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