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202 lines
5.3 KiB
202 lines
5.3 KiB
15 years ago
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/*
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base class for the player plugin
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Copyright (C) 1999 Martin Vogt
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Library General Public License as published by
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the Free Software Foundation.
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For more information look at the file COPYRIGHT in this package
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*/
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#ifndef __DECODERPLUGIN_H
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#define __DECODERPLUGIN_H
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#include "commandPipe.h"
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#include "../input/inputPlugin.h"
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#include "../output/outPlugin.h"
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#include "../util/timeWrapper.h"
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#include <kdemacros.h>
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/**
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Note: streamstate can be "or'ed" for the waitStreamState call
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*/
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#define _STREAM_STATE_EOF 1
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#define _STREAM_STATE_FIRST_INIT 4
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#define _STREAM_STATE_INIT 8
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#define _STREAM_STATE_PLAY 16
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#define _STREAM_STATE_WAIT_FOR_END 32
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#define _STREAM_STATE_RESYNC_COMMIT 64
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#define _STREAM_STATE_ALL 1+4+8+16+32+64
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#define _RUN_CHECK_FALSE 0
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#define _RUN_CHECK_TRUE 1
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#define _RUN_CHECK_CONTINUE 2
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/**
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Here is the base class for the player plugin.
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we can set the output of the player, and the input.
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<p>
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This class offer you a thread which you have to use
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in derived class for the decoding work.
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<p>
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All calls to your decoder goes through this class
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which must make sure that there are no races.
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<p>
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The life of the decoder thread:
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------------------------------
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We start every time a thread if you make an instance of this class.
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The thread then goes to the idleThread() method and waits
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until we wake him up.
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If we wake him um he graps the decoderMut and enters the
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decode_loop() This method must be used for your plugin.
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Then this thread "polls" during decoding the decoderChangeMut
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(see runCheck())
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if he can get the decoderChangeMut,the thread is authenticated for another
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decode round if not, he waits until we wake him up again.
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If the stream ends or the user stops decoding we leave the decoder_loop
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and go back to the idleThread().
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If you delete this class the thread is joined.
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*/
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class KDE_EXPORT DecoderPlugin {
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public:
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DecoderPlugin();
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virtual ~DecoderPlugin();
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//
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// you can submit the following commands to the decode_loop thread
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//
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virtual void close();
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virtual void pause();
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virtual int play();
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virtual int seek(int second);
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void insertAsyncCommand(Command* cmd);
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void insertSyncCommand(Command* cmd);
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// returns total length (lCurrent==false) or current time (true)
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// Note: you should not call this too often because
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// it locks the decoder thread.
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// Should be called only after the initialisation of the stream
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// no need to override this, overide getTotalLength()
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int getTime(int lCurrent);
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virtual void setOutputPlugin(OutputStream* output);
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// This method can only be called _once_ after a "close"
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virtual int setInputPlugin(InputStream* input);
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virtual void config(const char* key,const char* value,void* user_data);
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virtual int getStreamState();
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/**
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Use this method to wait for a stream signal.
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For example: after setInputPlugin the thread starts with
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the state _EOF then the state changes between:
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After setInput you can wait for (INIT | DECODE | WAIT_FOR_END | EOF) this
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make sure the first init is passed. (successful or not)
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return value is current streamState, which had a succesfull match.
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Note: after return the state may already have changed (nature of threads)
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*/
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int waitForStreamState(int state);
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PluginInfo* getPluginInfo();
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// Needed for Video Embedding
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int x11WindowId() { return output->x11WindowId(); }
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// never use this!
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void* idleThread();
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// Note: can only be called by the decode_loop thread !!!
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void setStreamState(int streamState);
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protected:
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// override this if you have the total length in second
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virtual int getTotalLength();
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// implement this if your plugin supports seek
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// (called by decoder_loop thread
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virtual int seek_impl(int second);
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/**
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should be called from decoder_loop
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checks some mutex variables if user want decoder to pause/quit
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returns:
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false : quit decoding
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true : continue decoding
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Note: method blocks if user "pauses" the stream
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*/
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int runCheck();
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// this mut is set from the start of decoder_loop()
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// its _not_ set if the thread runs in the while() loop
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// it it set if the thread leaves the while loop (runCheck->false)
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// (its used internally to make the getTime() call safe
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void shutdownLock();
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void shutdownUnlock();
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// this is the method to override in your decoder
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virtual void decoder_loop();
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// this method handles the commands for the decode_loop thread
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virtual int processThreadCommand(Command* command);
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OutputStream* output;
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InputStream* input;
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abs_thread_t tr;
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abs_thread_mutex_t shutdownMut;
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abs_thread_mutex_t streamStateMut;
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abs_thread_cond_t streamStateCond;
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int lDecoderLoop;
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int lCreatorLoop;
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int linDecoderLoop;
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int lDecode;
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int streamState;
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int lhasLength;
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int lAutoPlay;
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int decode_loopCounter; // count how much we started decode_loop
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int runCheck_Counter; // count how much we called runCheck
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int instance;
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PluginInfo* pluginInfo;
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private:
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CommandPipe* commandPipe;
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Command* threadCommand;
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};
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#endif
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