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| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /sp/src/game/client/mp3player.h | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'sp/src/game/client/mp3player.h')
| -rw-r--r-- | sp/src/game/client/mp3player.h | 385 |
1 files changed, 385 insertions, 0 deletions
diff --git a/sp/src/game/client/mp3player.h b/sp/src/game/client/mp3player.h new file mode 100644 index 00000000..72bc7292 --- /dev/null +++ b/sp/src/game/client/mp3player.h @@ -0,0 +1,385 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+
+#ifndef MP3PLAYER_H
+#define MP3PLAYER_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+//
+// The MP3 player has a menu button for setting options, opening files, etc.
+// it has a tree control to show the high level categories
+// It has a property sheet to switch between the file view and the current playlist
+// it has a list view to show the actual files in either view
+
+#include "vgui_controls/Frame.h"
+#include "filesystem.h"
+#include "utlsymbol.h"
+
+// Forward declarations
+namespace vgui
+{
+ class MenuButton;
+ class Button;
+ class Slider;
+ class IScheme;
+ class FileOpenDialog;
+ class DirectorySelectDialog;
+};
+
+class CMP3FileSheet;
+class CMP3TreeControl;
+class CMP3SongProgress;
+
+//-----------------------------------------------------------------------------
+// Purpose: This is the core MP3 file element
+//-----------------------------------------------------------------------------
+struct MP3File_t
+{
+ enum
+ {
+ FLAG_UNKNOWN = 0,
+ // File came from steam cache/game data, rather than the user's "My Music" folder...
+ FLAG_FROMGAME,
+ // File came from directory outside of game data directory
+ FLAG_FROMFS
+ };
+
+ MP3File_t()
+ {
+ filename = 0;
+ playbackfilename = 0;
+ flags = FLAG_UNKNOWN;
+ dirnum = -1;
+ shortname = UTL_INVAL_SYMBOL;
+ }
+
+ int flags;
+ FileNameHandle_t filename;
+ FileNameHandle_t playbackfilename; // in case we had to make a local copy somewhere else...
+ CUtlSymbol shortname;
+ int dirnum;
+};
+
+//-----------------------------------------------------------------------------
+// Purpose: A directory has a name, 0 or more subdirectories and 0 or more mp3 files in it
+//-----------------------------------------------------------------------------
+struct MP3Dir_t
+{
+ MP3Dir_t() :
+ m_DirName( UTL_INVAL_SYMBOL ),
+ m_FullDirPath( UTL_INVAL_SYMBOL )
+ {
+ }
+
+ ~MP3Dir_t()
+ {
+ DeleteSubdirectories();
+ }
+
+ void DeleteSubdirectories()
+ {
+ int i, c;
+
+ c = m_Subdirectories.Count();
+ for ( i = c - 1; i >= 0 ; --i )
+ {
+ delete m_Subdirectories[ i ];
+ }
+ m_Subdirectories.RemoveAll();
+ }
+
+ MP3Dir_t( const MP3Dir_t& src )
+ {
+ m_DirName = src.m_DirName;
+ m_FullDirPath = src.m_FullDirPath;
+
+ int i, c;
+
+ c = src.m_Subdirectories.Count();
+ for ( i = 0; i < c; ++i )
+ {
+ MP3Dir_t *subCopy = new MP3Dir_t( *src.m_Subdirectories[ i ] );
+ m_Subdirectories.AddToTail( subCopy );
+ }
+
+ c = src.m_FilesInDirectory.Count();
+ for ( i = 0; i < c; ++i )
+ {
+ m_FilesInDirectory.AddToTail( src.m_FilesInDirectory[ i ] );
+ }
+ }
+
+ MP3Dir_t &operator =( const MP3Dir_t& src )
+ {
+ if ( this == &src )
+ {
+ return *this;
+ }
+
+ m_DirName = src.m_DirName;
+ m_FullDirPath = src.m_FullDirPath;
+
+ DeleteSubdirectories();
+
+ m_FilesInDirectory.RemoveAll();
+
+ int i, c;
+
+ c = src.m_Subdirectories.Count();
+ for ( i = 0; i < c; ++i )
+ {
+ // make a copy
+ MP3Dir_t *subCopy = new MP3Dir_t( *src.m_Subdirectories[ i ] );
+ m_Subdirectories.AddToTail( subCopy );
+ }
+
+ c = src.m_FilesInDirectory.Count();
+ for ( i = 0; i < c; ++i )
+ {
+ m_FilesInDirectory.AddToTail( src.m_FilesInDirectory[ i ] );
+ }
+
+ return *this;
+ }
+
+ void AddSubDirectory( MP3Dir_t *sub )
+ {
+ m_Subdirectories.AddToTail( sub );
+ }
+
+ CUtlSymbol m_DirName; // "artist"
+ CUtlSymbol m_FullDirPath; // "artist/album
+ CUtlVector< MP3Dir_t * > m_Subdirectories;
+ CUtlVector< int > m_FilesInDirectory;
+};
+
+//-----------------------------------------------------------------------------
+// Purpose: A sound directory is a root directory which is recursed looking for .mp3
+// We assume that the folders under the sound directory are configured as artist/album/filename.mp3...
+//-----------------------------------------------------------------------------
+struct SoundDirectory_t
+{
+ explicit SoundDirectory_t( int index ) :
+ m_nIndex( index ),
+ m_Root( UTL_INVAL_SYMBOL ),
+ m_pTree( 0 ),
+ m_bGameSound( false )
+ {
+ }
+
+ ~SoundDirectory_t()
+ {
+ delete m_pTree;
+ }
+
+ void SetTree( MP3Dir_t *tree )
+ {
+ if ( m_pTree )
+ {
+ delete m_pTree;
+ }
+ m_pTree = tree;
+ }
+
+ int GetIndex() const { return m_nIndex; }
+
+ int m_nIndex;
+ CUtlSymbol m_Root;
+ MP3Dir_t *m_pTree;
+ bool m_bGameSound;
+};
+
+//-----------------------------------------------------------------------------
+// Purpose: A VGui based .mp3 player
+//-----------------------------------------------------------------------------
+class CMP3Player : public vgui::Frame
+{
+ DECLARE_CLASS_SIMPLE( CMP3Player, vgui::Frame );
+
+public:
+
+ // Construction
+ CMP3Player( vgui::VPANEL parent, char const *panelName );
+ ~CMP3Player();
+
+ virtual void SetVisible( bool );
+
+ // Lookup data
+ MP3File_t *GetSongInfo( int songIndex );
+
+ // Static singleton accessor
+ static CMP3Player *GetMP3Player();
+
+ void AddToPlayList( int songIndex, bool playNow );
+ void RemoveFromPlayList( int songIndex );
+
+ void ClearPlayList();
+ void OnLoadPlayList();
+ void OnSavePlayList();
+ void OnSavePlayListAs();
+
+ void SetPlayListSong( int listIndex );
+
+ typedef enum
+ {
+ SONG_FROM_UNKNOWN = 0,
+ SONG_FROM_TREE,
+ SONG_FROM_FILELIST,
+ SONG_FROM_PLAYLIST
+ } SongListSource_t;
+
+ void SelectedSongs( SongListSource_t from, CUtlVector< int >& songIndexList );
+
+ void EnableAutoAdvance( bool state );
+
+protected:
+ virtual void OnCommand( char const *cmd );
+ virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
+ virtual void OnTick();
+
+ MESSAGE_FUNC( OnTreeViewItemSelected, "TreeViewItemSelected" );
+ MESSAGE_FUNC( OnSliderMoved, "SliderMoved" );
+
+ void PopulateTree();
+ void PopulateLists();
+ void RecursiveAddToTree( MP3Dir_t *current, int parentIndex );
+ void DeleteSoundDirectories();
+ // Leave root objects, clear all subdirs
+ void WipeSoundDirectories();
+
+ // Remove the _mp3/a45ef65a.mp3 style temp sounds
+ void RemoveTempSounds();
+
+ void SplitFile( CUtlVector< CUtlSymbol >& splitList, char const *relative );
+ int AddSplitFileToDirectoryTree_R( int songIndex, MP3Dir_t *parent, CUtlVector< CUtlSymbol >& splitList, int level );
+
+ MP3Dir_t *FindOrAddSubdirectory( MP3Dir_t *parent, char const *dirname );
+
+ int AddFileToDirectoryTree( SoundDirectory_t *dir, char const *relative );
+ void RecursiveFindMP3Files( SoundDirectory_t *root, char const *current, char const *pathID );
+
+ int AddSong( char const *relative, int dirnum );
+ void RemoveFSSongs(); // Remove all non-built-in .mp3s
+ int FindSong( char const *relative );
+
+ void PlaySong( int songIndex, float skipTime = 0.0f );
+ void GetLocalCopyOfSong( const MP3File_t &mp3, char *outsong, size_t outlen );
+ float GetMP3Duration( char const *songname );
+ void OnNextTrack();
+ void OnPrevTrack();
+
+ void OnPlay();
+ void OnStop();
+ void OnChangeVolume( float newVol );
+
+ void AddGameSounds( bool recurse );
+ SoundDirectory_t *AddSoundDirectory( char const *fullpath, bool recurse );
+ int FindSoundDirectory( char const *fullpath );
+
+ bool RestoreDb( char const *filename );
+ void SaveDb( char const *filename );
+
+ void SaveDbFile( int level, CUtlBuffer& buf, MP3File_t *file, int filenumber );
+ void FlattenDirectoryFileList_R( MP3Dir_t *dir, CUtlVector< int >& list );
+ void SaveDbDirectory( int level, CUtlBuffer& buf, SoundDirectory_t *sd );
+
+ void RestoreSongs( KeyValues *songs );
+ void RestoreDirectories( KeyValues *dirs );
+ void RestoreDirectory( KeyValues *dir, SoundDirectory_t *sd );
+
+ void LoadPlayList( char const *filename );
+ void SavePlayList( char const *filename );
+
+ void SetMostRecentPlayList( char const *filename );
+
+ void SaveSettings();
+ void LoadSettings();
+
+ // Refresh all directories, built-in sounds
+ void OnRefresh();
+ void OnSave();
+
+ MESSAGE_FUNC_CHARPTR( OnFileSelected, "FileSelected", fullpath );
+ void ShowFileOpenDialog( bool saving );
+ MESSAGE_FUNC_PARAMS( OnDirectorySelected, "DirectorySelected", params );
+ void ShowDirectorySelectDialog();
+
+ void GoToNextSong( int skip );
+
+// Data
+private:
+
+// UI elements
+ vgui::MenuButton *m_pOptions;
+ CMP3TreeControl *m_pTree;
+ CMP3FileSheet *m_pFileSheet;
+ vgui::Label *m_pCurrentSong;
+ vgui::Label *m_pDuration;
+ CMP3SongProgress *m_pSongProgress;
+ vgui::Button *m_pPlay;
+ vgui::Button *m_pStop;
+ vgui::Button *m_pNext, *m_pPrev; // moving between tracks
+ vgui::CheckButton *m_pMute;
+ vgui::CheckButton *m_pShuffle;
+ vgui::Slider *m_pVolume;
+
+// Raw list of all known files
+ CUtlVector< MP3File_t > m_Files;
+ int m_nFilesAdded;
+// Indices into m_Files for currently playing songs
+ CUtlVector< int > m_PlayList;
+// Where in the list we are...
+ int m_nCurrentPlaylistSong;
+ CUtlSymbol m_PlayListFileName;
+
+ int m_nCurrentFile;
+// Flag for one-time init
+ bool m_bFirstTime;
+ int m_nCurrentSong;
+ FileNameHandle_t m_LastSong;
+ float m_flCurrentVolume;
+ bool m_bMuted;
+
+// Currently playing a song?
+ bool m_bPlaying;
+ int m_nSongGuid;
+// Song start time
+ float m_SongStart;
+// Estimated song diration
+ float m_flSongDuration;
+// For the UI
+ int m_nSongMinutes;
+ int m_nSongSeconds;
+
+// List of all added directories
+ CUtlVector< SoundDirectory_t * > m_SoundDirectories;
+
+// Selection set
+ CUtlVector< int > m_SelectedSongs;
+ SongListSource_t m_SelectionFrom;
+
+// Is database dirty?
+ bool m_bDirty;
+// Are settings dirty?
+ bool m_bSettingsDirty;
+
+// File dialog
+ vgui::DHANDLE< vgui::FileOpenDialog > m_hSaveLoadPlaylist;
+// Type of dialog
+ bool m_bSavingFile;
+
+// Directory selection dialog
+ vgui::DHANDLE< vgui::DirectorySelectDialog > m_hDirectorySelect;
+
+ bool m_bEnableAutoAdvance;
+};
+
+#endif // !MP3PLAYER_H
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