//========= 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