Re: [vdr] Question about VDR changes for a high-color osd.

2009-04-19 Thread Pasi Juppo
Udo Richter wrote:
 On 18.04.2009 15:36, Luca Olivetti wrote:
   
 On Sat, 18 Apr 2009 13:28:24 +0200
 Udo Richterudo_rich...@gmx.de  wrote:

 
 This is mostly what the VDR skin interface already provides: A
 semantically structured description of the interface. Most skins
 translate this into a bitmapped OSD view, but they don't have to. The
 skincurses plugin for example uses the text console. VDR itself never
 uses the OSD directly, only through the two standard skins.
   
 That only works if the default vdr menu layout (i.e. a simple
 name:value list) fits your needs.
 If you need a different layout you have to draw directly to the osd
 (with the side effect that the skincurses plugin won't work).
 

 Sure. But as I said: VDR only uses the skin interface. Plugins do use 
 the OSD directly, but currently expect it to be bitmapped. Vectorized 
 structures could be provided by custom skins using plugin-to-plugin 
 communications.

 IMHO a bitmapped interface is a good compromise of flexibility and 
 simplicity, while vectorized systems tend to be quite complex. (think of 
 XUL (mozilla) or XAML (microsoft).)

 However, there's no reason why, for example, a plugin like text2skin 
 could not provide advanced rendering to other plugins.


 Cheers,

 Udo
   
This is good news. But is there anyone willing to take the task to
developed either new plugin or update text2skin?

Is text2skin even maintained anymore - let alone thought to be updated
by the author to vectorized direction?

Br, Pasi


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Re: [vdr] Question about VDR changes for a high-color osd.

2009-04-18 Thread Udo Richter
On 14.04.2009 01:42, Torgeir Veimo wrote:
 This would of course require information from vdr in a slightly
 different form; ie. semantically instead of pixels. I'd suggest trying
 to get the OSD information as HTML from VDR, then allowing the frontend
 to render it in any way it deems suitable, with fancy animation,
 transition effects, icons etc. This might also make it easier to
 implement text-only OSD, eg for terminal connections.

This is mostly what the VDR skin interface already provides: A 
semantically structured description of the interface. Most skins 
translate this into a bitmapped OSD view, but they don't have to. The 
skincurses plugin for example uses the text console. VDR itself never 
uses the OSD directly, only through the two standard skins.

So if you want, you can write an HTML-skin or an SVG-skin or OpenGL-Skin 
any time you want. And by using plugin-to-plugin communications, you can 
easily open this for other plugins, so that they can directly use SVG or 
whatever too.


Cheers,

Udo

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Re: [vdr] Question about VDR changes for a high-color osd.

2009-04-18 Thread Luca Olivetti
On Sat, 18 Apr 2009 13:28:24 +0200
Udo Richter udo_rich...@gmx.de wrote:

 
 This is mostly what the VDR skin interface already provides: A 
 semantically structured description of the interface. Most skins 
 translate this into a bitmapped OSD view, but they don't have to. The 
 skincurses plugin for example uses the text console. VDR itself never 
 uses the OSD directly, only through the two standard skins.

That only works if the default vdr menu layout (i.e. a simple
name:value list) fits your needs.
If you need a different layout you have to draw directly to the osd
(with the side effect that the skincurses plugin won't work).

Bye
-- 
Luca

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Re: [vdr] Question about VDR changes for a high-color osd.

2009-04-18 Thread Udo Richter
On 18.04.2009 15:36, Luca Olivetti wrote:
 On Sat, 18 Apr 2009 13:28:24 +0200
 Udo Richterudo_rich...@gmx.de  wrote:

 This is mostly what the VDR skin interface already provides: A
 semantically structured description of the interface. Most skins
 translate this into a bitmapped OSD view, but they don't have to. The
 skincurses plugin for example uses the text console. VDR itself never
 uses the OSD directly, only through the two standard skins.

 That only works if the default vdr menu layout (i.e. a simple
 name:value list) fits your needs.
 If you need a different layout you have to draw directly to the osd
 (with the side effect that the skincurses plugin won't work).

Sure. But as I said: VDR only uses the skin interface. Plugins do use 
the OSD directly, but currently expect it to be bitmapped. Vectorized 
structures could be provided by custom skins using plugin-to-plugin 
communications.

IMHO a bitmapped interface is a good compromise of flexibility and 
simplicity, while vectorized systems tend to be quite complex. (think of 
XUL (mozilla) or XAML (microsoft).)

However, there's no reason why, for example, a plugin like text2skin 
could not provide advanced rendering to other plugins.


Cheers,

Udo


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Re: [vdr] Question about VDR changes for a high-color osd.

2009-04-18 Thread VDR User
On Sat, Apr 18, 2009 at 10:37 AM, Udo Richter udo_rich...@gmx.de wrote:
 This is mostly what the VDR skin interface already provides: A
 semantically structured description of the interface. Most skins
 translate this into a bitmapped OSD view, but they don't have to. The
 skincurses plugin for example uses the text console. VDR itself never
 uses the OSD directly, only through the two standard skins.

 That only works if the default vdr menu layout (i.e. a simple
 name:value list) fits your needs.
 If you need a different layout you have to draw directly to the osd
 (with the side effect that the skincurses plugin won't work).

 Sure. But as I said: VDR only uses the skin interface. Plugins do use
 the OSD directly, but currently expect it to be bitmapped. Vectorized
 structures could be provided by custom skins using plugin-to-plugin
 communications.

 IMHO a bitmapped interface is a good compromise of flexibility and
 simplicity, while vectorized systems tend to be quite complex. (think of
 XUL (mozilla) or XAML (microsoft).)

 However, there's no reason why, for example, a plugin like text2skin
 could not provide advanced rendering to other plugins.

If support for a high res/color OSD is present in the VDR core, why
would you need a plugin to provide anything to any other plugin?
Unless you mean a plugin that handles different ways of supplying the
OSD such as the different techniques previously mentioned (xml, html,
etc etc)?

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Re: [vdr] Question about VDR changes for a high-color osd.

2009-04-14 Thread Gerald Dachs
Quoting Torgeir Veimo torg...@pobox.com:

 Why not go all the way and implement an opengl rendered OSD with vdpau?
 This would of course require information from vdr in a slightly different
 form; ie. semantically instead of pixels. I'd suggest trying to get the OSD
 information as HTML from VDR, then allowing the frontend to render it in any
 way it deems suitable, with fancy animation, transition effects, icons etc.
 This might also make it easier to implement text-only OSD, eg for terminal
 connections.

I don't think that HTML is a good idea, it should be more general. I  
would suggest XML with SVG for graphics and animations. Together with  
XSLT it would be easy to have different themes.

Gerald


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Re: [vdr] Question about VDR changes for a high-color osd.

2009-04-14 Thread Oliver Joa
Hi,

Klaus Schmidinger wrote:
 On 13.04.2009 20:11, VDR User wrote:
 There's been recent talk in #xine-vdpau about expanding VDR to allow
 for a high color osd.  Does anyone happen to know any bad implications
 of changing tIndex from uint8_t to a uint16_t for allowing access to
 more of a color palette?
 
 I believe the right way to go is to implement a full 24 (32 with alpha
 channel) bit OSD, as was already done for the Reelbox. This will soon
 be added to the core VDR code.

i don't want to complain, i like vdr very much (use ist now for years), 
but i see only a lot of new gimmicks in vdr in the last months/years. I 
still waiting for real client/server/multi-user functionality. I know 
that there are plugins (xineliboutput, streamdev and so on) but it is 
still not 100%. Is there anything in the queue about this topics?

Thanks a lot

Olli


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Re: [vdr] Question about VDR changes for a high-color osd.

2009-04-14 Thread Pasi Juppo
Gerald Dachs wrote:
 Quoting Torgeir Veimo torg...@pobox.com:

   
 Why not go all the way and implement an opengl rendered OSD with vdpau?
 This would of course require information from vdr in a slightly different
 form; ie. semantically instead of pixels. I'd suggest trying to get the OSD
 information as HTML from VDR, then allowing the frontend to render it in any
 way it deems suitable, with fancy animation, transition effects, icons etc.
 This might also make it easier to implement text-only OSD, eg for terminal
 connections.
 

 I don't think that HTML is a good idea, it should be more general. I  
 would suggest XML with SVG for graphics and animations. Together with  
 XSLT it would be easy to have different themes.

 Gerald
   
I second this proposal (esp. SVG for resolution scalability). XML with
SVG provides a lot of possibilities. If you want to have animations etc.
then PNG-format provides means for this as well. OpenGL does not provide
sufficient added value for this type of usage, IMO, but it will make
things way more complicated.

Full colour OSD with above mentioned means would provide real nice
platform for OSD developers.

There is at least one drawback with this idea and that's additional CPU
power requirements. Maybe simple XML and SVG would not be too CPU hungry
after all..

Pasi


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[vdr] Question about VDR changes for a high-color osd.

2009-04-13 Thread VDR User
There's been recent talk in #xine-vdpau about expanding VDR to allow
for a high color osd.  Does anyone happen to know any bad implications
of changing tIndex from uint8_t to a uint16_t for allowing access to
more of a color palette?

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Re: [vdr] Question about VDR changes for a high-color osd.

2009-04-13 Thread Klaus Schmidinger
On 13.04.2009 20:11, VDR User wrote:
 There's been recent talk in #xine-vdpau about expanding VDR to allow
 for a high color osd.  Does anyone happen to know any bad implications
 of changing tIndex from uint8_t to a uint16_t for allowing access to
 more of a color palette?

I believe the right way to go is to implement a full 24 (32 with alpha
channel) bit OSD, as was already done for the Reelbox. This will soon
be added to the core VDR code.

Klaus

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Re: [vdr] Question about VDR changes for a high-color osd.

2009-04-13 Thread Gerald Dachs
Am Mon, 13 Apr 2009 20:17:50 +0200
schrieb Klaus Schmidinger klaus.schmidin...@cadsoft.de:

 On 13.04.2009 20:11, VDR User wrote:
  There's been recent talk in #xine-vdpau about expanding VDR to allow
  for a high color osd.  Does anyone happen to know any bad
  implications of changing tIndex from uint8_t to a uint16_t for
  allowing access to more of a color palette?
 
 I believe the right way to go is to implement a full 24 (32 with alpha
 channel) bit OSD, as was already done for the Reelbox. This will soon
 be added to the core VDR code.

Great news! I bite to my tongue, to not ask when this will happen.

Gerald

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Re: [vdr] Question about VDR changes for a high-color osd.

2009-04-13 Thread VDR User
On Mon, Apr 13, 2009 at 11:31 AM, Udo Richter udo_rich...@gmx.de wrote:
 This will hopefully be a true-color OSD with transparency and the
 ability to scale to the needs of the output device? Like having a HD OSD
 even on SD playback? And (even if these times are almost history) the
 ability to switch between 4:3 and 16:9 based on what the output device
 needs?

Let's all keep our fingers crossed tight for that.  You know the
saying, if you're gonna do it, might as well do it right!  ;)

Klaus, this is great to hear since I know many guys have been
interested in this for some time (myself included).  It seems the news
is traveling fast too, have already seen several inquiries about it
elsewhere!

It looks like I'll be loading Photoshop later and getting back to the
high color/res yaepghd themes I was working on now. :)

Cheers,
Derek

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