Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= 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