2018-08-29 20:38:13 +00:00
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/*************************************************************************/
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/* audio_stream_preview.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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2022-01-03 20:27:34 +00:00
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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2018-08-29 20:38:13 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2018-06-07 15:46:14 +00:00
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#ifndef AUDIO_STREAM_PREVIEW_H
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#define AUDIO_STREAM_PREVIEW_H
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2018-09-11 16:13:45 +00:00
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#include "core/os/thread.h"
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2021-02-10 18:22:13 +00:00
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#include "core/templates/safe_refcount.h"
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2018-06-07 15:46:14 +00:00
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#include "scene/main/node.h"
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#include "servers/audio/audio_stream.h"
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2021-06-04 16:03:15 +00:00
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class AudioStreamPreview : public RefCounted {
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GDCLASS(AudioStreamPreview, RefCounted);
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2018-06-07 15:46:14 +00:00
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friend class AudioStream;
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Vector<uint8_t> preview;
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float length;
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friend class AudioStreamPreviewGenerator;
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public:
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float get_length() const;
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float get_max(float p_time, float p_time_next) const;
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float get_min(float p_time, float p_time_next) const;
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AudioStreamPreview();
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};
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class AudioStreamPreviewGenerator : public Node {
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2019-03-19 18:35:57 +00:00
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GDCLASS(AudioStreamPreviewGenerator, Node);
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2018-06-07 15:46:14 +00:00
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static AudioStreamPreviewGenerator *singleton;
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struct Preview {
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Ref<AudioStreamPreview> preview;
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Ref<AudioStream> base_stream;
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Ref<AudioStreamPlayback> playback;
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2021-02-10 18:22:13 +00:00
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SafeFlag generating;
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2018-06-07 15:46:14 +00:00
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ObjectID id;
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2020-11-24 09:12:55 +00:00
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Thread *thread = nullptr;
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2021-02-10 18:22:13 +00:00
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// Needed for the bookkeeping of the Map
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2021-11-30 14:19:26 +00:00
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void operator=(const Preview &p_rhs) {
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2021-02-10 18:22:13 +00:00
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preview = p_rhs.preview;
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base_stream = p_rhs.base_stream;
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playback = p_rhs.playback;
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generating.set_to(generating.is_set());
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id = p_rhs.id;
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thread = p_rhs.thread;
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}
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Implement Range Iterators
This PR implements range iterators in the base containers (Vector, Map, List, Pair Set).
Given several of these data structures will be replaced by more efficient versions, having a common iterator API will make this simpler.
Iterating can be done as follows (examples):
```C++
//Vector<String>
for(const String& I: vector) {
}
//List<String>
for(const String& I: list) {
}
//Map<String,int>
for(const KeyValue<String,int>&I : map) {
print_line("key: "+I.key+" value: "+itos(I.value));
}
//if intending to write the elements, reference can be used
//Map<String,int>
for(KeyValue<String,int>& I: map) {
I.value = 25;
//this will fail because key is always const
//I.key = "hello"
}
```
The containers are (for now) not STL compatible, since this would mean changing how they work internally (STL uses a special head/tail allocation for end(), while Godot Map/Set/List do not).
The idea is to change the Godot versions to be more compatible with STL, but this will happen after conversion to new iterators have taken place.
2021-07-08 15:31:19 +00:00
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Preview(const Preview &p_rhs) {
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preview = p_rhs.preview;
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base_stream = p_rhs.base_stream;
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playback = p_rhs.playback;
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generating.set_to(generating.is_set());
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id = p_rhs.id;
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thread = p_rhs.thread;
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}
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Preview() {}
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2018-06-07 15:46:14 +00:00
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};
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2022-05-13 13:04:37 +00:00
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HashMap<ObjectID, Preview> previews;
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2018-06-07 15:46:14 +00:00
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static void _preview_thread(void *p_preview);
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void _update_emit(ObjectID p_id);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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static AudioStreamPreviewGenerator *get_singleton() { return singleton; }
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2019-06-26 13:08:25 +00:00
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Ref<AudioStreamPreview> generate_preview(const Ref<AudioStream> &p_stream);
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2018-06-07 15:46:14 +00:00
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AudioStreamPreviewGenerator();
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};
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#endif // AUDIO_STREAM_PREVIEW_H
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