
virtual cString Active(void);
</pre></td></tr></table><p>
which shall return an empty string if it is ok to shut down, and a proper message
if not:
<p><table><tr><td class="code"><pre>
cString cDoSomethingPlugin::Active(void)
{
if (busy)
return tr("Doing something");
return NULL;
}
</pre></td></tr></table><p>
The message should be short and should indicate what is currently going on.
It will be presented to the user as a confirmation message, followed by a
hyphen and a "shut down anyway?" prompt, as in
<p>
<b>Doing something - shut down anyway?</b>
<p>
All plugins will be queried, and the first one that returns a non empty
string will cause the confirmation message to be shown. If the user confirms
the prompt by pressing the "Ok" button, the rest of the plugins will also
be queried, and further prompts may show up. If all prompts have been confirmed,
the shutdown will take place. As soon as one prompt is not confirmed, no
further plugins will be queried and no shutdown will be done.
<hr><h2><a name="Wakeup">Wakeup</a></h2>
<div class="blurb">Wake me up before you go-go</div><p>
If a plugin wants to schedule activity for a later time, or wants to perform
periodic activity at a certain time at night, and if VDR shall wake up from
shutdown at that time, the plugin can implement the function
<p><table><tr><td class="code"><pre>
virtual time_t WakeupTime(void);
</pre></td></tr></table><p>
which shall return the time of the next custom wakeup time, or 0 if no wakeup
is planned. VDR will pass the most recent wakeup time of all plugins, or the next
timer time, whichever comes first, to the shutdown script. The following sample
will wake up VDR every night at 1:00:
<p><table><tr><td class="code"><pre>
time_t MyPlugin::WakeupTime(void)
{
time_t Now = time(NULL);
time_t Time = cTimer::SetTime(Now, cTimer::TimeToInt(100));
if (Time <= Now)
Time = cTimer::IncDay(Time, 1);
return Time;
}
</pre></td></tr></table><p>
After wakeup, the plugin shall continue to return the wakeup time and shall
return a string when <tt>Active()</tt> is called at that time, otherwise VDR may shut down
again instantly. If <tt>WakeupTime()</tt> returns a time that is not in
the future, the time will be ignored.
<hr><h2><a name="Setup parameters">Setup parameters</a></h2>
<div class="blurb">Remember me...</div><p>
If a plugin requires its own setup parameters, it needs to implement the following
functions to handle these parameters:
<p><table><tr><td class="code"><pre>
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 class="code"><pre>
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 preceded 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 class="code"><pre>
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.
<hr><h2><a name="The Setup menu">The Setup menu</a></h2>
<div class="blurb">Have it your way!</div><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 class="code"><pre>
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 initialize 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).
<hr><h2><modified><a name="Additional files">Additional files</a></modified></h2>
<div class="blurb">I want my own stuff!</div><p>
<modified>
There may be situations where a plugin requires files of its own. 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 such data already exists.
</modified>
<p>
<modified>
<i>configuration files</i>, 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.
</modified>
<p>
<modified>
<i>cache files</i>, to store data so that future requests for that data can be served faster. The data
that is stored within a cache might be values that have been computed earlier or duplicates of
original values that are stored elsewhere.
</modified>
<p>
<modified>
<i>resource files</i>, for providing additional files, like pictures, movie clips or channel logos.
</modified>
<p>
<modified>
Therefore VDR provides the functions
<p><table><tr><td class="code"><pre>
<modified>
const char *ConfigDirectory(const char *PluginName = NULL);
const char *CacheDirectory(const char *PluginName = NULL);
const char *ResourceDirectory(const char *PluginName = NULL);
</modified>
</pre></td></tr></table><p>
<modified>
each of which returns a string containing the directory that VDR uses for its own
files (defined through the options in the call to VDR), extended by
</modified>
<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.
<modified>
The behavior of <tt>CacheDirectory()</tt> and <tt>ResourceDirectory()</tt> is similar.
</modified>
<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
<modified>
needs only one extra file, it is suggested that this file be named <tt>name.*</tt>,
where <i>name</i> shall be the name of the plugin.
</modified>
<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
<modified>
the functions can be given an additional string that will be appended to the returned
directory name, as in
</modified>
<p><table><tr><td class="code"><pre>
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>
<modified>
The returned strings are statically allocated and will be overwritten by subsequent calls!
</modified>
</b>
<p>
<modified>
The <tt>ConfigDirectory()</tt>, <tt>CacheDirectory()</tt> and <tt>ResourceDirectory()</tt>
functions are static member functions of the <tt>cPlugin</tt> class. This allows them to be
called even from outside any member function of the derived plugin class, by writing
</modified>
<p><table><tr><td class="code"><pre>
const char *MyConfigDir = cPlugin::ConfigDirectory();
</pre></td></tr></table><p>
<hr><h2><a name="Internationalization">Internationalization</a></h2>
<div class="blurb">Welcome to Babylon!</div><p>
If a plugin displays texts to the user, it should prepare for internationalization
of these texts. All that is necessary for this is to mark every text that is
presented to the user as translatable, as in
<p><table><tr><td class="code"><pre>
const char *s = tr("Hello world!");
</pre></td></tr></table><p>
The text given here must be the English version, and the returned pointer is either
a translated version (if available) or the original string.
Texts are searched for in the domain registered for this plugin.
If a plugin wants to make use of texts defined by the core VDR code, it can use
the special <tt>trVDR()</tt> macro to mark these texts without having them
appear in its own translation file.
<p>
Sometimes texts are stored in an array, in which case they need to be marked
differently, using the trNOOP() macro. The actual translation is then done
when such a text is used, as in
<p><table><tr><td class="code"><pre>
const char *Texts = {
trNOOP("First text"),
trNOOP("Second text"),
trNOOP("Third one")
};
for (int i = 0; i < 3; i++)
MyFunc(tr(Texts[i]));
</pre></td></tr></table><p>
<p>
The system VDR is running on may use a character encoding where a single character
(or <i>symbol</i>) consists of more than one byte (UTF-8, as opposed to, for instance,
ISO8859-1, where every character is represented by a single byte in memory).
In order to make sure a plugin works regardless of the character encoding the current
system uses, the VDR core code provides several functions and macros that allow accessing
text strings transparently without knowing whether this is a single or multi byte
character set. The names of these functions and macros are all of the form <tt>Utf8...()</tt>,
and are defined in <tt>VDR/tools.h</tt>.
Most of the time a plugin doesn't need to care about this, but when it comes to
handling individual characters these functions may come in handy.
<hr><h2><a name="Custom services">Custom services</a></h2>
<div class="blurb">What can I do for you?</div><p>
In some situations, two plugins may want to communicate directly, talking about things
that VDR doesn't handle itself. For example, a plugin may want to use features
that some other plugin offers, or it may want to inform other plugins about important
things it does. To receive requests or messages, a plugin can implement the
following function:
<p><table><tr><td class="code"><pre>
virtual bool Service(const char *Id, void *Data = NULL);
</pre></td></tr></table><p>
<tt>Id</tt> is a unique identification string that identifies the service protocol.
To avoid collisions, the string should contain a service name, the plugin name (unless
the service is not related to a single plugin) and a protocol version number.
<tt>Data</tt> points to a custom data structure. For each id string
there should be a specification that describes the format of the data
structure, and any change to the format should be reflected by a change
of the id string.
<p>
The function shall return <i>true</i> for any service id string it handles, and <i>false</i>
otherwise. The plugins have to agree in which situations the service
may be called, for example whether the service may be called from every thread, or
just from the main thread. A possible implementation could look like this:
<p><table><tr><td class="code"><pre>
struct Hello_SetGreetingTime_v1_0 {
int NewGreetingTime;
};
bool cPluginHello::Service(const char *Id, void *Data)
{
if (strcmp(Id, "Hello-SetGreetingTime-v1.0") == 0) {
if (Data == NULL)
return true;
GreetingTime = ((Hello_SetGreetingTime_v1_0*)Data)->NewGreetingTime;
return true;
}
return false;
}
</pre></td></tr></table><p>
Plugins should expect to be called with <tt>Data</tt> set to <tt>NULL</tt> and may use
this as a 'service supported' check without performing any actions.
<p>
To send messages to, or request services from a specific plugin, one plugin can directly
call another plugin's service function:
<p><table><tr><td class="code"><pre>
Hello_SetGreetingTime_v1_0 hellodata;
hellodata.NewGreetingTime = 3;
cPlugin *Plugin = cPluginManager::GetPlugin("hello");
if (Plugin)
Plugin->Service("Hello-SetGreetingTime-v1.0", >hellodata);
</pre></td></tr></table><p>
To send messages to, or request services from some plugin that offers the protocol, a
plugin can call the function <tt>cPluginManager::CallFirstService()</tt>. This function
will send the request to all plugins until one plugin handles it.
The function returns a pointer to the plugin that handled the request, or <tt>NULL</tt>
if no plugin handled it.
<p>
To send a message to all plugins, a plugin can call the function
<tt>cPluginManager::CallAllServices()</tt>. This function returns <tt>true</tt> if
any plugin handled the request, or <tt>false</tt> if no plugin handled the request.
<hr><h2><a name="SVDRP commands">SVDRP commands</a></h2>
<div class="blurb">Infinite Diversity in Infinite Combinations</div><p>
A plugin can implement its own SVDRP commands through the two functions
<p><table><tr><td class="code"><pre>
virtual const char **SVDRPHelpPages(void);
virtual cString SVDRPCommand(const char *Cmd, const char *Option, int &ReplyCode);
</pre></td></tr></table><p>
The <tt>SVDRPHelpPages()</tt> function must return a pointer to a list of help
strings for all of the plugin's SVDRP commands, like this
<p><table><tr><td class="code"><pre>
const char **cPluginSvdrpdemo::SVDRPHelpPages(void)
{
static const char *HelpPages[] = {
"DATE\n"
" Print the current date.",
"TIME [ raw ]\n"
" Print the current time.\n"
" If the optional keyword 'raw' is given, the result will be the\n"
" raw time_t data.",
NULL
};
return HelpPages;
}
</pre></td></tr></table><p>
Note that the first line of each entry contains the actual command and its
parameters, while the following lines explain what the command does and what
the parameters (if any) mean. All lines of the explanation shall be indented
by exactly 4 blanks (no tabs), and none of them shall be longer than 79 characters
(to avoid messy output on 80 character wide terminals). The last entry in the
list must be NULL.
<p>
The command names <tt>HELP</tt> and <tt>MAIN</tt> are reserved and cannot
be used by a plugin.
<p>
The actual processing of SVDRP commands for a plugin is done in its
<tt>SVDRPCommand()</tt> function.
Here's an example of such a function, which implements the commands advertised in
the above help texts:
<p><table><tr><td class="code"><pre>
cString cPluginSvdrpdemo::SVDRPCommand(const char *Command, const char *Option, int &ReplyCode)
{
if (strcasecmp(Command, "DATE") == 0) {
// we use the default reply code here
return DateString(time(NULL));
}
else if (strcasecmp(Command, "TIME") == 0) {
ReplyCode = 901;
if (*Option) {
if (strcasecmp(Option, "RAW") == 0)
return cString::sprintf("%ld\nThis is the number of seconds since the epoch\n"
"and a demo of a multi-line reply", time(NULL));
else {
ReplyCode = 504;
return cString::sprintf("Unknown option: \"%s\"", Option);
}
}
return TimeString(time(NULL));
}
return NULL;
}
</pre></td></tr></table><p>
The command is given to this function in the <tt>Command</tt> parameter, and any optional parameters
are given in the <tt>Option</tt> string. <tt>Command</tt> always points to an actual, non-empty string, while
<tt>Option</tt> may point to an empty string (it is never NULL, though).
<p>
If a plugin doesn't implement the given command, it shall return NULL, and VDR will
automatically issue a proper error message. If it encounters an unknown or invalid
option, it shall set the <tt>ReplyCode</tt> to one of the codes defined in <tt>VDR/svdrp.c</tt>
and return a proper error message.
<p>
The default <tt>ReplyCode</tt> is 900, and if the plugin doesn't care about reply
codes, it doesn't have to set it to anything else (unless there is an error, of
course). The codes in the range 901..999 are reserved for plugins that want
to use special reply codes. Any plugin can use any of these values and doesn't
have to coordinate this with any other plugin, since the caller knows which
plugin was called, and will therefore process the values according to the
particular plugin's definitions.
<p>
The returned string may consist of several lines, separated by the newline character
('<tt>\n</tt>'). Each of these lines will be preceded with the <tt>ReplyCode</tt>
when presenting them to the caller, and the continuation character ('<tt>-</tt>')
will be set for all but the last one.
<hr><h2><a name="Loading plugins into VDR">Loading plugins into VDR</a></h2>
<div class="blurb">Saddling up!</div><p>
Plugins are loaded into VDR using the command line option <b><tt>-P</tt></b>, as in
<p><table><tr><td class="code"><pre>
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 class="code"><pre>
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 class="code"><pre>
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 class="code"><pre>
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.
<hr><h2><a name="Building the distribution package">Building the distribution package</a></h2>
<div class="blurb">Let's get this show on the road!</div><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 class="code"><pre>
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 class="code"><pre>
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.
<hr><h1 class="center"><a name="Part II - The Internal Interface">Part II - The Internal Interface</a></h1>
<hr><h2><a name="Status monitor">Status monitor</a></h2>
<div class="blurb">A piece of the action</div><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 class="code"><pre>
#include <vdr/status.h>
class cMyStatusMonitor : public cStatus {
protected:
virtual void ChannelSwitch(const cDevice *Device, int ChannelNumber<modified>, bool LiveView</modified>);
};
void cMyStatusMonitor::ChannelSwitch(const cDevice *Device, int ChannelNumber<modified>, bool LiveView</modified>)
{
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 class="code"><pre>
#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.
<hr><h2><a name="Players">Players</a></h2>
<div class="blurb">Play it again, Sam!</div><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 class="code"><pre>
#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 class="code"><pre>
#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 actual data, the player needs to call its member function
<p><table><tr><td class="code"><pre>
int PlayPes(const uchar *Data, int Length, bool VideoOnly);
</pre></td></tr></table><p>
where <tt>Data</tt> points to a block of <tt>Length</tt> bytes of a PES data
stream containing any combination of video, audio or Dolby tracks. Which audio
or Dolby track will actually be played is controlled by the device the player
is attached to. 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 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 class="code"><pre>
bool DevicePoll(cPoller &Poller, int TimeoutMs = 0);
</pre></td></tr></table><p>
to determine whether the device is ready for further data.
<p>
By default all audio track handling is done by the device a player is
attached to.
If the player can provide more than a single audio track, and has special
requirements in order to set a given track, it can implement the
following function to allow the device to set a specific track:
<p><table><tr><td class="code"><pre>
virtual void SetAudioTrack(eTrackType Type, const tTrackId *TrackId)
</pre></td></tr></table><p>
A player that has special requirements about audio tracks should announce its
available audio tracks by calling
<p><table><tr><td class="code"><pre>
bool DeviceSetAvailableTrack(eTrackType Type, int Index, uint16_t Id, const char *Language = NULL, const char *Description = NULL)
</pre></td></tr></table><p>
See <tt>device.h</tt> for details about the parameters for track handling.
<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 class="code"><pre>
#include <vdr/player.h>
class cMyControl : public cControl {
private:
cMyPlayer *player;
public:
cMyControl(void);
virtual ~cMyControl();
virtual void Hide(void);
virtual cOsdObject *GetInfo(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 class="code"><pre>
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.
<p>
The <tt>GetInfo()</tt> function is called when the user presses the <tt>Info</tt> button,
and shall return a pointer to a <tt>cOsdObject</tt> that contains information
about the currently played programme. The caller takes ownership of the returned
pointer and will delete it when it is no longer used. If no information is available,
<tt>NULL</tt> shall be returned.
<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 class="code"><pre>
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 class="code"><pre>
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...
<hr><h2><a name="Receivers">Receivers</a></h2>
<div class="blurb">Tapping into the stream...</div><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 class="code"><pre>
#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);
};
<modified>
cMyReceiver::cMyReceiver(int Pid)
:cReceiver(NULL, -1)
{
AddPid(Pid);
}
</modified>
cMyReceiver::~cMyReceiver()
{
cReceiver::Detach();
...
}
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
<modified>in favor of a timer recording or live viewing</modified>).
<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 class="code"><pre>
cMyReceiver *Receiver = new cMyReceiver(123);
cDevice::ActualDevice()->AttachReceiver(Receiver);
</pre></td></tr></table><p>
Note 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>
<modified>
The <tt>cReceiver</tt> must be detached from its device before it is deleted.
</modified>
<hr><h2><a name="Filters">Filters</a></h2>
<div class="blurb">A Fistful of Data</div><p>
If you want to receive section data you have to implement a derived <tt>cFilter</tt>
class which at least implements the <tt>Process()</tt> function and a constructor
that sets the (initial) filter parameters:
<p><table><tr><td class="code"><pre>
#include <vdr/filter.h>
class cMyFilter : public cFilter {
protected:
virtual void Process(u_short Pid, u_char Tid, const u_char *Data, int Length);
public:
cMyFilter(void);
...
};
cMyFilter::cMyFilter(void)
{
Set(0x14, 0x70); // TDT
}
void cMyFilter::Process(u_short Pid, u_char Tid, const u_char *Data, int Length)
{
// do something with the data here
}
</pre></td></tr></table><p>
An instance of such a filter needs to be attached to the device from
which it shall receive data, as in
<p><table><tr><td class="code"><pre>
cMyFilter *Filter = new cMyFilter();
cDevice::ActualDevice()->AttachFilter(Filter);
</pre></td></tr></table><p>
If the <tt>cFilter</tt> isn't needed any more, it may simply be <i>deleted</i>
and will automatically detach itself from the <tt>cDevice</tt>.
<p>
See VDR/eit.c or VDR/pat.c to learn how to process filter data.
<hr><h2><a name="The On Screen Display">The On Screen Display</a></h2>
<div class="blurb">Window to the world</div><p>
If a plugin needs to have total control over the OSD, it can call the
static function
<p><table><tr><td class="code"><pre>
#include <vdr/osd.h>
cOsd *MyOsd = cOsdProvider::NewOsd(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 an OSD doesn't display anything
yet, so you need to at least call the function
<p><table><tr><td class="code"><pre>
tArea Area = { 0, 0, 100, 100, 4 };
MyOsd->SetAreas(&Area, 1);
</pre></td></tr></table><p>
to define an actual OSD drawing area (see VDR/osd.h for the declarations
of these functions, and VDR/skinsttng.c to see how VDR opens the OSD and sets up
its windows and color depths).
<p>
Theoretically the OSD supports a full screen drawing area, with 32 bit color
depth. However, the actual OSD device in use may not be able to provide the
full area or color depth, maybe because of lack of OSD memory or other restrictions.
A plugin that uses the OSD should therefore test whether the OSD is able to
provide the requested functionality, and should offer alternate color depths
to allow a less powerful OSD implementation to still work reasonably.
Since it is often not really necessary to have hundreds or thousands of colors
all over the OSD area, a plugin can divide the total drawing area into several
sub-areas with different color depths and separate color palettes, as in
<p><table><tr><td class="code"><pre>
tArea Area = { 0, 0, 99, 99, 4 };
if (osd->CanHandleAreas(Area, 1) == oeOk)
osd->SetAreas(&Area, 1);
else {
tArea Areas[] = { { 0, 0, 99, 19, 2 },
{ 0, 20, 99, 79, 2 },
{ 0, 80, 99, 99, 4 }
};
osd->SetAreas(Areas, sizeof(Areas) / sizeof(tArea));
}
</pre></td></tr></table><p>
In this example an OSD with 100 by 100 pixel and 4 bit color depth shall
be opened, so at first a single area with the full required resolution
is set up and <tt>CanHandleAreas()</tt> is called with it. If the result indicates
that the OSD will be able to handle this drawing area, a call to <tt>SetAreas()</tt>
actually sets it. If a single area with that resolution can't be handled,
a second attempt is made in which the total drawing area is divided into
three horizontal stripes, two of which use only 2 bit color depth (because
the objects drawn in there can be displayed with 4 colors) while the third
one still requests 4 bit color depth.
<p>
Note that a plugin should always at first request a single drawing area
with the full required resolution. Only if this fails shall it use alternate
areas. Drawing areas are always rectangular and may not overlap (but do not need
to be adjacent).
<p>
Special consideration may have to be given to color usage if the OSD provides
8bpp (256 colors). In that case, fonts may be drawn using <i>anti-aliasing</i>,
which requires several blended color values between the foreground and background
color. In order to not use up the whole color palette for a single color
combination (and thus be unable to draw any other colors at all), it may be
useful to call
<p><table><tr><td class="code"><pre>
osd->SetAntiAliasGranularity();
</pre></td></tr></table><p>
which allows the system to evenly distribute the palette entries to the various
color combinations (see <tt>VDR/osd.h</tt> for details).
<p>
Directly accessing the OSD is only allowed from the foreground thread, which
restricts this to a <tt>cOsdObject</tt> returned from the plugin's <tt>MainMenuAction()</tt>
function, or any of the skin classes a plugin might implement.
<p>
If a plugin runs a separate thread and wants to issue a message directly from
within that tread, it can call
<p><table><tr><td class="code"><pre>
int cSkins::QueueMessage(eMessageType Type, const char *s, int Seconds = 0, int Timeout = 0);
</pre></td></tr></table><p>
to queue that message for display. See <tt>VDR/skins.h</tt> for details.
<hr><h2><a name="Skins">Skins</a></h2>
<div class="blurb">The emperor's new clothes</div><p>
The way VDR displays its menus to the user is implemented through <i>skins</i>.
A particular skin provides several functions that return objects to be used
for displaying a specific part of the OSD, like a menu, the channel display
or the volume bar.
<p>
By default VDR offers the <i>Classic</i> and the <i>ST:TNG Panels</i> skins,
which can be selected through Setup/OSD/Skin. A plugin can implement an
arbitrary skin of its own by doing something similar to what's done in
<tt>VDR/skinclassic.c</tt>.
<p>
The first step in implementing a new skin is to derive a class from <tt>cSkin</tt>
that provides the handling objects necessary to do the actual work:
<p><table><tr><td class="code"><pre>
#include <vdr/skins.h>
class cMySkin : public cSkin {
public:
cMySkin(void);
virtual const char *Description(void);
virtual cSkinDisplayChannel *DisplayChannel(bool WithInfo);
virtual cSkinDisplayMenu *DisplayMenu(void);
virtual cSkinDisplayReplay *DisplayReplay(bool ModeOnly);
virtual cSkinDisplayVolume *DisplayVolume(void);
virtual cSkinDisplayTracks *DisplayTracks(const char *Title, int NumTracks, const char * const *Tracks);
virtual cSkinDisplayMessage *DisplayMessage(void);
};
</pre></td></tr></table><p>
See the comments in <tt>VDR/skins.h</tt> for details. <tt>VDR/skinclassic.[hc]</tt>
can be used as an example for how to implement all the necessary classes and
functions to compose a complete skin. See also the chapter about <a href="#Themes">themes</a>
if you want to make the colors used by your skin configurable.
<p>
To add your new skin to the list of skins available to the user in Setup/OSD/Skin,
all you need to do is create a new object of your skin class, as in
<p><table><tr><td class="code"><pre>
new cMySkin;
</pre></td></tr></table><p>
in the <a href="#Getting started"><tt>Start()</tt></a> function of your plugin.
Do not delete this object, it will be automatically deleted when the program ends.
<p>
In order to be able to easily identify plugins that implement a skin it is recommended
that the name of such a plugin should be
<p><table><tr><td class="code"><pre>
skinxyz
</pre></td></tr></table><p>
where <tt>xyz</tt> is the actual name of the skin.
<hr><h2><a name="Themes">Themes</a></h2>
<div class="blurb">Eye of the beholder...</div><p>
A <i>theme</i> is a collection of colors that can be used by a <a href="#Skins">skin</a>.
Since every skin most likely has its own idea about what parts of it can be
<i>themed</i>, and different skins may have completely different numbers of
"themeable" parts, a particular theme can only be used with the skin it was designed
for. A particular skin, however, can have any number of themes. Which theme
will be actually used can be defined in Setup/OSD/Theme.
<p>
In order to make a skin "themeable" is shall create an object of type cTheme, as in
<p><table><tr><td class="code"><pre>
static cTheme Theme;
</pre></td></tr></table><p>
The next step is to define the colors that shall be provided by this theme, as in
<p><table><tr><td class="code"><pre>
THEME_CLR(Theme, clrTitle, 0xFFBC8024);
THEME_CLR(Theme, clrButtonRedFg, clrWhite);
THEME_CLR(Theme, clrButtonRedBg, clrRed);
</pre></td></tr></table><p>
<tt>THEME_CLR()</tt> is a helper macro that adds the given color name
and its default color value to the theme.
<p>
Any color names can be used, but they should always start with <tt>clr...</tt> and
if a given color has a foreground and a background value, the two names shall be
distinguished by appending <tt>...Fg</tt> and <tt>...Bg</tt>, respectively.
<p>
Color values can be either 32 bit hexadecimal numbers in the form 0xAARRGGBB
(where the individual bytes represent Alpha (transparency), Red, Green
and Blue component, respectively), or one of the predefined color names from
<tt>VDR/osd.h</tt>.
<p>
In the actual drawing code of a skin, the color names defined with the <tt>THEME_CLR()</tt>
macros can be used to fetch the actual color values from the theme, as in
<p><table><tr><td class="code"><pre>
osd->DrawText(x, y, s, Theme.Color(clrButtonRedFg), Theme.Color(clrButtonRedBg), font);
</pre></td></tr></table><p>
By default this will use the colors that have been defined in the respective
<tt>THEME_CLR()</tt> line, but may be overwritten through user supplied theme
files (see <tt>man vdr(5)</tt> for information about the format of a theme file).
<hr><h2><a name="Devices">Devices</a></h2>
<div class="blurb">Expanding the possibilities</div><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 <tt>cDevice</tt>:
<p><table><tr><td class="code"><pre>
#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 class="code"><pre>
<modified>virtual int NumProvidedSystems(void) const;</modified>
virtual bool ProvidesSource(int Source) const;
virtual bool ProvidesTransponder(const cChannel *Channel) const;
virtual bool ProvidesChannel(const cChannel *Channel, int Priority = -1, bool *NeedsDetachReceivers = NULL) const;
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,
respectively.
<p>
<b>Audio selection</b>
<p>
If the device can provide more than a single audio track, it can implement the
following function to make them available:
<p><table><tr><td class="code"><pre>
virtual void SetAudioTrackDevice(eTrackType Type);
virtual int GetAudioChannelDevice(void);
virtual void SetAudioChannelDevice(int AudioChannel);
</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 class="code"><pre>
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>
<b>Replaying</b>
<p>
The functions to implement replaying capabilities are
<p><table><tr><td class="code"><pre>
virtual bool HasDecoder(void) const;
virtual bool CanReplay(void) const;
virtual bool SetPlayMode(ePlayMode PlayMode);
virtual int64_t GetSTC(void);
<modified>virtual bool IsPlayingVideo(void) const;</modified>
virtual bool HasIBPTrickSpeed(void);
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 class="code"><pre>
virtual bool GrabImage(const char *FileName, bool Jpeg = true, int Quality = -1, int SizeX = -1, int SizeY = -1);
virtual void SetVideoFormat(bool VideoFormat16_9);
virtual void SetVolumeDevice(int Volume);
</pre></td></tr></table><p>
<p>
<b>Section Filtering</b>
<p>
If your device provides section filtering capabilities it can implement
the functions
<p><table><tr><td class="code"><pre>
virtual int OpenFilter(u_short Pid, u_char Tid, u_char Mask);
<modified>virtual int ReadFilter(int Handle, void *Buffer, size_t Length);</modified>
virtual void CloseFilter(int Handle);
</pre></td></tr></table><p>
which must open and close a file handle that delivers section data for the given
filter parameters.
<p>
In order to actually start section handling, the
device also needs to call the function
<p><table><tr><td class="code"><pre>
StartSectionHandler();
</pre></td></tr></table><p>
from its constructor.
<p>
See <a href="#Filters">Filters</a> on how to set up actual filters that can
handle section data.
<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 shall implement
an "OSD provider" class, derived from <tt>cOsdProvider</tt>, which, when its <tt>CreateOsd()</tt>
function is called, returns an object derived from <tt>cOsd</tt>, which can be used to
access the device's OSD:
<p><table><tr><td class="code"><pre>
class cMyOsdProvider : public cOsdProvider {
public:
cMyOsdProvider(void);
virtual cOsd *CreateOsd(int Left, int Top);
};
</pre></td></tr></table><p>
In its <tt>MakePrimaryDevice()</tt> function the device shall create an object
of this class, as in
<p><table><tr><td class="code"><pre>
void cMyDevice::MakePrimaryDevice(bool On)
{
new cMyOsdProvider;
}
</pre></td></tr></table><p>
The OSD provider object is allocated on the heap and shall not be deleted
(it will be deleted automatically in case a different device sets up an OSD
provider, or when the program ends).
<p>
Note that an OSD implementation need not be physically linked to the device
in any way. All it needs to make sure is that the OSD will be visible to the
user - whether this goes through OSD facilities of the physical device (like
a "full featured" DVB card) or through a graphics adapter that overlays its
output with the video signal, doesn't matter.
<p>
<div class="modified">
In order to be able to determine the proper size of the OSD, the device
should implement the function
<p><table><tr><td class="code"><pre>
virtual void GetOsdSize(int &Width, int &Height, double &Aspect);
</pre></td></tr></table><p>
By default, an OSD size of 720x480 with an aspect ratio of 1.0 is assumed.
</div modified>
<p>
<b>Initializing new devices</b>
<p>
A derived <tt>cDevice</tt> 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!
<div class="modified">
<p>
<b>Device hooks</b>
<p>
VDR has builtin facilities that select which device is able to provide a given
transponder. However, there may be situations where the setup is so special
that it requires considerations that exceed the scope of the core VDR code.
This is where <i>device hooks</i> can be used.
<p><table><tr><td class="code"><pre>
class cMyDeviceHook : public cDeviceHook {
public:
cMyDeviceHook(void);
virtual bool DeviceProvidesTransponder(const cDevice *Device, const cChannel *Channel) const;
};
</pre></td></tr></table><p>
In its <tt>DeviceProvidesTransponder()</tt> function the device hook can take
whatever actions are necessary to determine whether the given Device can
provide the given Channel's transponder, as in
<p><table><tr><td class="code"><pre>
bool cMyDeviceHook::DeviceProvidesTransponder(const cDevice *Device, const cChannel *Channel) const
{
if (<i>condition where Device can't provide Channel</i>)
return false;
return true;
}
</pre></td></tr></table><p>
A plugin that creates a derived cDeviceHook shall do so in its <tt>Initialize()</tt>
function, as in
<p><table><tr><td class="code"><pre>
new cMyDeviceHook;
</pre></td></tr></table><p>
and shall not delete this object. It will be automatically deleted when the program ends.
</div modified>
<hr><h2><a name="Audio">Audio</a></h2>
<div class="blurb">"The stereo effect may only be experienced if stereo equipment is used!"</div><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 class="code"><pre>
#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, uchar Id);
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.
<hr><h2><a name="Remote Control">Remote Control</a></h2>
<div class="blurb">The joy of zapping!</div><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 class="code"><pre>
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 class="code"><pre>
#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 class="code"><pre>
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 class="code"><pre>
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 class="code"><pre>
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 class="code"><pre>
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 class="code"><pre>
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.
<p>
<modified>
If your remote control has a repeat function that automatically repeats key events
if a key is held pressed down for a while, your derived class should use the global
parameters <tt>Setup.RcRepeatDelay</tt> and <tt>Setup.RcRepeatDelta</tt> to allow
users to configure the behavior of this function.
</modified>
<hr><h2><a name="Conditional Access">Conditional Access</a></h2>
<div class="blurb">Members only!</div><p>
Pay TV providers usually encrypt their broadcasts, so that only viewers who
have the proper smart card can watch them. Such a smart card needs to be inserted
into a CAM (Conditional Access Module), which in turn goes into a CI (Common
Interface) slot.
<p>
VDR's mechanisms for supporting Conditional Access are mainly the two classes
<tt>cCiAdapter</tt> and <tt>cCamSlot</tt>. A <tt>cCiAdapter</tt> handles exactly
one CI, and can provide several CAM slots, represented by the appropriate
number of <tt>cCamSlot</tt> objects.
<p>
In order to decrypt a particular channel, a <tt>cCiAdapter</tt> with a <tt>cCamSlot</tt>
that contains the necessary CAM will be assigned to a <tt>cDevice</tt>, and exactly
one of its CAM slots will be activated. Whether or not a <tt>cCiAdapter</tt> can
be assigned to a particular device depends on the hardware implementation.
Some devices (like the Siemens/Technotrend DVB cards) are hardwired with their
CI adapters, so the <tt>cCiAdapter</tt> for these can only be used with one device.
Other hardware implementations may allow CI adapters and devices to be connected
through some sort of matrix switch. When trying to decrypt an encrypted channel,
VDR will automatically select a useful combination of device and CAM slot.
<p>
If a plugin implements a derived <tt>cCiAdapter</tt>, it has to implement
several low level functions that handle the actual data transfer (see <tt>dvbci.c</tt>
for example). The decision whether the adapter can actually be assigned to different
devices is made in the function
<p><table><tr><td class="code"><pre>
virtual bool Assign(cDevice *Device, bool Query = false);
</pre></td></tr></table><p>
See the description of this function in <tt>ci.h</tt> for details.
<div class="modified">
<hr><h2><a name="Electronic Program Guide">Electronic Program Guide</a></h2>
<div class="blurb">The grass is always greener on the other side...</div><p>
In case the <i>Electronic Program Guide (EPG)</i> provided by the broadcaster
isn't sufficient for your taste, you can implement a <tt>cEpgHandler</tt> to
improve it from external sources. For instance, to replace the description
of the broadcaster's EPG with one from some external database, you could do:
<p><table><tr><td class="code"><pre>
#include <vdr/epg.h>
class cMyEpgHandler : public cEpgHandler {
public:
virtual bool SetDescription(cEvent *Event, const char *Description);
};
bool cMyEpgHandler::SetDescription(cEvent *Event, const char *Description)
{
Event->SetDescription(DescriptionFromDatabase(Event));
return true;
}
</pre></td></tr></table><p>
where <tt>DescriptionFromDatabase()</tt> would derive the description of the
given event from some external source. Note that the function returns <tt>true</tt>
to signal VDR that no other EPG handlers shall be queried after this one.
<p>
See <tt>VDR/epg.h</tt> for details.
</div modified>
</body>
</html>
|