mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-29 01:23:04 +00:00
385 lines
9.6 KiB
C
385 lines
9.6 KiB
C
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//========= 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 playlist
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// it has a list view to show the actual files in either view
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#include "vgui_controls/Frame.h"
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#include "filesystem.h"
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#include "utlsymbol.h"
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// Forward declarations
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namespace vgui
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{
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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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};
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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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{
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enum
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{
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FLAG_UNKNOWN = 0,
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// File came from steam cache/game data, rather than the user's "My 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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{
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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 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 files in it
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//-----------------------------------------------------------------------------
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struct MP3Dir_t
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{
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MP3Dir_t() :
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m_DirName( UTL_INVAL_SYMBOL ),
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m_FullDirPath( UTL_INVAL_SYMBOL )
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{
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}
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~MP3Dir_t()
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{
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DeleteSubdirectories();
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}
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void DeleteSubdirectories()
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{
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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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{
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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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{
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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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{
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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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{
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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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{
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if ( this == &src )
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{
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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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{
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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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{
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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 )
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{
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m_Subdirectories.AddToTail( sub );
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}
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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 .mp3
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// We assume that the folders under the sound directory are configured as artist/album/filename.mp3...
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//-----------------------------------------------------------------------------
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struct SoundDirectory_t
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{
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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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{
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}
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~SoundDirectory_t()
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{
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delete m_pTree;
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}
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void SetTree( MP3Dir_t *tree )
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{
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if ( m_pTree )
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{
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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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{
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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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{
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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, CUtlVector< CUtlSymbol >& splitList, 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, 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, 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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