?? renderer_impl.h
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/* * This file is part of Ambulant Player, www.ambulantplayer.org. * * Copyright (C) 2003-2007 Stichting CWI, * Kruislaan 413, 1098 SJ Amsterdam, The Netherlands. * * Ambulant Player is free software; you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation; either version 2.1 of the License, or * (at your option) any later version. * * Ambulant Player is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with Ambulant Player; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA *//* * @$Id: renderer_impl.h,v 1.6 2007/02/12 14:14:09 jackjansen Exp $ */#ifndef AMBULANT_COMMON_RENDERER_IMPL_H#define AMBULANT_COMMON_RENDERER_IMPL_H#include "ambulant/config/config.h"#include "ambulant/lib/gtypes.h"#include "ambulant/lib/node.h"#include "ambulant/lib/callback.h"#include "ambulant/lib/mtsync.h"#include "ambulant/lib/event_processor.h"#include "ambulant/net/datasource.h"#include "ambulant/common/factory.h"#include "ambulant/common/layout.h"#include "ambulant/common/playable.h"namespace ambulant {namespace common {class global_playable_factory; /// A convenience class implementing some of the common code for playables./// Most of the methods in this class store parameters that are common/// to most playables in protected instance variables./// Other methods do nothing, whenever that is/// acceptable behavior. For example, pausing an image does not do/// anything spectacular./// Use this class as a baseclass for your renderer/playable.class playable_imp : public playable { public: playable_imp( playable_notification *context, cookie_type cookie, const lib::node *node, lib::event_processor* evp) : m_context(context), m_cookie(cookie), m_node(node), m_event_processor(evp) { } // common::playable methods void pause(pause_display d=display_show) {} void resume() {}// void seek(double where) {} void wantclicks(bool want) { m_wantclicks = want;} void preroll(double when, double where, double how_much) {} duration get_dur() { return duration(true, 0);} cookie_type get_cookie() const { return m_cookie;} protected: playable_notification *m_context; ///< Status feedback object. cookie_type m_cookie; ///< Parameter for status feedback object. const lib::node *m_node; ///< The DOM node this playable corresponds to. lib::event_processor *m_event_processor; ///< The event_processor we can use. bool m_wantclicks; ///< True if we should send gui events to m_context.};/// A convenience class implementing some of the common code for playables that/// are also renderers./// In addition to the functionality provided by playable_imp this class/// also provides default implementations of the renderer interface.class renderer_playable : public playable_imp, public renderer { public: renderer_playable( playable_notification *context, cookie_type cookie, const lib::node *node, lib::event_processor* evp); // common::renderer interface void set_surface(common::surface *dest) { m_dest = dest;} void set_alignment(const common::alignment *align) { m_alignment = align; } surface *get_surface() { return m_dest;} virtual void user_event(const lib::point &where, int what = 0); renderer *get_renderer() { return this; } void transition_freeze_end(lib::rect r) { m_context->transitioned(m_cookie); } virtual void start(double t); virtual void stop(); protected: virtual void _init_clip_begin_end(); ///< Fill m_clip_begin and m_clip_end surface *m_dest; ///< The surface we should render to. const alignment *m_alignment; ///< The image alignment to use when rendering. bool m_activated; ///< True when playing bool m_erase_never; ///< True if erase="never" is specified on the node net::timestamp_t m_clip_begin; ///< Where continuous media start playing (microseconds) net::timestamp_t m_clip_end; ///< Where continuous media stop playing (microseconds)};/// A convenience class implementing some of the common code for playables that/// are also renderers and that receive data from a datasource./// In addition to the functionality provided by renderer_playable this class/// creates a raw datasource for the url specified in the node "src"/// attribute. On start() the datasource is started too. A subclass must/// define a readdone method which is called whenever data becomes available./// User event handling is also taken care of.class renderer_playable_ds : public renderer_playable { public: renderer_playable_ds( playable_notification *context, playable_notification::cookie_type cookie, const lib::node *node, lib::event_processor *evp, common::factories* factory); virtual ~renderer_playable_ds(); virtual void start(double where); virtual void seek(double t);// virtual void freeze() {} virtual void stop();// virtual void pause() {}// virtual void resume() {}// virtual void wantclicks(bool want); virtual void redraw(const lib::rect &dirty, gui_window *window) = 0; /// Called whenever data is available. virtual void readdone() = 0; protected: net::datasource *m_src; ///< The datasource.};/// A convenience class implementing some of the common code for playables that/// are also renderers, that receive data from a datasource and that cannot/// start rendering until all data is available./// In addition to the functionality provided by renderer_playable_ds this class/// creates a raw datasource for the url specified in the node "src"/// attribute. On start() the datasource is started too, and renderer_playable_dsall/// provides a readdone() method that simply collects all data. When all data/// has been received it schedules a redraw.////// Hence, when you subclass this class you only need to provide a redraw() method.class renderer_playable_dsall : public renderer_playable_ds { public: renderer_playable_dsall( playable_notification *context, playable_notification::cookie_type cookie, const lib::node *node, lib::event_processor *evp, common::factories *factory) : renderer_playable_ds(context, cookie, node, evp, factory), m_data(NULL), m_data_size(0) {}; virtual ~renderer_playable_dsall(); virtual void seek(double t) {} // Assume dsall playables are images and such protected: void readdone(); void *m_data; ///< The data to be rendered. unsigned m_data_size; ///< The size of m_data.};/// Implementation of playable_factory./// Playable implementations register themselves with this object/// through add_factory(). Then, when the client code wants to allocate/// a new playable all factories are tried in order until one is/// able to create a playable.class global_playable_factory_impl : public global_playable_factory { public: global_playable_factory_impl(); ~global_playable_factory_impl(); /// Add a factory. void add_factory(playable_factory *rf); /// Create a new playable. playable *new_playable( playable_notification *context, playable_notification::cookie_type cookie, const lib::node *node, lib::event_processor *evp); playable* new_aux_audio_playable( playable_notification *context, playable_notification::cookie_type cookie, const lib::node *node, lib::event_processor *evp, net::audio_datasource *src); private: std::vector<playable_factory *> m_factories; playable_factory *m_default_factory;};/// Convience class: a playable_notification that does nothing.class empty_playable_notification : public playable_notification { public: // Playables nodifications void started(cookie_type n, double t = 0) {}; void stopped(cookie_type n, double t = 0) {}; void stalled(cookie_type n, double t = 0) {} ; void unstalled(cookie_type n, double t = 0) {}; void clicked(cookie_type n, double t = 0) {}; void pointed(cookie_type n, double t = 0) {}; // mouse over void transitioned(cookie_type n, double t = 0) {};};/// Convenience class for background renderers./// It implements some of the methods for a renderer that are applicable /// to background renderers. Subclasses only need to implement/// the redraw method./// Additionally, they should override the keep_as_background method.class background_renderer : public bgrenderer { public: background_renderer(const region_info *src) : m_src(src), m_dst(NULL) {} virtual ~background_renderer() {} void set_surface(surface *destination) { m_dst = destination; } void user_event(const lib::point &where, int what = 0) {}; void transition_freeze_end(lib::rect area) {}; protected: const region_info *m_src; ///< Where we get our parameters (such as color) from. surface *m_dst; ///< Where we should render to.};} // namespace common } // namespace ambulant#endif // AMBULANT_COMMON_RENDERER_IMPL_H
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