dxx-rebirth/similar/arch/sdl/jukebox.cpp

322 lines
8.7 KiB
C++

/*
* This file is part of the DXX-Rebirth project <http://www.dxx-rebirth.com/>.
* It is copyright by its individual contributors, as recorded in the
* project's Git history. See COPYING.txt at the top level for license
* terms and a link to the Git history.
*/
/*
* DXX Rebirth "jukebox" code
* MD 2211 <md2211@users.sourceforge.net>, 2007
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include "hudmsg.h"
#include "songs.h"
#include "jukebox.h"
#include "dxxerror.h"
#include "console.h"
#include "config.h"
#include "strutil.h"
#include "u_mem.h"
#include "partial_range.h"
#define MUSIC_HUDMSG_MAXLEN 40
#define JUKEBOX_HUDMSG_PLAYING "Now playing:"
#define JUKEBOX_HUDMSG_STOPPED "Jukebox stopped"
namespace {
class list_deleter : std::default_delete<char *[]>, PHYSFS_list_deleter
{
typedef std::default_delete<char *[]> base_deleter;
public:
RAIIdmem<char[]> buf; // buffer containing song file path text
void operator()(char **list)
{
if (buf)
{
buf.reset();
this->base_deleter::operator()(list);
}
else
this->PHYSFS_list_deleter::operator()(list);
}
};
class list_pointers : public std::unique_ptr<char *[], list_deleter>
{
typedef std::unique_ptr<char *[], list_deleter> base_ptr;
public:
using base_ptr::reset;
void reset(char **list, RAIIdmem<char[]> &&buf)
noexcept(
noexcept(std::declval<base_ptr>().reset(list)) &&
noexcept(std::declval<list_deleter>().buf = std::move(buf))
)
{
this->base_ptr::reset(list);
get_deleter().buf = std::move(buf);
}
void reset(PHYSFS_list_t list)
noexcept(noexcept(std::declval<base_ptr>().reset(list.release())))
{
this->base_ptr::reset(list.release());
}
};
class jukebox_songs
{
void quick_unload();
public:
~jukebox_songs();
void unload();
list_pointers list; // the actual list
int num_songs; // number of jukebox songs
static const std::size_t max_songs = 1024; // maximum number of pointers that 'list' can hold, i.e. size of list / size of one pointer
};
}
static jukebox_songs JukeboxSongs;
jukebox_songs::~jukebox_songs()
{
quick_unload();
}
void jukebox_songs::quick_unload()
{
list.reset();
}
void jukebox_songs::unload()
{
quick_unload();
num_songs = 0;
}
void jukebox_unload()
{
JukeboxSongs.unload();
}
const file_extension_t jukebox_exts[7] = { SONG_EXT_HMP, SONG_EXT_MID, SONG_EXT_OGG, SONG_EXT_FLAC, SONG_EXT_MP3, "" };
static int read_m3u(void)
{
FILE *fp;
uint_fast32_t length;
char *buf;
array<char, PATH_MAX> absbuf;
if (PHYSFSX_exists(GameCfg.CMLevelMusicPath.data(), 0)) // it's a child of Sharepath, build full path
PHYSFSX_getRealPath(GameCfg.CMLevelMusicPath.data(), buf = absbuf.data());
else
buf = GameCfg.CMLevelMusicPath.data();
fp = fopen(buf, "rb");
if (!fp)
return 0;
fseek( fp, -1, SEEK_END );
length = ftell(fp) + 1;
RAIIdmem<char[]> list_buf;
MALLOC(list_buf, char[], length + 1);
if (!list_buf)
{
fclose(fp);
return 0;
}
fseek(fp, 0, SEEK_SET);
if (!fread(list_buf.get(), length, 1, fp))
{
fclose(fp);
return 0;
}
fclose(fp); // Finished with it
// The growing string list is allocated last, hopefully reducing memory fragmentation when it grows
list_buf[length] = '\0'; // make sure the last string is terminated
auto &&range = unchecked_partial_range(list_buf.get(), length);
const auto eol = [](char c) {
return c == '\n' || c == '\r' || !c;
};
JukeboxSongs.list.reset(new char *[JukeboxSongs.max_songs], std::move(list_buf));
for (auto buf = range.begin(); buf != range.end(); ++buf)
{
for (; buf != range.end() && eol(*buf);) // find new line - support DOS, Unix and Mac line endings
buf++;
if (buf == range.end())
break;
if (*buf != '#') // ignore comments / extra info
{
JukeboxSongs.list[JukeboxSongs.num_songs++] = buf;
if (JukeboxSongs.num_songs >= JukeboxSongs.max_songs)
break;
}
for (; buf != range.end(); ++buf) // find end of line
if (eol(*buf))
{
*buf = 0;
break;
}
if (buf == range.end())
break;
}
return 1;
}
/* Loads music file names from a given directory or M3U playlist */
void jukebox_load()
{
jukebox_unload();
// Check if it's an M3U file
size_t musiclen = strlen(GameCfg.CMLevelMusicPath.data());
if (musiclen > 4 && !d_stricmp(&GameCfg.CMLevelMusicPath[musiclen - 4], ".m3u"))
read_m3u();
else // a directory
{
int new_path = 0;
const char *sep = PHYSFS_getDirSeparator();
size_t seplen = strlen(sep);
int i;
// stick a separator on the end if necessary.
if (musiclen >= seplen)
{
auto p = &GameCfg.CMLevelMusicPath[musiclen - seplen];
if (strcmp(p, sep))
GameCfg.CMLevelMusicPath.copy_if(musiclen, sep, seplen);
}
// Read directory using PhysicsFS
if (PHYSFS_isDirectory(GameCfg.CMLevelMusicPath.data())) // find files in relative directory
JukeboxSongs.list.reset(PHYSFSX_findFiles(GameCfg.CMLevelMusicPath.data(), jukebox_exts));
else
{
new_path = PHYSFSX_isNewPath(GameCfg.CMLevelMusicPath.data());
PHYSFS_addToSearchPath(GameCfg.CMLevelMusicPath.data(), 0);
// as mountpoints are no option (yet), make sure only files originating from GameCfg.CMLevelMusicPath are aded to the list.
JukeboxSongs.list.reset(PHYSFSX_findabsoluteFiles("", GameCfg.CMLevelMusicPath.data(), jukebox_exts));
}
if (!JukeboxSongs.list)
{
if (new_path)
PHYSFS_removeFromSearchPath(GameCfg.CMLevelMusicPath.data());
return;
}
for (i = 0; JukeboxSongs.list[i]; i++) {}
JukeboxSongs.num_songs = i;
if (new_path)
PHYSFS_removeFromSearchPath(GameCfg.CMLevelMusicPath.data());
}
if (JukeboxSongs.num_songs)
{
con_printf(CON_DEBUG,"Jukebox: %d music file(s) found in %s", JukeboxSongs.num_songs, GameCfg.CMLevelMusicPath.data());
if (GameCfg.CMLevelMusicTrack[1] != JukeboxSongs.num_songs)
{
GameCfg.CMLevelMusicTrack[1] = JukeboxSongs.num_songs;
GameCfg.CMLevelMusicTrack[0] = 0; // number of songs changed so start from beginning.
}
}
else
{
GameCfg.CMLevelMusicTrack[0] = -1;
GameCfg.CMLevelMusicTrack[1] = -1;
con_printf(CON_DEBUG,"Jukebox music could not be found!");
}
}
// To proceed tru our playlist. Usually used for continous play, but can loop as well.
static void jukebox_hook_next()
{
if (!JukeboxSongs.list || GameCfg.CMLevelMusicTrack[0] == -1) return;
if (GameCfg.CMLevelMusicPlayOrder == MUSIC_CM_PLAYORDER_RAND)
GameCfg.CMLevelMusicTrack[0] = d_rand() % GameCfg.CMLevelMusicTrack[1]; // simply a random selection - no check if this song has already been played. But that's how I roll!
else
GameCfg.CMLevelMusicTrack[0]++;
if (GameCfg.CMLevelMusicTrack[0] + 1 > GameCfg.CMLevelMusicTrack[1])
GameCfg.CMLevelMusicTrack[0] = 0;
jukebox_play();
}
// Play tracks from Jukebox directory. Play track specified in GameCfg.CMLevelMusicTrack[0] and loop depending on GameCfg.CMLevelMusicPlayOrder
int jukebox_play()
{
const char *music_filename;
uint_fast32_t size_full_filename = 0;
if (!JukeboxSongs.list)
return 0;
if (GameCfg.CMLevelMusicTrack[0] < 0 || GameCfg.CMLevelMusicTrack[0] + 1 > GameCfg.CMLevelMusicTrack[1])
return 0;
music_filename = JukeboxSongs.list[GameCfg.CMLevelMusicTrack[0]];
if (!music_filename)
return 0;
size_t size_music_filename = strlen(music_filename);
size_t musiclen = strlen(GameCfg.CMLevelMusicPath.data());
size_full_filename = musiclen + size_music_filename + 1;
RAIIdmem<char> full_filename;
CALLOC(full_filename, char, size_full_filename);
const char *LevelMusicPath;
if (musiclen > 4 && !d_stricmp(&GameCfg.CMLevelMusicPath[musiclen - 4], ".m3u")) // if it's from an M3U playlist
LevelMusicPath = "";
else // if it's from a specified path
LevelMusicPath = GameCfg.CMLevelMusicPath.data();
snprintf(full_filename, size_full_filename, "%s%s", LevelMusicPath, music_filename);
int played = songs_play_file(full_filename, ((GameCfg.CMLevelMusicPlayOrder == MUSIC_CM_PLAYORDER_LEVEL)?1:0), ((GameCfg.CMLevelMusicPlayOrder == MUSIC_CM_PLAYORDER_LEVEL)?NULL:jukebox_hook_next));
full_filename = NULL;
if (!played)
{
return 0; // whoops, got an error
}
// Formatting a pretty message
const char *prefix = "...";
if (size_music_filename >= MUSIC_HUDMSG_MAXLEN) {
music_filename += size_music_filename - MUSIC_HUDMSG_MAXLEN;
} else {
prefix += 3;
}
HUD_init_message(HM_DEFAULT, "%s %s%s", JUKEBOX_HUDMSG_PLAYING, prefix, music_filename);
return 1;
}
char *jukebox_current() {
return JukeboxSongs.list[GameCfg.CMLevelMusicTrack[0]];
}
int jukebox_is_loaded() { return (JukeboxSongs.list != NULL); }
int jukebox_is_playing() { return GameCfg.CMLevelMusicTrack[0] + 1; }
int jukebox_numtracks() { return GameCfg.CMLevelMusicTrack[1]; }
void jukebox_list() {
int i;
if (!JukeboxSongs.list) return;
if (!JukeboxSongs.list[0]) {
con_printf(CON_DEBUG,"* No songs have been found");
}
else {
for (i = 0; i < GameCfg.CMLevelMusicTrack[1]; i++)
con_printf(CON_DEBUG,"* %s", JukeboxSongs.list[i]);
}
}