コード例 #1
0
ファイル: StPlayList.cpp プロジェクト: KindDragon/sview
StHandle<StStereoParams> StPlayList::openRecent(const size_t theItemId) {
    StMutexAuto anAutoLock(myMutex);
    if(theItemId >= myRecent.size()) {
        return StHandle<StStereoParams>();
    }

    const StHandle<StRecentItem> aRecent = myRecent[theItemId];
    const StHandle<StFileNode>   aFile   = aRecent->File;
    if(aFile->size() == 2) {
        // stereo pair from two files
        clear();
        addOneFile(aFile->getValue(0)->getPath(),
                   aFile->getValue(1)->getPath());
    } else if(aFile->size() == 1) {
        // playlist
        open(aFile->getPath(), aFile->getValue(0)->getSubPath());
    } else {
        // single file
        open(aFile->getPath());
    }
    return aRecent->Params;
}
コード例 #2
0
ファイル: StPlayList.cpp プロジェクト: KindDragon/sview
bool StPlayList::removePhysically(const StHandle<StFileNode>& theFileNode) {
    StString    aPath    = theFileNode->getPath();
    StPlayItem* aRemItem = NULL;
    StMutexAuto anAutoLock(myMutex);
    if(myCurrent == NULL) {
        // empty playlist
        return false;
    } else if(aPath != myCurrent->getPath()) {
        // search play item
        for(StPlayItem* anItem = myFirst; anItem != NULL; anItem = anItem->getNext()) {
            if(aPath == anItem->getPath()) {
                aRemItem = anItem;
                break;
            }
        }
    } else {
        // walk to another playlist position
        aRemItem = myCurrent;
        const bool aPlayedFlag = aRemItem->getPlayedFlag();
        if(myCurrent->hasNext()) {
            myCurrent = myCurrent->getNext();
        } else if(myCurrent->hasPrev()) {
            myCurrent = myCurrent->getPrev();
        } else {
            myCurrent     = NULL;
            myPlayedCount = 0;
        }

        if(myCurrent != NULL) {
            if(aRemItem->getPlayedFlag() != aPlayedFlag) {
                // the item has not been played yet - mark it as such
                aRemItem->setPlayedFlag(aPlayedFlag);
            } else {
                // one played item has been removed
                --myPlayedCount;
            }
        }
    }

    // remove item itself
    const bool isDeleted = aRemItem != NULL
                        && StFileNode::removeFile(aPath);
    if(isDeleted) {
        delPlayItem(aRemItem);
        delete aRemItem;
    }

    anAutoLock.unlock();
    signals.onPlaylistChange();
    return isDeleted;
}
コード例 #3
0
ファイル: StPlayList.cpp プロジェクト: KindDragon/sview
void StPlayList::addToNode(const StHandle<StFileNode>& theFileNode,
                           const StString&             thePathToAdd) {
    StString aPath = theFileNode->getPath();
    StMutexAuto anAutoLock(myMutex);
    if(myCurrent == NULL) {
        return;
    } else if(aPath != myCurrent->getPath()) {
        for(StPlayItem* anItem = myFirst; anItem != NULL; anItem = anItem->getNext()) {
            if(aPath == anItem->getPath()) {
                myCurrent = anItem;
                break;
            }
        }
    }

    StFileNode* aFileNode = myCurrent->getFileNode();
    if(aFileNode->getParent() != &myFoldersRoot) {
        // convert filenode to metafile with empty root
        aFileNode->reParent(&myFoldersRoot);
        aFileNode->setSubPath(StString());
        aFileNode->add(new StFileNode(aPath, aFileNode));
    }
    aFileNode->add(new StFileNode(thePathToAdd, aFileNode));
}
コード例 #4
0
ファイル: StOutIZ3D.cpp プロジェクト: angelstudio/sview
bool StOutIZ3D::create() {
    StWindow::show();
    if(!StWindow::create()) {
        return false;
    }

    // initialize GL context
    myContext = StWindow::getContext();
    myContext->setMessagesQueue(myMsgQueue);
    const StHandle<StResourceManager>& aResMgr = getResourceManager();
    if(!myContext->isGlGreaterEqual(2, 0)) {
        myMsgQueue->pushError(stCString("OpenGL 2.0 is required by iZ3D Output"));
        myIsBroken = true;
        return true;
    }

    StWindow::stglMakeCurrent(ST_WIN_MASTER);
    myContext->stglSetVSync((StGLContext::VSync_Mode )StWindow::params.VSyncMode->getValue());
    StWindow::params.VSyncMode->signals.onChanged += stSlot(this, &StOutIZ3D::doSwitchVSync);

    // INIT iZ3D tables textures
    StAVImage aTableImg;
    StHandle<StResource> aTableOld = aResMgr->getResource(StString("textures") + SYS_FS_SPLITTER + "iz3dTableOld.png");
    uint8_t* aData     = NULL;
    int      aDataSize = 0;
    if(!aTableOld.isNull()
    && !aTableOld->isFile()
    &&  aTableOld->read()) {
        aData     = (uint8_t* )aTableOld->getData();
        aDataSize = aTableOld->getSize();
    }
    if(!aTableImg.load(!aTableOld.isNull() ? aTableOld->getPath() : StString(), StImageFile::ST_TYPE_PNG, aData, aDataSize)) {
        myMsgQueue->pushError(StString("iZ3D output - critical error:\n") + aTableImg.getState());
        myIsBroken = true;
        return true;
    }
    myTexTableOld.setMinMagFilter(*myContext, GL_NEAREST); // we need not linear filtrating for lookup-table!
    if(!myTexTableOld.init(*myContext, aTableImg.getPlane())) {
        myMsgQueue->pushError(stCString("iZ3D output - critical error:\nLookup-table initalization failed!"));
        myIsBroken = true;
        return true;
    }

    StHandle<StResource> aTableNew = aResMgr->getResource(StString("textures") + SYS_FS_SPLITTER + "iz3dTableNew.png");
    aData     = NULL;
    aDataSize = 0;
    if(!aTableNew.isNull()
    && !aTableNew->isFile()
    &&  aTableNew->read()) {
        aData     = (uint8_t* )aTableNew->getData();
        aDataSize = aTableNew->getSize();
    }
    if(!aTableImg.load(!aTableNew.isNull() ? aTableNew->getPath() : StString(), StImageFile::ST_TYPE_PNG, aData, aDataSize)) {
        myMsgQueue->pushError(StString("iZ3D output - critical error:\n") + aTableImg.getState());
        myIsBroken = true;
        return true;
    }
    myTexTableNew.setMinMagFilter(*myContext, GL_NEAREST); // we need not linear filtrating for lookup-table!
    if(!myTexTableNew.init(*myContext, aTableImg.getPlane())) {
        myMsgQueue->pushError(stCString("iZ3D output - critical error:\nLookup-table initalization failed!"));
        myIsBroken = true;
        return true;
    }

    // INIT shaders
    if(!myShaders.init(*myContext)) {
        myMsgQueue->pushError(stCString("iZ3D output - critical error:\nShaders initialization failed!"));
        myIsBroken = true;
        return true;
    }

    myIsBroken = false;
    return true;
}