📄 field_string_ascii.cpp
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// $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;}
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