Mac OS X defines uint_fast32_t to unsigned int, causing ambiguous overloads between RAIIdmem::operator[](std::size_t) and RAIIdmem::operator[](int). Adding a disambiguating overload for OS X breaks Windows. Remove operator pointer and operator[]. Rely on the inherited operator[] for indexing. Require users to call ->get() to convert to a simple pointer. First btb ambiguity reported: https://github.com/dxx-rebirth/dxx-rebirth/pull/34 Second btb ambiguity reported: https://github.com/dxx-rebirth/dxx-rebirth/pull/43
316 lines
8.7 KiB
C++
316 lines
8.7 KiB
C++
/*
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* This file is part of the DXX-Rebirth project <http://www.dxx-rebirth.com/>.
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* It is copyright by its individual contributors, as recorded in the
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* project's Git history. See COPYING.txt at the top level for license
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* terms and a link to the Git history.
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*/
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/*
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* DXX Rebirth "jukebox" code
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* MD 2211 <md2211@users.sourceforge.net>, 2007
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include "hudmsg.h"
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#include "songs.h"
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#include "jukebox.h"
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#include "dxxerror.h"
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#include "console.h"
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#include "config.h"
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#include "strutil.h"
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#include "u_mem.h"
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#include "compiler-make_unique.h"
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#include "partial_range.h"
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#define MUSIC_HUDMSG_MAXLEN 40
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#define JUKEBOX_HUDMSG_PLAYING "Now playing:"
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#define JUKEBOX_HUDMSG_STOPPED "Jukebox stopped"
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namespace {
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class list_deleter : std::default_delete<char *[]>, PHYSFS_list_deleter
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{
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typedef std::default_delete<char *[]> base_deleter;
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public:
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std::unique_ptr<char[]> buf; // buffer containing song file path text
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void operator()(char **list)
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{
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if (buf)
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{
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buf.reset();
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this->base_deleter::operator()(list);
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}
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else
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this->PHYSFS_list_deleter::operator()(list);
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}
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};
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class list_pointers : public std::unique_ptr<char *[], list_deleter>
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{
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typedef std::unique_ptr<char *[], list_deleter> base_ptr;
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public:
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using base_ptr::reset;
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void reset(char **list, std::unique_ptr<char[]> &&buf)
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noexcept(
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noexcept(std::declval<base_ptr>().reset(list)) &&
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noexcept(std::declval<list_deleter>().buf = std::move(buf))
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)
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{
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this->base_ptr::reset(list);
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get_deleter().buf = std::move(buf);
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}
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void reset(PHYSFS_list_t list)
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noexcept(noexcept(std::declval<base_ptr>().reset(list.release())))
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{
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this->base_ptr::reset(list.release());
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}
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};
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class jukebox_songs
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{
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void quick_unload();
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public:
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~jukebox_songs();
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void unload();
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list_pointers list; // the actual list
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int num_songs; // number of jukebox songs
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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
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};
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}
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static jukebox_songs JukeboxSongs;
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jukebox_songs::~jukebox_songs()
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{
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quick_unload();
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}
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void jukebox_songs::quick_unload()
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{
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list.reset();
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}
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void jukebox_songs::unload()
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{
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quick_unload();
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num_songs = 0;
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}
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void jukebox_unload()
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{
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JukeboxSongs.unload();
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}
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const array<file_extension_t, 6> jukebox_exts{SONG_EXT_HMP, SONG_EXT_MID, SONG_EXT_OGG, SONG_EXT_FLAC, SONG_EXT_MP3};
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static int read_m3u(void)
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{
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FILE *fp;
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std::size_t length;
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char *buf;
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array<char, PATH_MAX> absbuf;
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if (PHYSFSX_exists(GameCfg.CMLevelMusicPath.data(), 0)) // it's a child of Sharepath, build full path
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PHYSFSX_getRealPath(GameCfg.CMLevelMusicPath.data(), buf = absbuf.data());
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else
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buf = GameCfg.CMLevelMusicPath.data();
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fp = fopen(buf, "rb");
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if (!fp)
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return 0;
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fseek( fp, -1, SEEK_END );
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length = ftell(fp) + 1;
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auto list_buf = make_unique<char[]>(length + 1);
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fseek(fp, 0, SEEK_SET);
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if (!fread(list_buf.get(), length, 1, fp))
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{
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fclose(fp);
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return 0;
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}
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fclose(fp); // Finished with it
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// The growing string list is allocated last, hopefully reducing memory fragmentation when it grows
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list_buf[length] = '\0'; // make sure the last string is terminated
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auto &&range = unchecked_partial_range(list_buf.get(), length);
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const auto eol = [](char c) {
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return c == '\n' || c == '\r' || !c;
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};
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JukeboxSongs.list.reset(new char *[JukeboxSongs.max_songs], std::move(list_buf));
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for (auto buf = range.begin(); buf != range.end(); ++buf)
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{
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for (; buf != range.end() && eol(*buf);) // find new line - support DOS, Unix and Mac line endings
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buf++;
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if (buf == range.end())
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break;
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if (*buf != '#') // ignore comments / extra info
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{
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JukeboxSongs.list[JukeboxSongs.num_songs++] = buf;
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if (JukeboxSongs.num_songs >= JukeboxSongs.max_songs)
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break;
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}
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for (; buf != range.end(); ++buf) // find end of line
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if (eol(*buf))
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{
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*buf = 0;
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break;
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}
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if (buf == range.end())
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break;
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}
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return 1;
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}
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/* Loads music file names from a given directory or M3U playlist */
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void jukebox_load()
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{
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jukebox_unload();
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// Check if it's an M3U file
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size_t musiclen = strlen(GameCfg.CMLevelMusicPath.data());
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if (musiclen > 4 && !d_stricmp(&GameCfg.CMLevelMusicPath[musiclen - 4], ".m3u"))
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read_m3u();
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else // a directory
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{
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int new_path = 0;
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const char *sep = PHYSFS_getDirSeparator();
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size_t seplen = strlen(sep);
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int i;
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// stick a separator on the end if necessary.
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if (musiclen >= seplen)
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{
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auto p = &GameCfg.CMLevelMusicPath[musiclen - seplen];
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if (strcmp(p, sep))
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GameCfg.CMLevelMusicPath.copy_if(musiclen, sep, seplen);
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}
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// Read directory using PhysicsFS
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if (PHYSFS_isDirectory(GameCfg.CMLevelMusicPath.data())) // find files in relative directory
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JukeboxSongs.list.reset(PHYSFSX_findFiles(GameCfg.CMLevelMusicPath.data(), jukebox_exts));
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else
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{
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new_path = PHYSFSX_isNewPath(GameCfg.CMLevelMusicPath.data());
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PHYSFS_addToSearchPath(GameCfg.CMLevelMusicPath.data(), 0);
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// as mountpoints are no option (yet), make sure only files originating from GameCfg.CMLevelMusicPath are aded to the list.
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JukeboxSongs.list.reset(PHYSFSX_findabsoluteFiles("", GameCfg.CMLevelMusicPath.data(), jukebox_exts));
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}
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if (!JukeboxSongs.list)
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{
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if (new_path)
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PHYSFS_removeFromSearchPath(GameCfg.CMLevelMusicPath.data());
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return;
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}
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for (i = 0; JukeboxSongs.list[i]; i++) {}
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JukeboxSongs.num_songs = i;
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if (new_path)
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PHYSFS_removeFromSearchPath(GameCfg.CMLevelMusicPath.data());
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}
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if (JukeboxSongs.num_songs)
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{
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con_printf(CON_DEBUG,"Jukebox: %d music file(s) found in %s", JukeboxSongs.num_songs, GameCfg.CMLevelMusicPath.data());
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if (GameCfg.CMLevelMusicTrack[1] != JukeboxSongs.num_songs)
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{
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GameCfg.CMLevelMusicTrack[1] = JukeboxSongs.num_songs;
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GameCfg.CMLevelMusicTrack[0] = 0; // number of songs changed so start from beginning.
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}
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}
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else
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{
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GameCfg.CMLevelMusicTrack[0] = -1;
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GameCfg.CMLevelMusicTrack[1] = -1;
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con_printf(CON_DEBUG,"Jukebox music could not be found!");
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}
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}
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// To proceed tru our playlist. Usually used for continous play, but can loop as well.
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static void jukebox_hook_next()
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{
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if (!JukeboxSongs.list || GameCfg.CMLevelMusicTrack[0] == -1) return;
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if (GameCfg.CMLevelMusicPlayOrder == MUSIC_CM_PLAYORDER_RAND)
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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!
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else
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GameCfg.CMLevelMusicTrack[0]++;
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if (GameCfg.CMLevelMusicTrack[0] + 1 > GameCfg.CMLevelMusicTrack[1])
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GameCfg.CMLevelMusicTrack[0] = 0;
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jukebox_play();
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}
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// Play tracks from Jukebox directory. Play track specified in GameCfg.CMLevelMusicTrack[0] and loop depending on GameCfg.CMLevelMusicPlayOrder
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int jukebox_play()
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{
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const char *music_filename;
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uint_fast32_t size_full_filename = 0;
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if (!JukeboxSongs.list)
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return 0;
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if (GameCfg.CMLevelMusicTrack[0] < 0 || GameCfg.CMLevelMusicTrack[0] + 1 > GameCfg.CMLevelMusicTrack[1])
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return 0;
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music_filename = JukeboxSongs.list[GameCfg.CMLevelMusicTrack[0]];
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if (!music_filename)
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return 0;
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size_t size_music_filename = strlen(music_filename);
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size_t musiclen = strlen(GameCfg.CMLevelMusicPath.data());
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size_full_filename = musiclen + size_music_filename + 1;
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RAIIdmem<char[]> full_filename;
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CALLOC(full_filename, char[], size_full_filename);
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const char *LevelMusicPath;
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if (musiclen > 4 && !d_stricmp(&GameCfg.CMLevelMusicPath[musiclen - 4], ".m3u")) // if it's from an M3U playlist
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LevelMusicPath = "";
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else // if it's from a specified path
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LevelMusicPath = GameCfg.CMLevelMusicPath.data();
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snprintf(full_filename.get(), size_full_filename, "%s%s", LevelMusicPath, music_filename);
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int played = songs_play_file(full_filename.get(), (GameCfg.CMLevelMusicPlayOrder == MUSIC_CM_PLAYORDER_LEVEL ? 1 : 0), (GameCfg.CMLevelMusicPlayOrder == MUSIC_CM_PLAYORDER_LEVEL ? nullptr : jukebox_hook_next));
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full_filename = NULL;
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if (!played)
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{
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return 0; // whoops, got an error
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}
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// Formatting a pretty message
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const char *prefix = "...";
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if (size_music_filename >= MUSIC_HUDMSG_MAXLEN) {
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music_filename += size_music_filename - MUSIC_HUDMSG_MAXLEN;
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} else {
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prefix += 3;
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}
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HUD_init_message(HM_DEFAULT, "%s %s%s", JUKEBOX_HUDMSG_PLAYING, prefix, music_filename);
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return 1;
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}
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char *jukebox_current() {
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return JukeboxSongs.list[GameCfg.CMLevelMusicTrack[0]];
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}
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int jukebox_is_loaded() { return (JukeboxSongs.list != NULL); }
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int jukebox_is_playing() { return GameCfg.CMLevelMusicTrack[0] + 1; }
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int jukebox_numtracks() { return GameCfg.CMLevelMusicTrack[1]; }
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void jukebox_list() {
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int i;
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if (!JukeboxSongs.list) return;
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if (!JukeboxSongs.list[0]) {
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con_printf(CON_DEBUG,"* No songs have been found");
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}
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else {
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for (i = 0; i < GameCfg.CMLevelMusicTrack[1]; i++)
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con_printf(CON_DEBUG,"* %s", JukeboxSongs.list[i]);
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}
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}
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