📄 frame_impl.h
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// -*- C++ -*-// $Id: frame_impl.h,v 1.6 2002/08/10 10:50:31 t1mpy Exp $// id3lib: a C++ library for creating and manipulating id3v1/v2 tags// Copyright 1999, 2000 Scott Thomas Haug// Copyright 2002 Thijmen Klok (thijmen@id3lib.org)// 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/#ifndef _ID3LIB_FRAME_IMPL_H_#define _ID3LIB_FRAME_IMPL_H_#include <vector>#ifndef HAVE_BITSET#include "id3/id3lib_bitset"#else#include <bitset>#endif#include "id3/id3lib_frame.h"#include "header_frame.h"class ID3_FrameImpl{ typedef std::bitset<ID3FN_LASTFIELDID> Bitset; typedef std::vector<ID3_Field *> Fields;public: typedef Fields::iterator iterator; typedef Fields::const_iterator const_iterator;public: ID3_FrameImpl(ID3_FrameID id = ID3FID_NOFRAME); ID3_FrameImpl(const ID3_FrameHeader&); ID3_FrameImpl(const ID3_Frame&); /// Destructor. virtual ~ID3_FrameImpl(); void Clear(); bool SetID(ID3_FrameID id); ID3_FrameID GetID() const { return _hdr.GetFrameID(); } ID3_Field* GetField(ID3_FieldID name) const; size_t NumFields() const; const char* GetDescription() const; static const char* GetDescription(ID3_FrameID); const char* GetTextID() const { return _hdr.GetTextID(); } ID3_FrameImpl& operator=(const ID3_Frame &); bool HasChanged() const; bool Parse(ID3_Reader&); void Render(ID3_Writer&) const; size_t Size(); bool Contains(ID3_FieldID fld) const { return _bitset.test(fld); } bool SetSpec(ID3_V2Spec); ID3_V2Spec GetSpec() const; /** Sets the compression flag within the frame. When the compression flag is ** is set, compression will be attempted. However, the frame might not ** actually be compressed after it is rendered if the "compressed" data is ** no smaller than the "uncompressed" data. **/ bool SetCompression(bool b) { return _hdr.SetCompression(b); } /** Returns whether or not the compression flag is set. After parsing a tag, ** this will indicate whether or not the frame was compressed. After ** rendering a tag, however, it does not actually indicate if the frame is ** compressed rendering. It only indicates whether or not compression was ** attempted. A frame will not be compressed, even whent the compression ** flag is set, if the "compressed" data is no smaller than the ** "uncompressed" data. **/ bool GetCompression() const { return _hdr.GetCompression(); } size_t GetDataSize() const { return _hdr.GetDataSize(); } bool SetEncryptionID(uchar id) { bool changed = id != _encryption_id; _encryption_id = id; _changed = _changed || changed; _hdr.SetEncryption(true); return changed; } uchar GetEncryptionID() const { return _encryption_id; } bool SetGroupingID(uchar id) { bool changed = id != _grouping_id; _grouping_id = id; _changed = _changed || changed; _hdr.SetGrouping(true); return changed; } uchar GetGroupingID() const { return _grouping_id; } iterator begin() { return _fields.begin(); } iterator end() { return _fields.end(); } const_iterator begin() const { return _fields.begin(); } const_iterator end() const { return _fields.end(); } protected: bool _SetID(ID3_FrameID); bool _ClearFields(); void _InitFields(); void _InitFieldBits(); void _UpdateFieldDeps();private: mutable bool _changed; // frame changed since last parse/render? Bitset _bitset; // which fields are present? Fields _fields; ID3_FrameHeader _hdr; // uchar _encryption_id; // encryption id uchar _grouping_id; // grouping id};#endif /* _ID3LIB_FRAME_IMPL_H_ */
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