Finished implementation of MidiPlayer. Yay!

git-svn-id: file:///srv/svn/repos/haiku/trunk/current@8064 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
mahlzeit 2004-06-19 17:00:40 +00:00
parent 49c6a79a59
commit 79054474dd
4 changed files with 287 additions and 57 deletions

View File

@ -20,7 +20,6 @@
* DEALINGS IN THE SOFTWARE.
*/
#include <stdio.h>
#include <StorageKit.h>
#include "MidiPlayerApp.h"
@ -42,7 +41,8 @@ MidiPlayerWindow::MidiPlayerWindow()
volume = 75;
windowX = -1;
windowY = -1;
threadId = -1;
CreateViews();
LoadSettings();
InitControls();
@ -52,15 +52,23 @@ MidiPlayerWindow::MidiPlayerWindow()
MidiPlayerWindow::~MidiPlayerWindow()
{
Stop(false);
StopSynth();
}
//------------------------------------------------------------------------------
bool MidiPlayerWindow::QuitRequested()
{
be_app->PostMessage(B_QUIT_REQUESTED);
return true;
// There is a race condition when you quit MidiPlayer while we're still
// fading out, because fading happens in a separate thread. In this odd
// case, we simply won't let the user quit the app :-)
if (threadId == -1)
{
be_app->PostMessage(B_QUIT_REQUESTED);
return true;
}
return false;
}
//------------------------------------------------------------------------------
@ -338,62 +346,109 @@ void MidiPlayerWindow::SaveSettings()
//------------------------------------------------------------------------------
void MidiPlayerWindow::LoadFile(entry_ref* ref)
int32 MidiPlayerWindow::_LoadThread(void* data)
{
if (playing)
{
Stop(false);
}
synth.UnloadFile();
if (synth.LoadFile(ref) == B_OK)
{
// Ideally, we would call SetVolume() in InitControls(),
// but for some reason that doesn't work; BMidiSynthFile
// will use the default volume instead. So we do it here.
synth.SetVolume(volume / 100.0f);
playButton->SetEnabled(true);
scopeView->SetHaveFile(true);
}
else
{
(new BAlert(
NULL, "Could not load song", "Okay", NULL, NULL,
B_WIDTH_AS_USUAL, B_STOP_ALERT))->Go();
playButton->SetEnabled(false);
scopeView->SetHaveFile(false);
}
Play();
return ((MidiPlayerWindow*) data)->LoadThread();
}
//------------------------------------------------------------------------------
void MidiPlayerWindow::Play()
int32 MidiPlayerWindow::LoadThread()
{
// We do this in a separate fire-and-forget thread, just in case a song
// was already playing. The call to StopSynth() will block, and we need
// to keep the window's looper free for repainting the ScopeView during
// the fade out. The R5 MidiPlayer does that too and it looks neat.
if (playing)
{
StopSynth();
}
synth.UnloadFile();
if (synth.LoadFile(&ref) == B_OK)
{
// Ideally, we would call SetVolume() in InitControls(),
// but for some reason that doesn't work: BMidiSynthFile
// will use the default volume instead. So we do it here.
synth.SetVolume(volume / 100.0f);
Lock();
playButton->SetEnabled(true);
playButton->SetLabel("Stop");
scopeView->SetHaveFile(true);
scopeView->Invalidate();
Unlock();
StartSynth();
}
else
{
Lock();
playButton->SetEnabled(false);
playButton->SetLabel("Play");
scopeView->SetHaveFile(false);
scopeView->Invalidate();
Unlock();
(new BAlert(
NULL, "Could not load song", "Okay", NULL, NULL,
B_WIDTH_AS_USUAL, B_STOP_ALERT))->Go();
}
threadId = -1;
return 0;
}
//------------------------------------------------------------------------------
int32 MidiPlayerWindow::_StopThread(void* data)
{
return ((MidiPlayerWindow*) data)->StopThread();
}
//------------------------------------------------------------------------------
int32 MidiPlayerWindow::StopThread()
{
Lock();
playButton->SetEnabled(false);
Unlock();
StopSynth();
Lock();
playButton->SetEnabled(true);
playButton->SetLabel("Play");
Unlock();
threadId = -1;
return 0;
}
//------------------------------------------------------------------------------
void MidiPlayerWindow::StartSynth()
{
// When playback of the song ends, we don't automatically go back into
// "stopped" mode. It is possible to do this with synth.SetFileHook(),
// but that made the code kinda messy (with all the threads and stuff).
// Note: SetFileHook(NULL) crashes the softsynth. In any case, should
// we ever add this in, remember to call SetFileHook() *after* Start()
// or it won't work.
synth.Start();
playButton->SetLabel("Stop");
playing = true;
}
//------------------------------------------------------------------------------
void MidiPlayerWindow::Stop(bool changeButton)
void MidiPlayerWindow::StopSynth()
{
if (changeButton)
if (!synth.IsFinished())
{
playButton->SetEnabled(false);
}
synth.Fade();
if (changeButton)
{
playButton->SetEnabled(true);
playButton->SetLabel("Play");
synth.Fade();
}
playing = false;
@ -405,11 +460,15 @@ void MidiPlayerWindow::OnPlayStop()
{
if (playing)
{
Stop(true);
threadId = spawn_thread(
_StopThread, "StopThread", B_NORMAL_PRIORITY, this);
resume_thread(threadId);
}
else
{
Play();
StartSynth();
playButton->SetLabel("Stop");
}
}
@ -419,6 +478,7 @@ void MidiPlayerWindow::OnShowScope()
{
scopeEnabled = !scopeEnabled;
scopeView->SetEnabled(scopeEnabled);
scopeView->Invalidate();
SaveSettings();
}
@ -444,10 +504,12 @@ void MidiPlayerWindow::OnVolume()
void MidiPlayerWindow::OnDrop(BMessage* msg)
{
entry_ref ref;
if (msg->FindRef("refs", &ref) == B_OK)
{
LoadFile(&ref);
threadId = spawn_thread(
_LoadThread, "LoadThread", B_NORMAL_PRIORITY, this);
resume_thread(threadId);
}
}

View File

@ -65,10 +65,15 @@ private:
void LoadSettings();
void SaveSettings();
void LoadFile(entry_ref* ref);
void Play();
void Stop(bool changeButton);
static int32 _LoadThread(void* data);
int32 LoadThread();
static int32 _StopThread(void* data);
int32 StopThread();
void StartSynth();
void StopSynth();
void OnPlayStop();
void OnShowScope();
void OnReverb(reverb_mode mode);
@ -94,6 +99,8 @@ private:
float windowX;
float windowY;
BMidiSynthFile synth;
entry_ref ref;
thread_id threadId;
};
#endif // MIDI_PLAYER_WINDOW_H

View File

@ -20,23 +20,77 @@
* DEALINGS IN THE SOFTWARE.
*/
#include <Synth.h>
#include <Window.h>
#include "ScopeView.h"
//------------------------------------------------------------------------------
ScopeView::ScopeView()
: BView(BRect(0, 0, 127, 47), NULL, B_FOLLOW_LEFT | B_FOLLOW_TOP,
B_WILL_DRAW | B_PULSE_NEEDED)
: BView(BRect(0, 0, 127, 63), NULL, B_FOLLOW_LEFT | B_FOLLOW_TOP,
B_WILL_DRAW)
{
SetViewColor(0, 0, 0);
enabled = true;
haveFile = false;
sampleCount = (int32) Bounds().Width();
leftSamples = new int16[sampleCount];
rightSamples = new int16[sampleCount];
}
//------------------------------------------------------------------------------
ScopeView::~ScopeView()
{
delete[] leftSamples;
delete[] rightSamples;
}
//------------------------------------------------------------------------------
void ScopeView::AttachedToWindow()
{
finished = false;
threadId = spawn_thread(_Thread, "ScopeThread", B_NORMAL_PRIORITY, this);
if (threadId >= B_OK)
{
resume_thread(threadId);
}
}
//------------------------------------------------------------------------------
void ScopeView::DetachedFromWindow()
{
if (threadId >= B_OK)
{
finished = true;
status_t exitValue;
wait_for_thread(threadId, &exitValue);
}
}
//------------------------------------------------------------------------------
void ScopeView::Draw(BRect updateRect)
{
super::Draw(updateRect);
if (!haveFile)
{
DrawNoFile();
}
else if (!enabled)
{
DrawDisabled();
}
else
{
DrawPlaying();
}
}
//------------------------------------------------------------------------------
@ -54,3 +108,94 @@ void ScopeView::SetHaveFile(bool flag)
}
//------------------------------------------------------------------------------
int32 ScopeView::_Thread(void* data)
{
return ((ScopeView*) data)->Thread();
}
//------------------------------------------------------------------------------
int32 ScopeView::Thread()
{
// Because Pulse() was too slow, I created a thread that tells the
// ScopeView to repaint itself. Note that we need to call LockLooper
// with a timeout, otherwise we'll deadlock in DetachedFromWindow().
while (!finished)
{
if (enabled && haveFile)
{
if (LockLooperWithTimeout(50000) == B_OK)
{
Invalidate();
UnlockLooper();
}
}
snooze(50000);
}
return 0;
}
//------------------------------------------------------------------------------
void ScopeView::DrawNoFile()
{
const char* string = "Drop MIDI file here";
font_height height;
GetFontHeight(&height);
float strWidth = StringWidth(string);
float strHeight = height.ascent + height.descent;
float x = (Bounds().Width() - strWidth)/2;
float y = height.ascent + (Bounds().Height() - strHeight)/2;
SetHighColor(255, 255, 255);
SetLowColor(ViewColor());
SetDrawingMode(B_OP_OVER);
DrawString(string, BPoint(x, y));
}
//------------------------------------------------------------------------------
void ScopeView::DrawDisabled()
{
SetHighColor(64, 64, 64);
StrokeLine(
BPoint(0, Bounds().Height() / 2),
BPoint(Bounds().Width(), Bounds().Height() / 2));
}
//------------------------------------------------------------------------------
void ScopeView::DrawPlaying()
{
int32 width = (int32) Bounds().Width();
int32 height = (int32) Bounds().Height();
// Scope drawing magic based on code by Michael Pfeiffer.
int32 size = be_synth->GetAudio(leftSamples, rightSamples, sampleCount);
if (size > 0)
{
SetHighColor(255, 0, 130);
SetLowColor(0, 130, 0);
#define N 16
int32 x, y, sx = 0, f = (height << N) / 65535, dy = height / 2;
for (int32 i = 0; i < width; i++)
{
x = sx / width;
y = ((leftSamples[x] * f) >> N) + dy;
FillRect(BRect(i, y, i, y));
y = ((rightSamples[x] * f) >> N) + dy;
FillRect(BRect(i, y, i, y), B_SOLID_LOW);
sx += size;
}
}
}
//------------------------------------------------------------------------------

View File

@ -32,15 +32,31 @@ public:
ScopeView();
virtual ~ScopeView();
virtual void AttachedToWindow();
virtual void DetachedFromWindow();
virtual void Draw(BRect updateRect);
void SetEnabled(bool flag);
void SetHaveFile(bool flag);
private:
typedef BView super;
static int32 _Thread(void* data);
int32 Thread();
void DrawNoFile();
void DrawDisabled();
void DrawPlaying();
bool finished;
bool enabled;
bool haveFile;
int32 sampleCount;
int16* leftSamples;
int16* rightSamples;
thread_id threadId;
};
#endif // SCOPE_VIEW_H