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