/** * projectM -- Milkdrop-esque visualisation SDK * Copyright (C)2003-2004 projectM Team * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * See 'LICENSE.txt' included within this release * */ #include "wipemalloc.h" #include "BuiltinFuncs.hpp" #include "fatal.h" #include "Common.hpp" #include "compare.h" #ifdef WIN32 #include "win32-dirent.h" #endif #include "timer.h" #include #ifdef LINUX #include "time.h" #endif #ifdef WIN32 #include #endif //#include #include #include "projectM.hpp" #include "BeatDetect.hpp" #include "Eval.hpp" #include "Param.hpp" #include "Parser.hpp" #include "Preset.hpp" #include "PerPixelEqn.hpp" #include "PresetMerge.hpp" //#include "menu.h" #include "PCM.hpp" //Sound data handler (buffering, FFT, etc.) #include "CustomWave.hpp" #include "CustomShape.hpp" #include "IdlePreset.hpp" #include "MoodBar.hpp" #include #include "Renderer.hpp" #include "PresetFrameIO.hpp" #include "PresetChooser.hpp" #include "ConfigFile.h" #include "TextureManager.hpp" #include "RandomNumberGenerators.hpp" /* DLLEXPORT projectM::projectM ( int gx, int gy, int fps, int texsize, int width, int height, std::string preset_url,std::string title_fonturl, std::string title_menuurl ) :beatDetect ( 0 ), renderer ( 0 ), settings.presetURL ( preset_url ), title_fontURL ( title_fonturl ), menu_fontURL ( menu_fontURL ), smoothFrame ( 0 ), m_presetQueuePos(0) { presetURL = preset_url; projectM_reset(); projectM_init ( gx, gy, fps, texsize, width, height ); projectM_resetGL ( width, height ); } */ projectM::~projectM() { destroyPresetTools(); if ( renderer ) delete ( renderer ); if ( beatDetect ) delete ( beatDetect ); if ( _pcm ) { delete ( _pcm ); _pcm = 0; } } DLLEXPORT unsigned projectM::initRenderToTexture() { return renderer->initRenderToTexture(); } DLLEXPORT void projectM::projectM_resetTextures() { renderer->ResetTextures(); } DLLEXPORT projectM::projectM ( std::string config_file ) : beatDetect ( 0 ), renderer ( 0 ), smoothFrame ( 0 ), m_presetQueuePos(0), oldFrame(1), _pcm(0) { readConfig ( config_file ); projectM_reset(); projectM_resetGL ( _settings.windowWidth, _settings.windowHeight); } bool projectM::writeConfig(const std::string & configFile, const Settings & settings) { ConfigFile config ( configFile ); config.add("Mesh X", settings.meshX); config.add("Mesh Y", settings.meshY); config.add("Texture Size", settings.textureSize); config.add("FPS", settings.fps); config.add("Window Width", settings.windowWidth); config.add("Window Height", settings.windowHeight); config.add("Smooth Preset Duration", settings.smoothPresetDuration); config.add("Preset Duration", settings.presetDuration); config.add("Preset Path", settings.presetURL); config.add("Title Font", settings.titleFontURL); config.add("Menu Font", settings.menuFontURL); config.add("Hard Cut Sensitivity", settings.beatSensitivity); config.add("Aspect Correction", settings.aspectCorrection); config.add("Easter Egg Parameter", settings.easterEgg); std::fstream file(configFile.c_str()); if (file) { file << config; return true; } else return false; } int projectM::sampledPresetDuration() { return ( int ) (_settings.fps * fmax(1, fmin(60, RandomNumberGenerators::gaussian (settings().presetDuration, settings().easterEgg)))); } void projectM::readConfig (const std::string & configFile ) { ConfigFile config ( configFile ); _settings.meshX = config.read ( "Mesh X", 32 ); _settings.meshY = config.read ( "Mesh Y", 24 ); _settings.textureSize = config.read ( "Texsize", 512 ); _settings.fps = config.read ( "FPS", 35 ); _settings.windowWidth = config.read ( "Window Width", 512 ); _settings.windowHeight = config.read ( "Window Height", 512 ); _settings.smoothPresetDuration = config.read ( "Smooth Preset Duration", config.read("Smooth Transition Duration", 10)); _settings.presetDuration = config.read ( "Preset Duration", 15 ); _settings.presetURL = config.read ( "Preset Path", CMAKE_INSTALL_PREFIX "/share/projectM/presets" ); _settings.titleFontURL = config.read ( "Title Font", CMAKE_INSTALL_PREFIX "/share/projectM/fonts/Vera.ttf" ); _settings.menuFontURL = config.read ( "Menu Font", CMAKE_INSTALL_PREFIX "/share/projectM/fonts/VeraMono.ttf" ); _settings.easterEgg = config.read ( "Easter Egg Parameter", 0.0); projectM_init ( _settings.meshX, _settings.meshY, _settings.fps, _settings.textureSize, _settings.windowWidth,_settings.windowHeight); _settings.beatSensitivity = beatDetect->beat_sensitivity = config.read ( "Hard Cut Sensitivity", 10.0 ); if ( config.read ( "Aspect Correction", true ) ) _settings.aspectCorrection = renderer->correction = 1; else _settings.aspectCorrection = renderer->correction = 0; } DLLEXPORT void projectM::renderFrame() { #ifdef DEBUG char fname[1024]; FILE *f = NULL; int index = 0; int x, y; #endif mspf= ( int ) ( 1000.0/ ( float ) presetInputs.fps ); //milliseconds per frame #ifndef WIN32 presetInputs.time = getTicks ( &startTime ) * 0.001; #else presetInputs.time = getTicks ( startTime ) * 0.001; #endif /** !WIN32 */ presetInputs.ResetMesh(); beatDetect->detectFromSamples(); presetInputs.bass = beatDetect->bass; presetInputs.mid = beatDetect->mid; presetInputs.treb = beatDetect->treb; presetInputs.bass_att = beatDetect->bass_att; presetInputs.mid_att = beatDetect->mid_att; presetInputs.treb_att = beatDetect->treb_att; m_activePreset->evaluateFrame(); if ( renderer->noSwitch==false && !m_presetChooser->empty() ) { if ( presetInputs.progress>1.0 ) { oldFrame = presetInputs.frame; presetInputs.progress=0.0; presetInputs.frame = 1; switchPreset(m_activePreset2, presetInputs, &m_activePreset->presetOutputs() == &presetOutputs ? presetOutputs2 : presetOutputs); smoothFrame = ( int ) ( presetInputs.fps * _settings.smoothPresetDuration); presetSwitchedEvent(false, **m_presetPos); } else if ( ( beatDetect->vol-beatDetect->vol_old>beatDetect->beat_sensitivity ) && nohard<0 ) { switchPreset(m_activePreset, presetInputs, presetOutputs); smoothFrame=0; presetInputs.progress=0.0; presetInputs.frame = 1; presetSwitchedEvent(true, **m_presetPos); } else nohard--; } if ( smoothFrame > 1 && !m_presetChooser->empty() ) { int frame = ++presetInputs.frame; presetInputs.frame = ++oldFrame; presetInputs.progress= 1.0; assert ( m_activePreset.get() ); m_activePreset->evaluateFrame(); renderer->PerPixelMath ( &m_activePreset->presetOutputs(), &presetInputs ); renderer->WaveformMath ( &m_activePreset->presetOutputs(), &presetInputs, true ); presetInputs.frame = frame; presetInputs.progress= frame / ( float ) avgtime; assert ( m_activePreset2.get() ); m_activePreset2->evaluateFrame(); renderer->PerPixelMath ( &m_activePreset2->presetOutputs(), &presetInputs ); renderer->WaveformMath ( &m_activePreset2->presetOutputs(), &presetInputs, true ); //double pos = -((smoothFrame / (presetInputs.fps * smoothDuration))-1); //double ratio = 1/(1 + exp((pos-0.5)*4*M_PI)); double ratio = smoothFrame / ( presetInputs.fps * (double)settings().smoothPresetDuration); PresetMerger::MergePresets ( m_activePreset->presetOutputs(),m_activePreset2->presetOutputs(),ratio,presetInputs.gx, presetInputs.gy ); smoothFrame--; } else { if ( smoothFrame == 1 ) { m_activePreset = m_activePreset2; smoothFrame=0; avgtime = sampledPresetDuration();// } presetInputs.frame++; //number of frames for current preset presetInputs.progress= presetInputs.frame/ ( float ) avgtime; m_activePreset->evaluateFrame(); renderer->PerPixelMath ( &m_activePreset->presetOutputs(), &presetInputs ); renderer->WaveformMath ( &m_activePreset->presetOutputs(), &presetInputs, false ); } // std::cout<< m_activePreset->absoluteFilePath()<presetName = m_activePreset->absoluteFilePath(); renderer->RenderFrame ( &m_activePreset->presetOutputs(), &presetInputs ); count++; #ifndef WIN32 /** Frame-rate limiter */ /** Compute once per preset */ if ( this->count%100==0 ) { this->renderer->realfps=100.0/ ( ( getTicks ( &this->startTime )-this->fpsstart ) /1000 ); this->fpsstart=getTicks ( &this->startTime ); } int timediff = getTicks ( &this->startTime )-this->timestart; if ( timediff < this->mspf ) { // printf("%s:",this->mspf-timediff); int sleepTime = ( unsigned int ) ( this->mspf-timediff ) * 1000; // DWRITE ( "usleep: %d\n", sleepTime ); if ( sleepTime > 0 && sleepTime < 100000 ) { if ( usleep ( sleepTime ) != 0 ) {}} } this->timestart=getTicks ( &this->startTime ); #endif /** !WIN32 */ } void projectM::projectM_reset() { /** Default variable settings */ this->wvw = 512; this->wvh = 512; /** Frames per preset */ this->avgtime = sampledPresetDuration(); /** More other stuff */ this->mspf = 0; this->timed = 0; this->timestart = 0; this->nohard = 0; this->count = 0; this->fpsstart = 0; projectM_resetengine(); } void projectM::projectM_init ( int gx, int gy, int fps, int texsize, int width, int height ) { /** Initialise engine variables */ projectM_initengine(); presetInputs.Initialize ( gx, gy ); presetOutputs.Initialize ( gx, gy ); presetOutputs2.Initialize ( gx, gy ); /** Initialise start time */ #ifndef WIN32 gettimeofday ( &this->startTime, NULL ); #else startTime = GetTickCount(); #endif /** !WIN32 */ /** Nullify frame stash */ /** Initialise per-pixel matrix calculations */ presetInputs.fps = fps; this->nohard=fps*5; /** We need to initialise this before the builtin param db otherwise bass/mid etc won't bind correctly */ assert ( !beatDetect ); std::cerr << "pcm new" << std::endl; if (!_pcm) _pcm = new PCM(); assert(pcm()); beatDetect = new BeatDetect ( _pcm ); initPresetTools(); if ( presetInputs.fps > 0 ) mspf= ( int ) ( 1000.0/ ( float ) presetInputs.fps ); else mspf = 0; this->avgtime= sampledPresetDuration(); this->presetInputs.gx = gx; this->presetInputs.gy = gy; this->renderer = new Renderer ( width, height, gx, gy, texsize, beatDetect, settings().presetURL, settings().titleFontURL, settings().menuFontURL ); renderer->setPresetName ( m_activePreset->presetName() ); assert(pcm()); // printf ( "exiting projectM_init()\n" ); } void projectM::projectM_initengine() { /* PER FRAME CONSTANTS BEGIN */ this->presetOutputs.zoom=1.0; this->presetOutputs.zoomexp= 1.0; this->presetOutputs.rot= 0.0; this->presetOutputs.warp= 0.0; this->presetOutputs.sx= 1.0; this->presetOutputs.sy= 1.0; this->presetOutputs.dx= 0.0; this->presetOutputs.dy= 0.0; this->presetOutputs.cx= 0.5; this->presetOutputs.cy= 0.5; this->presetOutputs.decay=.98; this->presetOutputs.wave_r= 1.0; this->presetOutputs.wave_g= 0.2; this->presetOutputs.wave_b= 0.0; this->presetOutputs.wave_x= 0.5; this->presetOutputs.wave_y= 0.5; this->presetOutputs.wave_mystery= 0.0; this->presetOutputs.ob_size= 0.0; this->presetOutputs.ob_r= 0.0; this->presetOutputs.ob_g= 0.0; this->presetOutputs.ob_b= 0.0; this->presetOutputs.ob_a= 0.0; this->presetOutputs.ib_size = 0.0; this->presetOutputs.ib_r = 0.0; this->presetOutputs.ib_g = 0.0; this->presetOutputs.ib_b = 0.0; this->presetOutputs.ib_a = 0.0; this->presetOutputs.mv_a = 0.0; this->presetOutputs.mv_r = 0.0; this->presetOutputs.mv_g = 0.0; this->presetOutputs.mv_b = 0.0; this->presetOutputs.mv_l = 1.0; this->presetOutputs.mv_x = 16.0; this->presetOutputs.mv_y = 12.0; this->presetOutputs.mv_dy = 0.02; this->presetOutputs.mv_dx = 0.02; //this->presetInputs.meshx = 0; //this->presetInputs.meshy = 0; this->presetInputs.progress = 0; this->presetInputs.frame = 1; this->avgtime = sampledPresetDuration(); //bass_thresh = 0; /* PER_FRAME CONSTANTS END */ this->presetOutputs.fRating = 0; this->presetOutputs.fGammaAdj = 1.0; this->presetOutputs.fVideoEchoZoom = 1.0; this->presetOutputs.fVideoEchoAlpha = 0; this->presetOutputs.nVideoEchoOrientation = 0; this->presetOutputs.nWaveMode = 7; this->presetOutputs.bAdditiveWaves = 0; this->presetOutputs.bWaveDots = 0; this->presetOutputs.bWaveThick = 0; this->presetOutputs.bModWaveAlphaByVolume = 0; this->presetOutputs.bMaximizeWaveColor = 0; this->presetOutputs.bTexWrap = 0; this->presetOutputs.bDarkenCenter = 0; this->presetOutputs.bRedBlueStereo = 0; this->presetOutputs.bBrighten = 0; this->presetOutputs.bDarken = 0; this->presetOutputs.bSolarize = 0; this->presetOutputs.bInvert = 0; this->presetOutputs.bMotionVectorsOn = 1; this->presetOutputs.fWaveAlpha =1.0; this->presetOutputs.fWaveScale = 1.0; this->presetOutputs.fWaveSmoothing = 0; this->presetOutputs.fWaveParam = 0; this->presetOutputs.fModWaveAlphaStart = 0; this->presetOutputs.fModWaveAlphaEnd = 0; this->presetOutputs.fWarpAnimSpeed = 0; this->presetOutputs.fWarpScale = 0; this->presetOutputs.fShader = 0; /* PER_PIXEL CONSTANTS BEGIN */ /* PER_PIXEL CONSTANT END */ /* Q AND T VARIABLES START */ this->presetOutputs.q1 = 0; this->presetOutputs.q2 = 0; this->presetOutputs.q3 = 0; this->presetOutputs.q4 = 0; this->presetOutputs.q5 = 0; this->presetOutputs.q6 = 0; this->presetOutputs.q7 = 0; this->presetOutputs.q8 = 0; /* Q AND T VARIABLES END */ } /* Reinitializes the engine variables to a default (conservative and sane) value */ void projectM::projectM_resetengine() { this->presetOutputs.zoom=1.0; this->presetOutputs.zoomexp= 1.0; this->presetOutputs.rot= 0.0; this->presetOutputs.warp= 0.0; this->presetOutputs.sx= 1.0; this->presetOutputs.sy= 1.0; this->presetOutputs.dx= 0.0; this->presetOutputs.dy= 0.0; this->presetOutputs.cx= 0.5; this->presetOutputs.cy= 0.5; this->presetOutputs.decay=.98; this->presetOutputs.wave_r= 1.0; this->presetOutputs.wave_g= 0.2; this->presetOutputs.wave_b= 0.0; this->presetOutputs.wave_x= 0.5; this->presetOutputs.wave_y= 0.5; this->presetOutputs.wave_mystery= 0.0; this->presetOutputs.ob_size= 0.0; this->presetOutputs.ob_r= 0.0; this->presetOutputs.ob_g= 0.0; this->presetOutputs.ob_b= 0.0; this->presetOutputs.ob_a= 0.0; this->presetOutputs.ib_size = 0.0; this->presetOutputs.ib_r = 0.0; this->presetOutputs.ib_g = 0.0; this->presetOutputs.ib_b = 0.0; this->presetOutputs.ib_a = 0.0; this->presetOutputs.mv_a = 0.0; this->presetOutputs.mv_r = 0.0; this->presetOutputs.mv_g = 0.0; this->presetOutputs.mv_b = 0.0; this->presetOutputs.mv_l = 1.0; this->presetOutputs.mv_x = 16.0; this->presetOutputs.mv_y = 12.0; this->presetOutputs.mv_dy = 0.02; this->presetOutputs.mv_dx = 0.02; if ( beatDetect != NULL ) { beatDetect->reset(); } this->presetInputs.progress = 0; this->presetInputs.frame = 1; // bass_thresh = 0; /* PER_FRAME CONSTANTS END */ this->presetOutputs.fRating = 0; this->presetOutputs.fGammaAdj = 1.0; this->presetOutputs.fVideoEchoZoom = 1.0; this->presetOutputs.fVideoEchoAlpha = 0; this->presetOutputs.nVideoEchoOrientation = 0; this->presetOutputs.nWaveMode = 7; this->presetOutputs.bAdditiveWaves = 0; this->presetOutputs.bWaveDots = 0; this->presetOutputs.bWaveThick = 0; this->presetOutputs.bModWaveAlphaByVolume = 0; this->presetOutputs.bMaximizeWaveColor = 0; this->presetOutputs.bTexWrap = 0; this->presetOutputs.bDarkenCenter = 0; this->presetOutputs.bRedBlueStereo = 0; this->presetOutputs.bBrighten = 0; this->presetOutputs.bDarken = 0; this->presetOutputs.bSolarize = 0; this->presetOutputs.bInvert = 0; this->presetOutputs.bMotionVectorsOn = 1; this->presetOutputs.fWaveAlpha =1.0; this->presetOutputs.fWaveScale = 1.0; this->presetOutputs.fWaveSmoothing = 0; this->presetOutputs.fWaveParam = 0; this->presetOutputs.fModWaveAlphaStart = 0; this->presetOutputs.fModWaveAlphaEnd = 0; this->presetOutputs.fWarpAnimSpeed = 0; this->presetOutputs.fWarpScale = 0; this->presetOutputs.fShader = 0; /* PER_PIXEL CONSTANTS BEGIN */ this->presetInputs.x_per_pixel = 0; this->presetInputs.y_per_pixel = 0; this->presetInputs.rad_per_pixel = 0; this->presetInputs.ang_per_pixel = 0; /* PER_PIXEL CONSTANT END */ /* Q VARIABLES START */ this->presetOutputs.q1 = 0; this->presetOutputs.q2 = 0; this->presetOutputs.q3 = 0; this->presetOutputs.q4 = 0; this->presetOutputs.q5 = 0; this->presetOutputs.q6 = 0; this->presetOutputs.q7 = 0; this->presetOutputs.q8 = 0; /* Q VARIABLES END */ } /** Resets OpenGL state */ DLLEXPORT void projectM::projectM_resetGL ( int w, int h ) { /** Stash the new dimensions */ renderer->reset ( w,h ); } /** Sets the title to display */ DLLEXPORT void projectM::projectM_setTitle ( std::string title ) { if ( title != renderer->title ) { renderer->title=title; renderer->drawtitle=1; } } int projectM::initPresetTools() { /* Initializes the builtin function database */ BuiltinFuncs::init_builtin_func_db(); /* Initializes all infix operators */ Eval::init_infix_ops(); /* Set the seed to the current time in seconds */ srand ( time ( NULL ) ); if ( ( m_presetLoader = new PresetLoader ( settings().presetURL ) ) == 0 ) { m_presetLoader = 0; std::cerr << "[projectM] error allocating preset loader" << std::endl; return PROJECTM_FAILURE; } if ( ( m_presetChooser = new PresetChooser ( *m_presetLoader ) ) == 0 ) { delete ( m_presetLoader ); m_presetChooser = 0; m_presetLoader = 0; std::cerr << "[projectM] error allocating preset chooser" << std::endl; return PROJECTM_FAILURE; } // Start the iterator m_presetPos = new PresetIterator(); // Initialize a preset queue position as well // m_presetQueuePos = new PresetIterator(); // Start at end ptr- this allows next/previous to easily be done from this position. *m_presetPos = m_presetChooser->end(); // Load idle preset //std::cerr << "[projectM] Allocating idle preset..." << std::endl; m_activePreset = IdlePreset::allocate ( presetInputs, presetOutputs ); // Case where no valid presets exist in directory if ( m_presetChooser->empty() ) { std::cerr << "[projectM] warning: no valid files found in preset directory \"" << m_presetLoader->directoryName() << "\"" << std::endl; } //std::cerr << "[projectM] Idle preset allocated." << std::endl; projectM_resetengine(); //std::cerr << "[projectM] engine has been reset." << std::endl; return PROJECTM_SUCCESS; } void projectM::destroyPresetTools() { if ( m_presetPos ) delete ( m_presetPos ); /// @slow might not be necessary m_presetPos = 0; if ( m_presetQueuePos ) delete ( m_presetQueuePos ); /// @slow might not be necessary m_presetQueuePos = 0; if ( m_presetChooser ) delete ( m_presetChooser ); /// @slow might not be necessary m_presetChooser = 0; if ( m_presetLoader ) delete ( m_presetLoader ); /// @slow might not be necessary m_presetLoader = 0; Eval::destroy_infix_ops(); BuiltinFuncs::destroy_builtin_func_db(); } /// @bug queuePreset case isn't handled void projectM::removePreset(unsigned int index) { // bool iteratorToEnd = false; // if (index == selectedPresetIndex()); // iteratorToEnd = true; // else if (index < selectedPresetIndex()) // m_presetPos = sele int chooserIndex = **m_presetPos; m_presetLoader->removePreset(index); // Case: no more presets, set iterator to end if (m_presetChooser->empty()) *m_presetPos = m_presetChooser->end(); // Case: chooser index has become one less due to removal of an index below it else if (chooserIndex > index) { chooserIndex--; *m_presetPos = m_presetChooser->begin(chooserIndex); } // Case: we have deleted the active preset position // Put the iterator in the position before the preset following // the one to be removed. This ensures in order playback after // a removal else if (chooserIndex == index) { *m_presetPos = m_presetChooser->begin(chooserIndex); } } unsigned int projectM::addPresetURL ( const std::string & presetURL, const std::string & presetName ) { return m_presetLoader->addPresetURL ( presetURL, presetName ); } void projectM::selectPreset ( unsigned int index ) { if ( m_presetChooser->empty() ) return; assert ( index < m_presetLoader->getNumPresets() ); assert ( index >= 0 ); *m_presetPos = m_presetChooser->begin ( index ); m_activePreset = m_presetPos->allocate ( presetInputs, presetOutputs ); renderer->setPresetName ( m_activePreset->presetName() ); presetInputs.frame = 0; smoothFrame = 0; } void projectM::switchPreset(std::auto_ptr & targetPreset, const PresetInputs & inputs, PresetOutputs & outputs) { // If queue not specified, roll with usual random behavior if (m_presetQueuePos == 0) { *m_presetPos = m_presetChooser->weightedRandom(); targetPreset = m_presetPos->allocate( inputs, outputs ); } else { // queue item specified- use it and reset the queue abort(); targetPreset = m_presetQueuePos->allocate ( inputs, outputs ); delete(m_presetQueuePos); m_presetQueuePos = 0; } // Set preset name here- event is not done because at the moment this function is oblivious to smooth/hard switches renderer->setPresetName ( targetPreset->presetName() ); } void projectM::setPresetLock ( bool isLocked ) { renderer->noSwitch = isLocked; } bool projectM::isPresetLocked() const { return renderer->noSwitch; } std::string projectM::getPresetURL ( unsigned int index ) const { return m_presetLoader->getPresetURL(index); } std::string projectM::getPresetName ( unsigned int index ) const { return m_presetLoader->getPresetName(index); } void projectM::clearPlaylist ( ) { m_presetLoader->clear(); delete(m_presetQueuePos); m_presetQueuePos = 0; } void projectM::queuePreset(unsigned int index) { if (m_presetQueuePos == 0) m_presetQueuePos = new PresetIterator(); if ((index >= 0) && (index <= m_presetChooser->getNumPresets())) *m_presetQueuePos = m_presetChooser->begin(index); } bool projectM::isPresetQueued() const { return (*m_presetQueuePos != m_presetChooser->end()); } unsigned int projectM::selectedPresetIndex() const { return **m_presetPos; } unsigned int projectM::getPlaylistSize() const { return m_presetLoader->getNumPresets(); } RandomizerFunctor::RandomizerFunctor(PresetChooser & chooser) : m_chooser(chooser) {} RandomizerFunctor::~RandomizerFunctor() {} double RandomizerFunctor::operator() (int index) { return 1.0 / m_chooser.getNumPresets(); }