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/*
 * player.h: The basic player interface
 *
 * See the main source file 'vdr.c' for copyright information and
 * how to reach the author.
 *
 * $Id: player.h 1.13 2004/12/12 11:20:19 kls Exp $
 */

#ifndef __PLAYER_H
#define __PLAYER_H

#include "device.h"
#include "osdbase.h"

class cPlayer {
  friend class cDevice;
private:
  cDevice *device;
  ePlayMode playMode;
protected:
  bool DeviceSetAvailableTrack(eTrackType Type, int Index, uint16_t Id, const char *Language = NULL, uint32_t Flags = 0) { return device ? device->SetAvailableTrack(Type, Index, Id, Language, Flags) : false; }
  bool DevicePoll(cPoller &Poller, int TimeoutMs = 0) { return device ? device->Poll(Poller, TimeoutMs) : false; }
  bool DeviceFlush(int TimeoutMs = 0) { return device ? device->Flush(TimeoutMs) : true; }
  void DeviceTrickSpeed(int Speed) { if (device) device->TrickSpeed(Speed); }
  void DeviceClear(void) { if (device) device->Clear(); }
  void DevicePlay(void) { if (device) device->Play(); }
  void DeviceFreeze(void) { if (device) device->Freeze(); }
  void DeviceMute(void) { if (device) device->Mute(); }
  void DeviceStillPicture(const uchar *Data, int Length) { if (device) device->StillPicture(Data, Length); }
  void Detach(void);
  virtual void Activate(bool On) {}
       // This function is called right after the cPlayer has been attached to
       // (On == true) or before it gets detached from (On == false) a cDevice.
       // It can be used to do things like starting/stopping a thread.
  int PlayPes(const uchar *Data, int Length, bool VideoOnly = false);
       // Sends the given PES Data to the device and returns the number of
       // bytes that have actually been accepted by the device (or a
       // negative value in case of an error).
public:
  cPlayer(ePlayMode PlayMode = pmAudioVideo);
  virtual ~cPlayer();
  bool IsAttached(void) { return device != NULL; }
  virtual bool GetIndex(int &Current, int &Total, bool SnapToIFrame = false) { return false; }
       // Returns the current and total frame index, optionally snapped to the
       // nearest I-frame.
  virtual bool GetReplayMode(bool &Play, bool &Forward, int &Speed) { return false; }
       // Returns the current replay mode (if applicable).
       // 'Play' tells whether we are playing or pausing, 'Forward' tells whether
       // we are going forward or backward and 'Speed' is -1 if this is normal
       // play/pause mode, 0 if it is single speed fast/slow forward/back mode
       // and >0 if this is multi speed mode.
  virtual void SetAudioTrack(eTrackType Type, const tTrackId *TrackId) {}
       // Sets the current audio track to the given value.
       // This is just a virtual hook for players that need to do special things
       // in order to switch audio tracks.
  };

class cControl : public cOsdObject {
private:
  static cControl *control;
  bool attached;
  bool hidden;
protected:
  cPlayer *player;
public:
  cControl(cPlayer *Player, bool Hidden = false);
  virtual ~cControl();
  virtual void Hide(void) = 0;
  bool GetIndex(int &Current, int &Total, bool SnapToIFrame = false) { return player->GetIndex(Current, Total, SnapToIFrame); }
  bool GetReplayMode(bool &Play, bool &Forward, int &Speed) { return player->GetReplayMode(Play, Forward, Speed); }
  static void Launch(cControl *Control);
  static void Attach(void);
  static void Shutdown(void);
  static cControl *Control(void);
  };

#endif //__PLAYER_H