unit UCovers;
interface
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
{$I switches.inc}
uses OpenGL12,
{$IFDEF win32}
windows,
{$ENDIF}
Math,
Classes,
SysUtils,
{$IFNDEF FPC}
Graphics,
{$ENDIF}
UThemes,
UTexture;
type
TCover = record
Name: string;
W: word;
H: word;
Size: integer;
Position: integer; // position of picture in the cache file
// Data: array of byte;
end;
TCovers = class
private
Filename: String;
WritetoFile: Boolean;
public
W: word;
H: word;
Size: integer;
Data: array of byte;
Cover: array of TCover;
constructor Create;
procedure Load;
procedure Save;
Function AddCover(FileName: string): Integer; //Returns ID, Checks Cover for Change, Updates Cover if required
function CoverExists(FileName: string): boolean;
function CoverNumber(FileName: string): integer; //Returns ID by FilePath
procedure PrepareData(FileName: string);
Procedure LoadTextures;
end;
var
Covers: TCovers;
// to - do : new Song management
implementation
uses UMain,
// UFiles,
ULog,
DateUtils;
constructor TCovers.Create;
begin
W := 128;
H := 128;
Size := W*H*3;
Load;
WritetoFile := True;
end;
procedure TCovers.Load;
var
F: File;
C: integer; // cover number
W: word;
H: word;
Bits: byte;
NLen: word;
Name: string;
// Data: array of byte;
begin
if FileExists(GamePath + 'covers.cache') then
begin
AssignFile(F, GamePath + 'covers.cache');
Reset(F, 1);
WritetoFile := not FileIsReadOnly(GamePath + 'covers.cache');
SetLength(Cover, 0);
while not EOF(F) do
begin
SetLength(Cover, Length(Cover)+1);
BlockRead(F, W, 2);
Cover[High(Cover)].W := W;
BlockRead(F, H, 2);
Cover[High(Cover)].H := H;
BlockRead(F, Bits, 1);
Cover[High(Cover)].Size := W * H * (Bits div 8);
// test
// W := 128;
// H := 128;
// Bits := 24;
// Seek(F, FilePos(F) + 3);
BlockRead(F, NLen, 2);
SetLength(Name, NLen);
BlockRead(F, Name[1], NLen);
Cover[High(Cover)].Name := Name;
Cover[High(Cover)].Position := FilePos(F);
Seek(F, FilePos(F) + W*H*(Bits div 8));
// SetLength(Cover[High(Cover)].Data, W*H*(Bits div 8));
// BlockRead(F, Cover[High(Cover)].Data[0], W*H*(Bits div 8));
end; // While
CloseFile(F);
end; // fileexists
end;
procedure TCovers.Save;
var
F: File;
C: integer; // cover number
W: word;
H: word;
NLen: word;
Bits: byte;
begin
{ AssignFile(F, GamePath + 'covers.cache');
Rewrite(F, 1);
Bits := 24;
for C := 0 to High(Cover) do begin
W := Cover[C].W;
H := Cover[C].H;
BlockWrite(F, W, 2);
BlockWrite(F, H, 2);
BlockWrite(F, Bits, 1);
NLen := Length(Cover[C].Name);
BlockWrite(F, NLen, 2);
BlockWrite(F, Cover[C].Name[1], NLen);
BlockWrite(F, Cover[C].Data[0], W*H*(Bits div 8));
end;
CloseFile(F);}
end;
Function TCovers.AddCover(FileName: string): Integer;
var
B: integer;
F: File;
C: integer; // cover number
NLen: word;
Bits: byte;
begin
if not CoverExists(FileName) then
begin
SetLength(Cover, Length(Cover)+1);
Cover[High(Cover)].Name := FileName;
Cover[High(Cover)].W := W;
Cover[High(Cover)].H := H;
Cover[High(Cover)].Size := Size;
// do not copy data. write them directly to file
// SetLength(Cover[High(Cover)].Data, Size);
// for B := 0 to Size-1 do
// Cover[High(Cover)].Data[B] := CacheMipmap[B];
if WritetoFile then
begin
AssignFile(F, GamePath + 'covers.cache');
if FileExists(GamePath + 'covers.cache') then
begin
Reset(F, 1);
Seek(F, FileSize(F));
end
else
begin
Rewrite(F, 1);
end;
Bits := 24;
BlockWrite(F, W, 2);
BlockWrite(F, H, 2);
BlockWrite(F, Bits, 1);
NLen := Length(FileName);
BlockWrite(F, NLen, 2);
BlockWrite(F, FileName[1], NLen);
Cover[High(Cover)].Position := FilePos(F);
BlockWrite(F, CacheMipmap[0], W*H*(Bits div 8));
CloseFile(F);
end;
end
else
Cover[High(Cover)].Position := 0;
end;
function TCovers.CoverExists(FileName: string): boolean;
var
C: integer; // cover
begin
Result := false;
C := 0;
while (C <= High(Cover)) and (Result = false) do
begin
if Cover[C].Name = FileName then
Result := true;
Inc(C);
end;
end;
function TCovers.CoverNumber(FileName: string): integer;
var
C: integer;
begin
Result := -1;
C := 0;
while (C <= High(Cover)) and (Result = -1) do
begin
if Cover[C].Name = FileName then
Result := C;
Inc(C);
end;
end;
procedure TCovers.PrepareData(FileName: string);
var
F: File;
C: integer;
begin
if FileExists(GamePath + 'covers.cache') then
begin
AssignFile(F, GamePath + 'covers.cache');
Reset(F, 1);
C := CoverNumber(FileName);
SetLength(Data, Cover[C].Size);
if Length(Data) < 6 then beep;
Seek(F, Cover[C].Position);
BlockRead(F, Data[0], Cover[C].Size);
CloseFile(F);
end;
end;
Procedure TCovers.LoadTextures;
begin
end;
end.