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https://github.com/ZDoom/raze-gles.git
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e2f5e8fe34
We'll need 'common' for something else.
162 lines
4.4 KiB
C++
162 lines
4.4 KiB
C++
#pragma once
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#include "zstring.h"
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#include "tarray.h"
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#include "filesystem.h"
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#include "files.h"
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#include "filereadermusicinterface.h"
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struct FSoundFontInfo
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{
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FString mName; // This is what the sounfont is identified with. It's the extension-less base file name
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FString mNameExt; // Same with extension. Used for comparing with input names so they can be done with or without extension.
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FString mFilename; // Full path to the backing file - this is needed by FluidSynth to load the sound font.
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int type;
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};
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//==========================================================================
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//
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//
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//
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//==========================================================================
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class FSoundFontReader
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{
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protected:
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// This is only doable for loose config files that get set as sound fonts. All other cases read from a contained environment where this does not apply.
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bool mAllowAbsolutePaths = false;
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// This has only meaning if being run on a platform with a case sensitive file system and loose files.
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// When reading from an archive it will always be case insensitive, just like the lump manager.
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bool mCaseSensitivePaths = false;
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TArray<FString> mPaths;
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int pathcmp(const char *p1, const char *p2);
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public:
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virtual ~FSoundFontReader() {}
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virtual FileReader OpenMainConfigFile() = 0; // this is special because it needs to be synthesized for .sf files and set some restrictions for patch sets
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virtual FString MainConfigFileName()
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{
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return basePath() + "timidity.cfg";
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}
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virtual FileReader OpenFile(const char *name) = 0;
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std::pair<FileReader , FString> LookupFile(const char *name);
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void AddPath(const char *str);
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virtual FString basePath() const
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{
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return ""; // archived patch sets do not use paths
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}
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virtual FileReader Open(const char* name, std::string &filename);
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virtual void close()
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{
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delete this;
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}
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ZMusicCustomReader* open_interface(const char* name);
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};
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//==========================================================================
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//
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//
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//
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//==========================================================================
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class FSF2Reader : public FSoundFontReader
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{
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FString mMainConfigForSF2;
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FString mFilename;
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public:
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FSF2Reader(const char *filename);
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virtual FileReader OpenMainConfigFile() override;
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virtual FileReader OpenFile(const char *name) override;
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};
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//==========================================================================
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//
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//
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//
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//==========================================================================
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class FZipPatReader : public FSoundFontReader
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{
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FResourceFile *resf;
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public:
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FZipPatReader(const char *filename);
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~FZipPatReader();
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virtual FileReader OpenMainConfigFile() override;
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virtual FileReader OpenFile(const char *name) override;
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bool isOk() { return resf != nullptr; }
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};
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//==========================================================================
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//
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//
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//
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//==========================================================================
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class FLumpPatchSetReader : public FSoundFontReader
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{
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int mLumpIndex;;
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FString mBasePath;
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public:
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FLumpPatchSetReader(const char *filename);
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virtual FileReader OpenMainConfigFile() override;
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virtual FileReader OpenFile(const char *name) override;
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virtual FString basePath() const override
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{
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return mBasePath;
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}
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};
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//==========================================================================
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//
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//
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//
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//==========================================================================
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class FPatchSetReader : public FSoundFontReader
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{
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FString mBasePath;
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FString mFullPathToConfig;
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public:
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FPatchSetReader(FileReader &reader);
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FPatchSetReader(const char *filename);
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virtual FileReader OpenMainConfigFile() override;
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virtual FileReader OpenFile(const char *name) override;
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virtual FString basePath() const override
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{
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return mBasePath;
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}
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};
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//==========================================================================
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//
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//
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//
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//==========================================================================
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class FSoundFontManager
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{
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TArray<FSoundFontInfo> soundfonts;
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void ProcessOneFile(const FString & fn);
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public:
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void CollectSoundfonts();
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const FSoundFontInfo *FindSoundFont(const char *name, int allowedtypes) const;
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FSoundFontReader *OpenSoundFont(const char *name, int allowedtypes);
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const auto &GetList() const { return soundfonts; } // This is for the menu
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};
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extern FSoundFontManager sfmanager;
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