⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 dg_player.h

📁 彩信浏览器
💻 H
字号:
/* * 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: dg_player.h,v 1.22 2007/02/12 14:14:13 jackjansen Exp $  */#ifndef AMBULANT_GUI_DG_PLAYER_H#define AMBULANT_GUI_DG_PLAYER_H#ifndef _INC_WINDOWS#include <windows.h>#endif#include "ambulant/config/config.h"#include <string>#include <map>#include <stack>// The interfaces implemented by dx_player#include "ambulant/common/player.h"#include "ambulant/common/layout.h"#include "ambulant/common/playable.h"#include "ambulant/common/embedder.h"#include "ambulant/common/gui_player.h"#include "ambulant/net/url.h"#include "ambulant/lib/timer.h"#include "ambulant/lib/event_processor.h"#include "ambulant/gui/dg/dg_playable.h"namespace ambulant {// classes used by dg_playernamespace lib {	class event_processor;	class logger;	class transition_info;	class event;	}namespace mms {	class mms_player;}namespace smil2 {	class smil_player;}namespace gui {namespace dg {// Global functions provided by the hosting application.class dg_player_callbacks {  public:	virtual HWND new_os_window() = 0;	virtual void destroy_os_window(HWND hwnd) = 0;};class viewport;class dg_window;class dg_transition;class dg_playable_factory : public common::playable_factory {  public:	  dg_playable_factory(			common::factories *factory,			lib::logger *logger,			dg_playables_context *ctx)	:	m_factory(factory),		m_logger(logger),		m_dgplayer(ctx) {}	////////////////////	// common::playable_factory implementation		common::playable *new_playable(		common::playable_notification *context,		common::playable_notification::cookie_type cookie,		const ambulant::lib::node *node,		lib::event_processor * evp);	common::playable *new_aux_audio_playable(		common::playable_notification *context,		common::playable_notification::cookie_type cookie,		const lib::node *node,		lib::event_processor *evp,		net::audio_datasource *src);  private:	common::factories *m_factory;	lib::logger *m_logger;	dg_playables_context *m_dgplayer;};class dg_player : 	public common::gui_player, 	public common::window_factory, 	public dg_playables_context,	public common::embedder {	  public:	dg_player(dg_player_callbacks &hoster, const net::url& u);	~dg_player();		////////////////////	// common::gui_player implementation	void init_playable_factory();	void init_window_factory();	void init_datasource_factory();	void init_parser_factory();	// should these be part of the player interface?	lib::timer* get_timer() { return 0;}	lib::event_processor* get_evp() { return 0;}			////////////////////	// common::window_factory implementation		common::gui_window *new_window(const std::string& name, 		lib::size bounds, common::gui_events *src);				common::bgrenderer *new_background_renderer(const common::region_info *src);		void window_done(const std::string& name);		////////////////////	////////////////////	// common::embedder implementation	void show_file(const net::url& href);	void close(common::player *p);	void open(net::url newdoc, bool start, common::player *old=NULL);	void done(common::player *p);		////////////////////	// Implementation specific artifacts		void on_char(int ch);	void on_click(int x, int y, HWND hwnd);	int get_cursor(int x, int y, HWND hwnd);	std::string get_pointed_node_str();//	const net::url& get_url() const { return m_url;}		viewport* create_viewport(int w, int h, HWND hwnd);	void redraw(HWND hwnd, HDC hdc);	void on_done();		// Timeslices services and transitions	void update_callback();	void schedule_update();	void update_transitions();	void clear_transitions();	bool has_transitions() const;	void stopped(common::playable *p);	void paused(common::playable *p);	void resumed(common::playable *p);	void set_intransition(common::playable *p, const lib::transition_info *info);	void start_outtransition(common::playable *p, const lib::transition_info *info);	dg_transition *get_transition(common::playable *p);	  private://	common::gui_window* get_window(const lib::node* n);	common::gui_window* get_window(HWND hwnd);	HWND get_main_window();	// Callbacks to the hosting program  	dg_player_callbacks &m_hoster;  		// The current view		struct wininfo {HWND h; viewport *v; dg_window *w; long f;};	std::map<std::string, wininfo*> m_windows;		wininfo* get_wininfo(HWND hwnd);		// The frames stack	struct frame {std::map<std::string, wininfo*> windows; common::player* player;};	std::stack<frame*> m_frames;		// The secondary timer and processor	lib::timer_control *m_timer;	lib::event_processor *m_worker_processor;				lib::event *m_update_event;	typedef std::map<common::playable *, dg_transition*> trmap_t;	trmap_t m_trmap;	lib::critical_section m_trmap_cs;		lib::logger *m_logger;};} // namespace dg} // namespace gui } // namespace ambulant#endif // AMBULANT_GUI_DG_PLAYER_H

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -