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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 | #region License /* FNA - XNA4 Reimplementation for Desktop Platforms * Copyright 2009-2016 Ethan Lee and the MonoGame Team * * Released under the Microsoft Public License. * See LICENSE for details. */ #endregion #region Using Statements using System; #endregion namespace Microsoft.Xna.Framework.Media { public static class MediaPlayer { #region Public Static Properties public static bool GameHasControl { get { /* This is based on whether or not the player is playing custom * music, rather than yours. * -flibit */ return true ; } } public static bool IsMuted { get { return INTERNAL_isMuted; } set { INTERNAL_isMuted = value; if (Queue.Count == 0) { return ; } Queue.SetVolume(value ? 0.0f : Volume); } } public static bool IsRepeating { get ; set ; } public static bool IsShuffled { get ; set ; } public static TimeSpan PlayPosition { get { if (Queue.ActiveSong == null ) { return TimeSpan.Zero; } return Queue.ActiveSong.Position; } } public static MediaQueue Queue { get ; private set ; } public static MediaState State { get { return INTERNAL_state; } private set { if (INTERNAL_state != value) { INTERNAL_state = value; if (MediaStateChanged != null ) { MediaStateChanged( null , EventArgs.Empty); } } } } public static float Volume { get { return INTERNAL_volume; } set { INTERNAL_volume = MathHelper.Clamp(value, 0.0f, 1.0f); if (Queue.ActiveSong == null ) { return ; } Queue.SetVolume(IsMuted ? 0.0f : value); } } public static bool IsVisualizationEnabled { get ; set ; } #endregion #region Public Static Variables public static event EventHandler<EventArgs> ActiveSongChanged; public static event EventHandler<EventArgs> MediaStateChanged; #endregion #region Private Static Variables private static bool INTERNAL_isMuted = false ; private static MediaState INTERNAL_state = MediaState.Stopped; private static float INTERNAL_volume = 1.0f; /* Need to hold onto this to keep track of how many songs * have played when in shuffle mode. */ private static int numSongsInQueuePlayed = 0; #endregion #region Static Constructor static MediaPlayer() { Queue = new MediaQueue(); IsVisualizationEnabled = false ; } #endregion #region Public Static Methods public static void MoveNext() { NextSong(1); } public static void MovePrevious() { NextSong(-1); } public static void Pause() { if (State != MediaState.Playing || Queue.ActiveSong == null ) { return ; } Queue.ActiveSong.Pause(); State = MediaState.Paused; } /// <summary> /// The Play method clears the current playback queue and queues the specified song /// for playback. Playback starts immediately at the beginning of the song. /// </summary> public static void Play(Song song) { Song previousSong = Queue.Count > 0 ? Queue[0] : null ; Queue.Clear(); numSongsInQueuePlayed = 0; Queue.Add(song); Queue.ActiveSongIndex = 0; PlaySong(song); if (previousSong != song && ActiveSongChanged != null ) { ActiveSongChanged.Invoke( null , EventArgs.Empty); } } public static void Play(SongCollection songs) { Play(songs, 0); } public static void Play(SongCollection songs, int index) { Queue.Clear(); numSongsInQueuePlayed = 0; foreach (Song song in songs) { Queue.Add(song); } Queue.ActiveSongIndex = index; PlaySong(Queue.ActiveSong); } public static void Resume() { if (State != MediaState.Paused) { return ; } Queue.ActiveSong.Resume(); State = MediaState.Playing; } public static void Stop() { if (State == MediaState.Stopped) { return ; } // Loop through so that we reset the PlayCount as well. foreach (Song song in Queue.Songs) { Queue.ActiveSong.Stop(); } State = MediaState.Stopped; } public static void GetVisualizationData(VisualizationData data) { if (IsVisualizationEnabled) { data.CalculateData(Queue.ActiveSong); } } #endregion #region Internal Static Methods internal static void OnSongFinishedPlaying( object sender, EventArgs args) { // TODO: Check args to see if song sucessfully played. numSongsInQueuePlayed += 1; if (numSongsInQueuePlayed >= Queue.Count) { numSongsInQueuePlayed = 0; if (!IsRepeating) { Stop(); if (ActiveSongChanged != null ) { ActiveSongChanged.Invoke( null , null ); } return ; } } MoveNext(); } #endregion #region Private Static Methods private static void NextSong( int direction) { Stop(); if (IsRepeating && Queue.ActiveSongIndex >= Queue.Count - 1) { Queue.ActiveSongIndex = 0; /* Setting direction to 0 will force the first song * in the queue to be played. * if we're on "shuffle", then it'll pick a random one * anyway, regardless of the "direction". */ direction = 0; } Song nextSong = Queue.GetNextSong(direction, IsShuffled); if (nextSong != null ) { PlaySong(nextSong); } if (ActiveSongChanged != null ) { ActiveSongChanged.Invoke( null , null ); } } private static void PlaySong(Song song) { song.Volume = IsMuted ? 0.0f : Volume; song.Play(); State = MediaState.Playing; } #endregion } } |