Branching from Cathaswatch project
https://git.nerdyssey.de/exodus/1NiM-WatingRoom-WatchController
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#pragma once
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#include "spit_object.hpp"
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#include <unordered_map>
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namespace spit {
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class SPlayer {
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//----- PlayObject used in PlaySequences: PlaySPITStart, PlaySPITObject,..., PlaySPITEnd ------
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public:
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enum PTypes {
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// diescrete player: This player is used to transmit single discrete values.
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PTYPE_DISCRETE = 0x00,
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// continous player: This player plays SPIT objects sometime during the project.
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PTYPE_CONTINOUS = 0x01,
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// continous main player: time value can be used like a timecode.<br>The time value is the position in server's project.<br>A server should use only one main player.
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PTYPE_MAIN = 0x02,
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};
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enum VFlags {
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// Set the given value directly
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VFLAG_DIRECT = 0x00,
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// Increase the existing value by the given value.<br>This is usefull e.g. when instead of a fader a endless wheel is used*/
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VFLAG_INCREASE = 0x01,
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// Decrease the existing value by the given value.<br>This is usefull e.g. when instead of a fader a endless wheel is used*/
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VFLAG_DECREASE = 0x02,
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};
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class PlayType {
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public:
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PlayType(SPlayer *spitPlayer, string spitObjectID);
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PlayType(const PlayType &orig);
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string getSPITTypeID() const { return mSpitTypeID; }
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void startPlaySequence();
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bool getIsNew() const { return mIsNew; }
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void setIsNew(bool isNew) { mIsNew = isNew; }
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bool getIsPlayed() const { return mIsPlayed; }
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void setIsPlayed(bool p_IsFound) { mIsPlayed = p_IsFound; }
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string getPlayerID() const { return mPlayerID; }
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string getPlayerName() const { return mPlayerName; }
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bool getPlayerIsRunning() const { return mPlayerRuns; }
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void setPlayerIsRunning(bool playerRuns) { mPlayerRuns = playerRuns; }
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void setValue(double value) { mValue = value; }
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void addValue(double value, double valueFactor) { mValue += (value * valueFactor); }
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double getValue() const { return mValue; }
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private:
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string mPlayerID;
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string mPlayerName;
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bool mPlayerRuns;
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string mSpitTypeID;
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bool mIsPlayed;
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bool mIsNew;
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double mValue;
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};
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//----- SPlayer ------
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public:
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// list the SPITPlayers
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static unordered_map<string, unique_ptr<SPlayer>> sSpitPlayers; // all actual played objects
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static SPlayer &getSPITPlayer(string pPlayerID); // if a player does not exist creates a new one
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static void clearPlayers() { sSpitPlayers.clear(); }
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SPlayer(string pPlayerID);
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virtual ~SPlayer();
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void startPlaySequence(); // called by SPIT_Client::parsePlaySPITStart
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PlayType *addTypePlaying(string spitTypeID); // called by SPIT_Client::parsePlaySPITStart
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void endPlaySequence(); // called by SPIT_Client::parsePlaySPITEnd
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string getID() {
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return mId;
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}
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unordered_map<string, unique_ptr<PlayType>> &getPlaySPITTypes() { return mPlaySPITTypes; }
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void setIsRunning(bool isRunning) { mIsRunning = isRunning; }
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void setName(string name) { mName = name; }
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void setType(char type) { mType = type; }
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void setTime(uint64_t frames) { mTimeFrames = frames; }
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bool getIsRunning() const { return mIsRunning; }
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string getName() const { return mName; }
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char getType() const { return mType; }
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uint64_t getTime() const { return mTimeFrames; }
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private:
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string mId;
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string mName;
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char mType;
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unordered_map<string, unique_ptr<PlayType>> mPlaySPITTypes;
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bool mIsRunning;
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uint64_t mTimeFrames;
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};
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} // namespace spit
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