Refactors the music player.
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150
OpenRA.Game/Traits/World/MusicPlaylist.cs
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150
OpenRA.Game/Traits/World/MusicPlaylist.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Linq;
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using OpenRA.GameRules;
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namespace OpenRA.Traits
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{
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[Desc("Trait for music handling. Attach this to the world actor.")]
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public class MusicPlaylistInfo : ITraitInfo
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{
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public readonly string StartingMusic = null;
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public readonly bool LoopStartingMusic = false;
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public object Create(ActorInitializer init) { return new MusicPlaylist(init.World, this); }
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}
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public class MusicPlaylist : INotifyActorDisposing
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{
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readonly MusicInfo[] random;
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readonly MusicInfo[] playlist;
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public readonly bool IsMusicAvailable;
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MusicInfo currentSong;
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bool repeat;
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public MusicPlaylist(World world, MusicPlaylistInfo info)
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{
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IsMusicAvailable = world.Map.Rules.InstalledMusic.Any();
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playlist = world.Map.Rules.InstalledMusic.Select(a => a.Value).ToArray();
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if (!IsMusicAvailable)
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return;
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random = playlist.Shuffle(Game.CosmeticRandom).ToArray();
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if (Game.Settings.Sound.MapMusic
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&& !string.IsNullOrEmpty(info.StartingMusic)
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&& world.Map.Rules.Music.ContainsKey(info.StartingMusic)
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&& world.Map.Rules.Music[info.StartingMusic].Exists)
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{
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currentSong = world.Map.Rules.Music[info.StartingMusic];
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repeat = info.LoopStartingMusic;
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}
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else
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{
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currentSong = Game.Settings.Sound.Shuffle ? random.First() : playlist.First();
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repeat = Game.Settings.Sound.Repeat;
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}
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Play();
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}
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public MusicInfo CurrentSong()
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{
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return currentSong;
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}
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public MusicInfo[] AvailablePlaylist()
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{
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// TO-DO: add filter options for Race-specific music
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return playlist;
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}
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void Play()
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{
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if (currentSong == null || !IsMusicAvailable)
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return;
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Sound.PlayMusicThen(currentSong, () =>
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{
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if (!repeat)
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currentSong = GetNextSong();
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Play();
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});
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}
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public void Play(MusicInfo music)
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{
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if (music == null || !IsMusicAvailable)
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return;
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currentSong = music;
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repeat = Game.Settings.Sound.Repeat;
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Sound.PlayMusicThen(music, () =>
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{
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if (!repeat)
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currentSong = GetNextSong();
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Play();
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});
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}
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public void Play(MusicInfo music, Action onComplete)
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{
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if (music == null || !IsMusicAvailable)
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return;
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currentSong = music;
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Sound.PlayMusicThen(music, onComplete);
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}
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public MusicInfo GetNextSong()
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{
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return GetSong(false);
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}
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public MusicInfo GetPrevSong()
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{
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return GetSong(true);
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}
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MusicInfo GetSong(bool reverse)
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{
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if (!IsMusicAvailable)
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return null;
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var songs = Game.Settings.Sound.Shuffle ? random : playlist;
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return reverse ? songs.SkipWhile(m => m != currentSong)
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.Skip(1).FirstOrDefault() ?? songs.FirstOrDefault() :
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songs.Reverse().SkipWhile(m => m != currentSong)
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.Skip(1).FirstOrDefault() ?? songs.Reverse().FirstOrDefault();
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}
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public void Stop()
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{
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currentSong = null;
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Sound.StopMusic();
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}
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public void Disposing(Actor self)
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{
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if (currentSong != null)
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Stop();
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}
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}
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}
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