2009-01-03 01:38:44 +00:00
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// ================================================================================================
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// File description
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// ----------------
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/* In the GUI build there is a timer that is initiated with SetTimer() that will setup a timer that
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calls the lpTimerFunc function pointer as long as your program is running a message loop. If it
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doesn't run one, like in a console application (the NOGUI build), you'll have to use a different
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kind of timer API, like timeSetEvent() or CreateThreadPoolTimer(). These timers use a different
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thread to make the callback so be careful to properly lock and synchronize. */
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// ================================================================================================
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// ================================================================================================
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// Library requirements
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// ----------------
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// This program needs winmm.lib. There's no simpler or better way to make a timer withouth it.
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// ================================================================================================
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// ================================================================================================
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// Includes
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// ----------------
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#include <iostream>
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//using namespace std;
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#include <windows.h>
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#include <mmsystem.h>
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#include "Global.h"
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#include "PlayerExport.h"
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#include "InputPlugin.h"
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// ================================================================================================
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////////////////////////////////////////////////////////////////////////////////////////////
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// Declarations and definitions
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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void MakeTime();
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int g_Stop = 0;
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extern std::string CurrentlyPlayingFile;
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extern bool GlobalPause;
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///////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////
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// Manage restart when playback for a file has reached the end of the file
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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#ifdef _M_X64
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void CALLBACK Update()
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#else
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void CALLBACK Update(unsigned int,unsigned int,unsigned long,unsigned long,unsigned long)
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#endif
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{
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//wprintf("DLL > Update() > Begin (%i)\n", active_input_plugin);
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// --------------------------------
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// Manage restart when playback for a file has reached the end of the file
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// --------------
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// Check if the input plugin is activated
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if(!active_input_plugin || !active_input_plugin->plugin)
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{
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2009-01-05 07:02:24 +00:00
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//wprintf("The input plugin is not activated yet\n");
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2009-01-03 01:38:44 +00:00
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}
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else
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{
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const int ms_len = active_input_plugin->plugin->GetLength();
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const int ms_cur = active_input_plugin->plugin->GetOutputTime();
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// Get the current playback progress
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float progress;
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if(ms_len > 0)
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progress = (float)ms_cur / ms_len;
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else
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progress = 0;
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if ( progress > 0.7 ) // Only show this if we are getting close to the end, for bugtesting
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// basically
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{
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2009-01-05 07:02:24 +00:00
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//wprintf("Playback progress <%i of %i>\n", ms_cur, ms_len);
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2009-01-03 01:38:44 +00:00
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}
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// Because cur never go all the way to len we can't use a == comparison. Insted of this
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// we could also check if the location is the same as right before.
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if(ms_cur > ms_len - 1000 && !GlobalPause) // avoid restarting in cases where we just pressed pause
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{
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wprintf("Restart <%s>\n", CurrentlyPlayingFile.c_str());
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Player_Play((char *)CurrentlyPlayingFile.c_str());
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}
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}
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// --------------
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//wprintf("Make new time\n");
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MakeTime(); // Make a new one
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}
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void MakeTime()
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{
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timeSetEvent(
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2000, // Interval in ms
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0,
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#ifdef _M_X64
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(LPTIMECALLBACK) Update, // The function
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#else
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Update,
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#endif
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0,
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0);
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}
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///////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////
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// Start the timer
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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int MainTimer()
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{
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MakeTime();
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//while( g_Stop == 0 )
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//{
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// cout << ".";
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//}
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//wprintf("MakeTime\n");
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return 0;
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}
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///////////////////////////
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