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718112a8fe
Currently none of these is being used, but eventually they will, once more code gets ported over. So it's better to have them right away and avoid editing the project file too much, only to revert that later.
67 lines
1.5 KiB
C++
67 lines
1.5 KiB
C++
// M3U playlist file parser, with support for subtrack information
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// Game_Music_Emu https://bitbucket.org/mpyne/game-music-emu/
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#ifndef M3U_PLAYLIST_H
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#define M3U_PLAYLIST_H
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#include "blargg_common.h"
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#include "Data_Reader.h"
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class M3u_Playlist {
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public:
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// Load playlist data
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blargg_err_t load( const char* path );
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blargg_err_t load( Data_Reader& in );
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blargg_err_t load( void const* data, long size );
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// Line number of first parse error, 0 if no error. Any lines with parse
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// errors are ignored.
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int first_error() const { return first_error_; }
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struct info_t
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{
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const char* title;
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const char* composer;
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const char* engineer;
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const char* ripping;
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const char* tagging;
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};
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info_t const& info() const { return info_; }
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struct entry_t
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{
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const char* file; // filename without stupid ::TYPE suffix
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const char* type; // if filename has ::TYPE suffix, this will be "TYPE". "" if none.
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const char* name;
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bool decimal_track; // true if track was specified in hex
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// integers are -1 if not present
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int track; // 1-based
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int length; // seconds
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int intro;
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int loop;
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int fade;
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int repeat; // count
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};
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entry_t const& operator [] ( int i ) const { return entries [i]; }
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int size() const { return entries.size(); }
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void clear();
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private:
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blargg_vector<entry_t> entries;
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blargg_vector<char> data;
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int first_error_;
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info_t info_;
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blargg_err_t parse();
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blargg_err_t parse_();
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};
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inline void M3u_Playlist::clear()
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{
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first_error_ = 0;
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entries.clear();
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data.clear();
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}
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#endif
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