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https://github.com/projectM-visualizer/projectm.git
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git-svn-id: https://projectm.svn.sourceforge.net/svnroot/projectm/trunk@659 6778bc44-b910-0410-a7a0-be141de4315d
245 lines
6.6 KiB
C++
Executable File
245 lines
6.6 KiB
C++
Executable File
/*
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* projectM -- Milkdrop-esque visualisation SDK
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* Copyright (C)2003-2007 projectM Team
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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* See 'LICENSE.txt' included within this release
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*
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*/
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/**
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* $Id: projectM.hpp,v 1.1.1.1 2005/12/23 18:05:11 psperl Exp $
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*
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* Encapsulation of ProjectM engine
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*
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* $Log$
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*/
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#ifndef _PROJECTM_H
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#define _PROJECTM_H
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#ifdef WIN32
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#include "win32-dirent.h"
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#else
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#include <dirent.h>
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#endif /** WIN32 */
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#include <math.h>
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#include <stdio.h>
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#include <string.h>
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#include <string>
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#include <stdlib.h>
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#ifndef WIN32
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#include <unistd.h>
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#endif
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#include <sys/types.h>
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#ifdef MACOS
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#include <MacWindows.h>
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#include <gl.h>
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#include <glu.h>
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#else
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#ifdef WIN32
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#include <windows.h>
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#endif /** WIN32 */
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#endif /** MACOS */
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#ifdef WIN322
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#define inline
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#endif /** WIN32 */
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#ifndef WIN32
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#include <sys/time.h>
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#else
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#endif /** !WIN32 */
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#include "dlldefs.h"
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#include "event.h"
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#include "fatal.h"
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#include "PresetFrameIO.hpp"
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#include "PCM.hpp"
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#include <memory>
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class BeatDetect;
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class PCM;
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class Func;
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class Renderer;
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class Preset;
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class PresetIterator;
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class PresetChooser;
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class PresetLoader;
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//class PresetInputs;
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//class PresetOutputs;
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#include <memory>
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#ifdef WIN32
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#pragma warning (disable:4244)
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#pragma warning (disable:4305)
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#endif /** WIN32 */
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#ifdef MACOS2
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#define inline
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#endif
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/** KEEP THIS UP TO DATE! */
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#define PROJECTM_VERSION "1.00.00"
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#define PROJECTM_TITLE "projectM 1.00.00"
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/** Interface types */
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typedef enum {
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MENU_INTERFACE,
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SHELL_INTERFACE,
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EDITOR_INTERFACE,
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DEFAULT_INTERFACE,
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BROWSER_INTERFACE
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} interface_t;
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class projectM
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{
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public:
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PCM *pcm;
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DLLEXPORT projectM(std::string config_file);
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DLLEXPORT 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);
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DLLEXPORT void projectM_resetGL( int width, int height );
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DLLEXPORT void projectM_resetTextures();
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DLLEXPORT void projectM_setTitle( std::string title );
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DLLEXPORT void renderFrame();
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DLLEXPORT unsigned initRenderToTexture();
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DLLEXPORT void key_handler( projectMEvent event,
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projectMKeycode keycode, projectMModifier modifier );
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virtual ~projectM();
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/// Plays a preset immediately
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void selectPreset(unsigned int index);
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/// Removes a preset from the play list. If it is playing then it will continue as normal until next switch
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void removePreset(unsigned int index);
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/// Tell projectM to play a particular preset when it chooses to switch
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/// If the preset is locked the queued item will be not switched to until the lock is released
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/// Subsequent calls to this function effectively nullifies previous calls.
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void queuePreset(unsigned int index);
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/// Tell projectM to play a particular preset when it chooses to switch
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/// If the preset is locked the queued item will be not switched to until the lock is released
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/// Subsequent calls to this function effectively nullifies previous calls.
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bool isPresetQueued() const;
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/// Removes entire playlist, The currently loaded preset will end up sticking until new presets are added
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void clearPlaylist();
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/// Turn on or off a lock that prevents projectM from switching to another preset
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void setPresetLock(bool isLocked);
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/// Returns true if the active preset is locked
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bool isPresetLocked() const;
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/// Returns index of currently active preset
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unsigned int selectedPresetIndex() const;
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/// Add a preset url to the play list. Appended to bottom
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unsigned int addPresetURL(const std::string & presetURL, const std::string & presetName);
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/// Returns the url associated with a preset index
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std::string getPresetURL(unsigned int index) const;
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/// Returns the preset name associated with a preset index
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std::string getPresetName ( unsigned int index ) const;
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/// Returns the size of the play list
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unsigned int getPlaylistSize() const;
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/// Occurs when active preset has switched. Switched to index is returned
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virtual void presetSwitchedEvent(bool isHardCut, unsigned int index) const {};
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private:
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BeatDetect * beatDetect;
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Renderer *renderer;
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std::string presetURL;
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std::string title_fontURL;
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std::string menu_fontURL;
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int smoothFrame;
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#ifndef WIN32
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/* The first ticks value of the application */
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struct timeval startTime;
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#else
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long startTime;
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#endif /** !WIN32 */
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int wvw; //windowed dimensions
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int wvh;
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int avgtime; //# frames per preset
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/** Timing information */
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int mspf;
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int timed;
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int timestart;
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int nohard;
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int count;
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float fpsstart;
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void switchPreset(std::auto_ptr<Preset> & targetPreset, const PresetInputs & inputs, PresetOutputs & outputs);
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void readConfig(std::string config_file);
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void projectM_init(int gx, int gy, int fps, int texsize, int width, int height);
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void projectM_reset();
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void projectM_initengine();
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void projectM_resetengine();
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/// Initializes preset loading / management libraries
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int initPresetTools();
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/// Deinitialize all preset related tools. Usually done before projectM cleanup
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void destroyPresetTools();
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void default_key_handler( projectMEvent event, projectMKeycode keycode );
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/// The current position of the directory iterator
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PresetIterator * m_presetPos;
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/// The current position of the preset queue position (end() implies no queue item)
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PresetIterator * m_presetQueuePos;
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/// Required by the preset chooser. Manages a loaded preset directory
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PresetLoader * m_presetLoader;
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/// Provides accessor functions to choose presets
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PresetChooser * m_presetChooser;
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/// Currently loaded preset
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std::auto_ptr<Preset> m_activePreset;
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/// Destination preset when smooth preset switching
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std::auto_ptr<Preset> m_activePreset2;
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/// All readonly variables which are passed as inputs to presets
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PresetInputs presetInputs;
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/// A preset outputs container used and modified by the "current" preset
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PresetOutputs presetOutputs;
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/// A preset outputs container used for smooth preset switching
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PresetOutputs presetOutputs2;
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};
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#endif
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