⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 field_string_ascii.cpp

📁 更新mp3
💻 CPP
字号:
// $Id: field_string_ascii.cpp,v 1.29 2003/03/02 14:23:58 t1mpy Exp $// id3lib: a C++ library for creating and manipulating id3v1/v2 tags// Copyright 1999, 2000  Scott Thomas Haug// This library is free software; you can redistribute it and/or modify it// under the terms of the GNU Library General Public License as published by// the Free Software Foundation; either version 2 of the License, or (at your// option) any later version.//// This library is distributed in the hope that it will be useful, but WITHOUT// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or// FITNESS FOR A PARTICULAR PURPOSE.  See the GNU Library General Public// License for more details.//// You should have received a copy of the GNU Library General Public License// along with this library; if not, write to the Free Software Foundation,// Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.// The id3lib authors encourage improvements and optimisations to be sent to// the id3lib coordinator.  Please see the README file for details on where to// send such submissions.  See the AUTHORS file for a list of people who have// contributed to id3lib.  See the ChangeLog file for a list of changes to// id3lib.  These files are distributed with id3lib at// http://download.sourceforge.net/id3lib/#include "field_impl.h"#include "id3/utils.h" // has <config.h> "id3/id3lib_streams.h" "id3/globals.h" "id3/id3lib_strings.h"#include "io_helpers.h"using namespace dami;/** \fn ID3_Field& ID3_Field::operator=(const char* data) ** \brief Shortcut for the Set operator. ** \param data The string to assign to this field ** \sa Set(const char*) **//** \brief Copies the supplied string to the field. ** You may dispose of the source string after a call to this method. ** \code **   myFrame.GetField(ID3FN_TEXT)->Set("ID3Lib is very cool!"); ** \endcode **/size_t ID3_FieldImpl::Set(const char* data){  size_t len = 0;  if ((this->GetType() == ID3FTY_TEXTSTRING) && data)  {    String str(data);    len = this->SetText_i(str);  }  return len;}// the ::Get() function for ASCII/** Copies the contents of the field into the supplied buffer, up to the ** number of characters specified; for fields with multiple entries, the ** optional third parameter indicates which of the fields to retrieve. ** ** The third parameter is useful when using text lists (see Add(const char*) ** for more details).  The default value for this third parameter is 1, ** which returns the entire string if the field contains only one item. ** ** It returns the number of characters (not bytes necessarily, and not ** including any NULL terminator) of the supplied buffer that are now used. ** ** \code **   char myBuffer[1024]; **   size_t charsUsed = myFrame.GetField(ID3FN_TEXT)->Get(buffer, 1024); ** \endcode ** ** It fills the buffer with as much data from the field as is present in the ** field, or as large as the buffer, whichever is smaller. ** ** \code **   char myBuffer[1024]; **   size_t charsUsed = myFrame.GetField(ID3FN_TEXT)->Get(buffer, 1024, 3); ** \endcode ** ** This fills the buffer with up to the first 1024 characters from the third ** element of the text list. ** ** \sa Add(const char*) **/size_t ID3_FieldImpl::Get(char* buffer, size_t maxLength) const{  size_t size = 0;  if (this->GetType() == ID3FTY_TEXTSTRING &&      this->GetEncoding() == ID3TE_ASCII &&      buffer != NULL && maxLength > 0)  {    String data = this->GetText();    size = dami::min(maxLength, data.size());    ::memcpy(buffer, data.data(), size);    if (size < maxLength)    {      buffer[size] = '\0';    }  }  return size;}size_t ID3_FieldImpl::Get(char* buf, size_t maxLen, size_t index) const{  size_t size = 0;  if (this->GetType() == ID3FTY_TEXTSTRING &&      this->GetEncoding() == ID3TE_ASCII &&      buf != NULL && maxLen > 0)  {    String data = this->GetTextItem(index);    size = dami::min(maxLen, data.size());    ::memcpy(buf, data.data(), size);    if (size < maxLen)    {      buf[size] = '\0';    }  }  return size;}String ID3_FieldImpl::GetText() const{  String data;  if (this->GetType() == ID3FTY_TEXTSTRING)  {    data = _text;  }  return data;}String ID3_FieldImpl::GetTextItem(size_t index) const{  String data;  if (this->GetType() == ID3FTY_TEXTSTRING &&      this->GetEncoding() == ID3TE_ASCII)  {    const char* raw = this->GetRawTextItem(index);    if (raw != NULL)    {      data = raw;    }  }  return data;}namespace{  String getFixed(String data, size_t size)  {    String text(data, 0, size);    if (text.size() < size)    {      text.append(size - text.size(), '\0');    }    return text;  }}size_t ID3_FieldImpl::SetText_i(String data){  this->Clear();  if (_fixed_size > 0)  {    _text = getFixed(data, _fixed_size);  }  else  {    _text = data;  }  ID3D_NOTICE( "SetText_i: text = \"" << _text << "\"" );  _changed = true;  if (_text.size() == 0)  {    _num_items = 0;  }  else  {    _num_items = 1;  }  return _text.size();}size_t ID3_FieldImpl::SetText(String data){  size_t len = 0;  if (this->GetType() == ID3FTY_TEXTSTRING)  {    len = this->SetText_i(data);  }  return len;}/** For fields which support this feature, adds a string to the list of ** strings currently in the field. ** ** This is useful for using id3v2 frames such as the involved people list, ** composer, and part of setp.  You can use the GetNumTextItems() method to ** find out how many such items are in a list. ** ** \code **   myFrame.GetField(ID3FN_TEXT)->Add("this is a test"); ** \endcode ** ** \param string The string to add to the field **/size_t ID3_FieldImpl::AddText_i(String data){  size_t len = 0;  // how much of str we copied into this field (max is strLen)  ID3D_NOTICE ("ID3_FieldImpl::AddText_i: Adding \"" << data << "\"" );  if (this->GetNumTextItems() == 0)  {    // there aren't any text items in the field so just assign the string to    // the field    len = this->SetText_i(data);  }  else  {    // ASSERT(_fixed_size == 0)    _text += '\0';    if (this->GetEncoding() == ID3TE_UNICODE)    {      _text += '\0';    }    _text.append(data);    len = data.size();    _num_items++;  }  return len;}size_t ID3_FieldImpl::AddText(String data){  size_t len = 0;  if (this->GetType() == ID3FTY_TEXTSTRING)  {    len = this->AddText_i(data);  }  return len;}size_t ID3_FieldImpl::Add(const char* data){  size_t len = 0;  if (this->GetType() == ID3FTY_TEXTSTRING)  {    String str(data);    len = this->AddText_i(str);  }  return len;}const char* ID3_FieldImpl::GetRawText() const{  const char* text = NULL;  if (this->GetType() == ID3FTY_TEXTSTRING &&      this->GetEncoding() == ID3TE_ASCII)  {    text = _text.c_str();  }  return text;}const char* ID3_FieldImpl::GetRawTextItem(size_t index) const{  const char* text = NULL;  if (this->GetType() == ID3FTY_TEXTSTRING &&      this->GetEncoding() == ID3TE_ASCII &&      index < this->GetNumTextItems())  {    text = _text.c_str();    for (size_t i = 0; i < index; ++i)    {      text += strlen(text) + 1;    }  }  return text;}namespace{  String readEncodedText(ID3_Reader& reader, size_t len, ID3_TextEnc enc)  {    if (enc == ID3TE_ASCII)    {      return io::readText(reader, len);    }    return io::readUnicodeText(reader, len);  }  String readEncodedString(ID3_Reader& reader, ID3_TextEnc enc)  {    if (enc == ID3TE_ASCII)    {      return io::readString(reader);    }    return io::readUnicodeString(reader);  }  size_t writeEncodedText(ID3_Writer& writer, String data, ID3_TextEnc enc)  {    if (enc == ID3TE_ASCII)    {      return io::writeText(writer, data);    }    return io::writeUnicodeText(writer, data);  }  size_t writeEncodedString(ID3_Writer& writer, String data, ID3_TextEnc enc)  {    if (enc == ID3TE_ASCII)    {      return io::writeString(writer, data);    }    return io::writeUnicodeString(writer, data);  }}bool ID3_FieldImpl::ParseText(ID3_Reader& reader){  ID3D_NOTICE( "ID3_Field::ParseText(): reader.getBeg() = " << reader.getBeg() );  ID3D_NOTICE( "ID3_Field::ParseText(): reader.getCur() = " << reader.getCur() );  ID3D_NOTICE( "ID3_Field::ParseText(): reader.getEnd() = " << reader.getEnd() );  this->Clear();  ID3_TextEnc enc = this->GetEncoding();  size_t fixed_size = this->Size();  if (fixed_size)  {    ID3D_NOTICE( "ID3_Field::ParseText(): fixed size string" );    // The string is of fixed length    String text = readEncodedText(reader, fixed_size, enc);    this->SetText(text);    ID3D_NOTICE( "ID3_Field::ParseText(): fixed size string = " << text );  }  else if (_flags & ID3FF_LIST)  {    ID3D_NOTICE( "ID3_Field::ParseText(): text list" );    // lists are always the last field in a frame.  parse all remaining    // characters in the reader    while (!reader.atEnd())    {      String text = readEncodedString(reader, enc);      this->AddText(text);      ID3D_NOTICE( "ID3_Field::ParseText(): adding string = " << text );    }  }  else if (_flags & ID3FF_CSTR)  {    ID3D_NOTICE( "ID3_Field::ParseText(): null terminated string" );    String text = readEncodedString(reader, enc);    this->SetText(text);    ID3D_NOTICE( "ID3_Field::ParseText(): null terminated string = " << text );  }  else  {    ID3D_NOTICE( "ID3_Field::ParseText(): last field string" );    String text = readEncodedText(reader, reader.remainingBytes(), enc);    // not null terminated.    this->AddText(text);    ID3D_NOTICE( "ID3_Field::ParseText(): last field string = " << text );  }  _changed = false;  return true;}void ID3_FieldImpl::RenderText(ID3_Writer& writer) const{  ID3_TextEnc enc = this->GetEncoding();  if (_flags & ID3FF_CSTR)  {    writeEncodedString(writer, _text, enc);  }  else  {    writeEncodedText(writer, _text, enc);  }  _changed = false;};/** Returns the number of items in a text list. ** ** \code **   size_t numItems = myFrame.GetField(ID3FN_UNICODE)->GetNumItems(); ** \endcode ** ** \return The number of items in a text list. **/size_t ID3_FieldImpl::GetNumTextItems() const{  return _num_items;}

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -