* More header cleanup, continuing korli's work.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@36206 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
@@ -1,34 +1,17 @@
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//------------------------------------------------------------------------------
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// Copyright (c) 2001-2002, OpenBeOS
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//
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// Permission is hereby granted, free of charge, to any person obtaining a
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// copy of this software and associated documentation files (the "Software"),
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// to deal in the Software without restriction, including without limitation
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// the rights to use, copy, modify, merge, publish, distribute, sublicense,
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// and/or sell copies of the Software, and to permit persons to whom the
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// Software is furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// 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, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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// DEALINGS IN THE SOFTWARE.
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//
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// File Name: FileGameSound.h
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// Author: Christopher ML Zumwalt May ([email protected])
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// Description: BFileGameSound is a class that streams data out of a file.
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//------------------------------------------------------------------------------
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/*
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* Copyright 2001-2002, Haiku Inc. All Rights Reserved.
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* Distributed under the terms of the MIT License.
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*
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* Author:
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* Christopher ML Zumwalt May ([email protected])
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*/
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#ifndef _FILEGAMESOUND_H
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#define _FILEGAMESOUND_H
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#include <StreamingGameSound.h>
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struct entry_ref;
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struct _gs_media_tracker;
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struct _gs_ramp;
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@@ -36,41 +19,78 @@ struct _gs_ramp;
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class BFileGameSound : public BStreamingGameSound {
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public:
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BFileGameSound(const entry_ref * file,
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bool looping = true,
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BGameSoundDevice * device = NULL);
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BFileGameSound(const char * file,
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bool looping = true,
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BGameSoundDevice * device = NULL);
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BFileGameSound(const entry_ref* file,
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bool looping = true,
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BGameSoundDevice* device = NULL);
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BFileGameSound(const char* file,
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bool looping = true,
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BGameSoundDevice* device = NULL);
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virtual ~BFileGameSound();
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virtual ~BFileGameSound();
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virtual BGameSound * Clone() const;
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virtual BGameSound* Clone() const;
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virtual status_t StartPlaying();
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virtual status_t StopPlaying();
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status_t Preload(); // if you have stopped and want to start quickly again
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virtual status_t StartPlaying();
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virtual status_t StopPlaying();
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status_t Preload();
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// if you have stopped and want to start quickly again
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virtual void FillBuffer(void* buffer, size_t byteCount);
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virtual status_t Perform(int32 selector, void* data);
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virtual status_t SetPaused(bool isPaused, bigtime_t rampTime);
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virtual void FillBuffer(void * inBuffer,
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size_t inByteCount);
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virtual status_t Perform(int32 selector, void * data);
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virtual status_t SetPaused(bool isPaused,
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bigtime_t rampTime);
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enum {
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B_NOT_PAUSED,
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B_PAUSE_IN_PROGRESS,
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B_PAUSED
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};
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int32 IsPaused();
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int32 IsPaused();
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private:
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_gs_media_tracker * fAudioStream;
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BFileGameSound();
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BFileGameSound(const BFileGameSound& other);
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BFileGameSound& operator=(const BFileGameSound& other);
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// not implemented
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status_t Init(const entry_ref* file);
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bool Load();
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bool Read(void* buffer, size_t bytes);
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status_t _Reserved_BFileGameSound_0(int32 arg, ...);
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// SetPaused(bool paused, bigtime_t ramp);
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virtual status_t _Reserved_BFileGameSound_1(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_2(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_3(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_4(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_5(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_6(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_7(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_8(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_9(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_10(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_11(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_12(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_13(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_14(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_15(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_16(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_17(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_18(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_19(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_20(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_21(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_22(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_23(int32 arg, ...);
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private:
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_gs_media_tracker* fAudioStream;
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bool fStopping;
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bool fLooping;
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char fReserved;
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char * fBuffer;
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char* fBuffer;
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size_t fFrameSize;
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size_t fBufferSize;
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size_t fPlayPosition;
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@@ -78,48 +98,13 @@ private:
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thread_id fReadThread;
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port_id fPort;
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_gs_ramp * fPausing;
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_gs_ramp* fPausing;
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bool fPaused;
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float fPauseGain;
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status_t Init(const entry_ref* file);
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bool Load();
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bool Read(void * buffer, size_t bytes);
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/* leave these declarations private unless you plan on actually implementing and using them. */
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BFileGameSound();
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BFileGameSound(const BFileGameSound&);
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BFileGameSound& operator=(const BFileGameSound&);
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/* fbc data and virtuals */
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uint32 _reserved_BFileGameSound_[9];
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status_t _Reserved_BFileGameSound_0(int32 arg, ...); /* SetPaused(bool paused, bigtime_t ramp); */
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virtual status_t _Reserved_BFileGameSound_1(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_2(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_3(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_4(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_5(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_6(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_7(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_8(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_9(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_10(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_11(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_12(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_13(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_14(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_15(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_16(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_17(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_18(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_19(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_20(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_21(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_22(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_23(int32 arg, ...);
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uint32 _reserved[9];
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};
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#endif // _FILEGAMESOUND_H
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