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Initial community commit
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93
Src/replicant/player/ifc_player.h
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93
Src/replicant/player/ifc_player.h
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#pragma once
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#include "foundation/dispatch.h"
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#include "foundation/error.h"
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#include "foundation/types.h"
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#include "metadata/ifc_metadata.h"
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#include "audio/ifc_equalizer.h"
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#include "nx/nxuri.h"
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/* implemented by Winamp (or whatever application)
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your ifc_playback implementation should call this with events
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TODO: benski> should we require the ifc_playback object to get passed in to each function?
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*/
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class NOVTABLE ifc_player : public Wasabi2::Dispatchable
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{
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protected:
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ifc_player() : Dispatchable(DISPATCHABLE_VERSION) {}
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~ifc_player() {}
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public:
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/* When your playback object has read enough of the file to provide metadata
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it should call this method.
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It will be called for both song metadata (artist, album, etc) and codec metadata (bitrate, samplerate, etc).
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so make sure you can provide both - this might mean you have to wait until the first frame is decoded.
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The player object will add a reference in the function, and release whenever it is no longer needed (usually on start of next track)
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*/
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void SetMetadata(ifc_metadata *metadata) { Player_SetMetadata(metadata); }
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/* Call this just once (with timestamp=0) for CBR files or update continuously for VBR
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bitrate should be in bits per second, e.g. 128000 (not 128!)
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*/
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void SetBitrate(uint64_t bitrate, double timestamp) { Player_SetBitrate(bitrate, timestamp); }
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/* Playback plugin should call this when it knows the length
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can be updated if necessary (e.g. for VBR files w/o header)
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If this is not called, it assumed to be a stream (radio)
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*/
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void SetLength(double length) { Player_SetLength(length); }
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/* Output plugin should call this every once in a while,
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if your input plugin does its own audio output (e.g. analog CD) you should call this yourself
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*/
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void SetPosition(double timestamp) { Player_SetPosition(timestamp); }
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void OnLoaded(nx_uri_t filename) { Player_OnLoaded(filename); }
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/* Input plugin should call this when playback ends at the end of the file
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Do not call if playback stopped because of an error */
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void OnEndOfFile() { Player_OnEndOfFile(); }
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void OnError(NError code) { Player_OnError(code); }
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void OnStopped() { Player_OnStopped(); }
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void SetEqualizer(ifc_equalizer *equalizer) { return Player_SetEqualizer(equalizer); }
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/* percent is 0-100. setting to 100 implies that buffering has finished */
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void SetBufferStatus(int percent) { return Player_SetBufferStatus(percent); }
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void OnSeekComplete(int error_code, double new_position) { return Player_OnSeekComplete(error_code, new_position); }
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/* seekable is 0 (false) or 1 (true) */
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void SetSeekable(int seekable) { return Player_SetSeekable(seekable); }
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void AsynchronousFunctionCall(void (*function)(void *, void *, double), void *param1, void *param2, double real_param) { Player_AsynchronousFunctionCall(function, param1, param2, real_param); }
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/* Call this after you've successfully opened and parsed the playback file, and are attempting to start playback */
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void OnReady() { Player_OnReady(); };
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/* Call this after EndOfFile() when either 1) You process an ifc_playback::Close() call or 2) ifc_audioout::IsPlaying() returns NErr_False while waiting for a Close() call */
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void OnClosed() { Player_OnClosed(); };
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enum
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{
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DISPATCHABLE_VERSION,
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};
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protected:
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virtual void WASABICALL Player_SetMetadata(ifc_metadata *metadata) = 0;
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virtual void WASABICALL Player_SetBitrate(uint64_t bitrate, double timestamp) = 0;
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virtual void WASABICALL Player_SetLength(double length) = 0;
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virtual void WASABICALL Player_SetPosition(double timestamp) = 0;
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virtual void WASABICALL Player_OnLoaded(nx_uri_t filename) = 0;
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virtual void WASABICALL Player_OnEndOfFile() = 0;
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virtual void WASABICALL Player_OnError(NError code) = 0;
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virtual void WASABICALL Player_OnStopped()=0;
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virtual void WASABICALL Player_SetEqualizer(ifc_equalizer *equalizer)=0;
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virtual void WASABICALL Player_SetBufferStatus(int percent)=0;
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virtual void WASABICALL Player_OnSeekComplete(int error_code, double new_position)=0;
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virtual void WASABICALL Player_SetSeekable(int seekable)=0;
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virtual void WASABICALL Player_AsynchronousFunctionCall(void (*function)(void *, void *, double), void *param1, void *param2, double real_param)=0;
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virtual void WASABICALL Player_OnReady()=0;
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virtual void WASABICALL Player_OnClosed()=0;
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};
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