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// $Id: tag.cpp,v 1.55 2003/03/02 13:35:58 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/
//#include "readers.h"
#include "writers.h"
#include "tag_impl.h" //has <stdio.h> "tag.h" "header_tag.h" "frame.h" "field.h" "spec.h" "id3lib_strings.h" "utils.h"
using namespace dami;
/** \mainpage id3lib Library Documentation
**
** \section tutorial Quick Tutorial
**
** This tutorial will quickly get you up and running with id3lib.
**
** \subsection download Downloading id3lib
**
** First, id3lib must be a part of your development environment. The latest
** files can always be downloaded from the <a href="http://id3lib.sourceforge.net">id3lib homepage</a>.
**
** \subsection include Preparing your source code
**
** To use the basic functionality of id3lib in your C++ code, a single
** \c #include is necessary.
**
** \code
** #include <id3/tag.h>
** \endcode
**
** There are other files that must be included to access more advanced
** functionality, but this will do most of the core functionality.
**
** \subsection creation Creating a tag
**
** Almost all functionality occurs via an ID3_Tag object. An ID3_Tag object
** basically encapsulates two things: a collection of ID3_Frame objects and
** file information. The goal is to populate an ID3_Tag object with ID3_Frame
** objects, and the easiest way to do this is to associate the tag with a
** file. This is done primarily via the ID3_Tag constructor, like so:
**
** \code
** ID3_Tag myTag("song.mp3");
** \endcode
**
** This constructor links, or associates, the object \c myTag with the file
** "song.mp3". In doing so, the tagging information from "song.mp3" is parsed
** and added to \c myTag. This association can also be accomplished by creating
** an empty tag and making an explicit call to Link().
**
** \code
** ID3_Tag myTag;
** myTag.Link("song.mp3");
** \endcode
**
** The default behavior of Link() is to parse all possible tagging information
** and convert it into ID3v2 frames. The tagging information parsed can be
** limited to a particular type (or types) of tag by passing an ID3_TagType
** (or combination of ID3_TagTypes). For example, to read only the ID3v1
** tag, pass in the constant ID3TT_ID3V1.
**
** \code
** myTag.Link("song.mp3", ID3TT_ID3V1);
** \endcode
**
** Another example would be to read in all tags that could possibly appear at
** the end of the file.
**
** \code
** myTag.Link("song.mp3", ID3TT_ID3V1 | ID3TT_LYRICS3V2 | ID3TT_MUSICMATCH);
** \endcode
**
** \section accessing Accessing the Tag Data
**
** After linking with a file, the object \c myTag now contains some or all of
** the tagging information present in the file "song.mp3", represented as
** ID3v2 frames. How can that information be accessed? There are a variety of
** ways to do this. One is to iterate through all the frames in the tag.
**
** \code
** // use an std::auto_ptr here to handle object cleanup automatically
** ID3_Tag::Iterator* iter = myTag.CreateIterator();
** ID3_Frame* myFrame = NULL;
** while (NULL != (myFrame = iter->GetNext()))
** {
** // do something with myFrame
** }
** delete iter;
** \endcode
**
** Another way to access tagging information is by searching for specific
** frames using the Find() method. For example, the album frame can be found
** in the following manner:
**
** \code
** ID3_Frame* myFrame = myTag.Find(ID3FID_ALBUM);
** if (NULL != myFrame)
** {
** // do something with myFrame
** }
** \endcode
**
** The Find() method can be used to search for frames with specific
** information. For example, the following code can be used to find the frame
** with the title "Nirvana".
**
** \code
** ID3_Frame* myFrame = myTag.Find(ID3FID_TITLE, ID3FN_TEXT, "Nirvana")));
** if (NULL != myFrame)
** {
** // do something with myFrame
** }
** \endcode
**
** As indicated, the Find() method will return a NULL pointer if no such frame
** can be found. If more than one frame meets the search criteria, subsequent
** calls to Find() with the same parameters will return the other matching
** frames. The Find() method is guaranteed to return all matching frames
** before it wraps around to return the first matching frame.
**
** All ID3_Frame objects are comprised of a collection of ID3_Field objects.
** These fields can represent text, numbers, or binary data. As with frames,
** fields can be accessed in a variety of manners. The fields of a frame
** can be iterated over in much the same manner of the frames of a tag.
**
** \code
** // use an std::auto_ptr here to handle object cleanup automatically
** ID3_Frame::Iterator* iter = myFrame->CreateIterator();
** ID3_Field* myField = NULL;
** while (NULL != (myField = iter->GetNext()))
** {
** // do something with myField
** }
** delete iter;
** \endcode
**
** If you know which field type you're looking for, you can access it
** directly.
**
** \code
** ID3_Field* myField = myFrame->GetField(ID3FN_TEXT);
** while (NULL != myField)
** {
** // do something with myField
** }
** \endcode
**
** Note: The ID3_FrameInfo class provides information about the frame types known
** to id3lib.
**
** The ID3_Field represents a single piece of data within an ID3v2 frame. As
** mentioned, an ID3_Field can represent three possible types of
** data: integers, binary data, and text strings. The type of a particular
** field object is immutable; it is determined at the time of its construction
** (almost always when a frame is constructed) and can't be changed. If in
** doubt, the field type can be accessed through its GetType() method.
**
** Having an ID3_Field object isn't much use if you cannot access and/or
** alter its data. Luckily, the id3lib API provides overloaded \c Set and
** \c Get methods for all data types.
**
** If the field is an integer, the following methods can be used to access
** the data.
**
** \code
** uint32 val = myField->Get();
** myField->Set(5);
** (*myField) = 10;
** \endcode
**
** All text data is accessed in a slightly different manner. The following
** code example best illustrates these differences.
**
** \code
** // for ascii strings
** char str1[1024];
** const char* p1 = "My String";
** const char* p2 = "My Other String";
**
** myField->Set(p1);
** (*myField) = p2; // equivalent to Set
**
** myField->Get(str1, 1024); // copies up to 1024 bytes of the field data into str1
** p1 = myField->GetRawText(); // returns a pointer to the internal string
** \endcode
**
** Binary data is similar to text data, except that its base type is a pointer
** to an unsigned, rather than a signed, char.
**
** \code
** // for binary strings
** uchar data[1024];
** const uchar *p1 = getBinaryData(); // not an id3lib function
** size_t size = getBinarySize(); // not an id3lib function
**
** myField->Set(p1, size);
**
** myField->Get(data, 1024); // copies up to 1024 bytes of the field data into str1
** p1 = myField->GetRawBinary(); // returns a pointer to the internal string
** \endcode
**
** \section updating Updating the Tag
**
** When you're ready to save your changes back to the file, a single call to
** Update() is sufficient.
**
** \code
** tag.Update();
** \endcode
**
**/
/** \class ID3_Tag tag.h id3/tag.h
** \brief The representative class of an id3 tag.
**
** The ID3_Tag is, at its simplest, a container for ID3v2 frames. At its
** most complicated, it's a kitchen-sink, monolithic "catch-all" class for
** handling almost every task associated with creating, parsing, rendering,
** and manipulating digital audio data using id3lib.
**
** This simple \c #include does it all. In order to read an existing tag, do
** the following:
**
** \code
** ID3_Tag myTag;
** myTag.Link("something.mp3");
** \endcode
**
** That is all there is to it. Now all you have to do is use the Find()
** method to locate the frames you are interested in is the following:
**
** \code
** ID3_Frame* myFrame = myTag.Find(ID3FID_TITLE);
** if (NULL != myFrame)
** {
** const char* title = myFrame->GetField(ID3FN_TEXT)->GetText();
** cout << "Title: " << title << endl;
** }
** \endcode
**
** This code snippet locates the ID3FID_TITLE frame and displays the
** text field.
**
** When using the ID3_Tag::Link() method, you automatically gain access to any
** ID3v1/1.1, ID3v2, Lyrics3 v2.0, and MusicMatch tags present in the file.
** The class will automaticaly parse and convert any of these foreign tag
** formats into ID3v2 tags. Also, id3lib will correctly parse any correctly
** formatted 'CDM' frames from the unreleased ID3v2 2.01 draft specification.
**
** \author Dirk Mahoney
** \version $Id: tag.cpp,v 1.55 2003/03/02 13:35:58 t1mpy Exp $
** \sa ID3_Frame
** \sa ID3_Field
** \sa ID3_Err
**/
/** Default constructor; it can accept an optional filename as a parameter.
**
** If this file exists, it will be opened and all id3lib-supported tags will
** be parsed and converted to ID3v2 if necessary. After the conversion, the
** file will remain unchanged, and will continue to do so until you use the
** Update() method on the tag (if you choose to Update() at all).
**
** \param name The filename of the mp3 file to link to
**/
ID3_Tag::ID3_Tag(const char *name)
: _impl(new ID3_TagImpl(name))
{
}
/** Standard copy constructor.
**
** \param tag What is copied into this tag
**/
ID3_Tag::ID3_Tag(const ID3_Tag &tag)
: _impl(new ID3_TagImpl(tag))
{
}
ID3_Tag::~ID3_Tag()
{
delete _impl;
}
/** Clears the object and disassociates it from any files.
**
** Frees any resources for which the object is responsible, including all
** frames and files. After a call to Clear(), the object can be used
** again for any new or existing tag.
**/
void ID3_Tag::Clear()
{
_impl->Clear();
}
/** Indicates whether the tag has been altered since the last parse, render,
** or update.
**
** If you have a tag linked to a file, you do not need this method since the
** Update() method will check for changes before writing the tag.
**
** This method is primarily intended as a status indicator for applications
** and for applications that use the Parse() and Render() methods.
**
** Setting a field, changed the ID of an attached frame, setting or grouping
** or encryption IDs, and clearing a frame or field all constitute a change
** to the tag, as do calls to the SetUnsync(), SetExtendedHeader(), and
** SetPadding() methods.
**
** \code
** if (myTag.HasChanged())
** {
** // render and output the tag
** }
** \endcode
**
** \return Whether or not the tag has been altered.
**/
bool ID3_Tag::HasChanged() const
{
return _impl->HasChanged();
}
/** Returns an over estimate of the number of bytes required to store a
** binary version of a tag.
**
** When using Render() to render a binary tag to a
** memory buffer, first use the result of this call to allocate a buffer of
** unsigned chars.
**
** \code
** if (myTag.HasChanged())
** {
** size_t tagSize; = myTag.Size();
** if (tagSize > 0)
** {
** uchar *buffer = new uchar[tagSize];
** if (NULL != buffer)
** {
** size_t actualSize = myTag.Render(buffer);
** // do something useful with the first
** // 'actualSize' bytes of the buffer,
** // like push it down a socket
** delete [] buffer;
** }
** }
** }
** \endcode
**
** @see #Render
** @return The (overestimated) number of bytes required to store a binary
** version of a tag
**/
size_t ID3_Tag::Size() const
{
return _impl->Size();
}
/** Turns unsynchronization on or off, dependant on the value of the boolean
** parameter.
**
** If you call this method with 'false' as the parameter, the
** binary tag will not be unsync'ed, regardless of whether the tag should
** be. This option is useful when the file is only going to be used by
** ID3v2-compliant software. See the ID3v2 standard document for futher
** details on unsync.
**
** Be default, tags are created without unsync.
**
** \code
** myTag.SetUnsync(false);
** \endcode
**
** \param bSync Whether the tag should be unsynchronized
**/
bool ID3_Tag::SetUnsync(bool b)
{
return _impl->SetUnsync(b);
}
/** Turns extended header rendering on or off, dependant on the value of the
** boolean parameter.
**
** This option is currently ignored as id3lib doesn't yet create extended
** headers. This option only applies when rendering tags for ID3v2 versions
** that support extended headers.
**
** \code
** myTag.SetExtendedHeader(true);
** \endcode
**
** \param bExt Whether to render an extended header
**/
bool ID3_Tag::SetExtendedHeader(bool ext)
{
return _impl->SetExtended(ext);
}
/** Turns padding on or off, dependant on the value of the boolean
** parameter.
**
** When using ID3v2 tags in association with files, id3lib can optionally
** add padding to the tags to ensure minmal file write times when updating
** the tag in the future.
**
** When the padding option is switched on, id3lib automatically creates
** padding according to the 'ID3v2 Programming Guidelines'. Specifically,
** enough padding will be added to round out the entire file (song plus
** tag) to an even multiple of 2K. Padding will only be created when the
** tag is attached to a file and that file is not empty (aside from a
** pre-existing tag).
**
** id3lib's addition to the guidelines for padding, is that if frames are
** removed from a pre-existing tag (or the tag simply shrinks because of
** other reasons), the new tag will continue to stay the same size as the
** old tag (with padding making the difference of course) until such time as
** the padding is greater than 4K. When this happens, the padding will be
** reduced and the new tag will be smaller than the old.
**
** By default, padding is switched on.
**
** \code
** myTag.SetPadding(false);
** \endcode
**
** \param bPad Whether or not render the tag with padding.
**/
bool ID3_Tag::SetPadding(bool pad)
{
return _impl->SetPadding(pad);
}
bool ID3_Tag::SetExperimental(bool exp)
{
return _impl->SetExperimental(exp);
}
bool ID3_Tag::GetUnsync() const
{
return _impl->GetUnsync();
}
bool ID3_Tag::GetExtendedHeader() const
{
return _impl->GetExtended();
}
bool ID3_Tag::GetExperimental() const
{
return _impl->GetExperimental();
}
void ID3_Tag::AddFrame(const ID3_Frame& frame)
{
_impl->AddFrame(frame);
}
/** Attaches a frame to the tag; the tag doesn't take responsibility for
** releasing the frame's memory when tag goes out of scope.
**
** Optionally, operator<< can also be used to attach a frame to a tag. To
** use, simply supply its parameter a pointer to the ID3_Frame object you wish
** to attach.
**
** \code
** ID3_Frame myFrame;
** myTag.AddFrame(&myFrame);
** \endcode
**
** As stated, this method attaches the frames to the tag---the tag does
** not create its own copy of the frame. Frames created by an application
** must exist until the frame is removed or the tag is finished with it.
**
** \param pFrame A pointer to the frame that is being added to the tag.
** \sa ID3_Frame
**/
void ID3_Tag::AddFrame(const ID3_Frame* frame)
{
_impl->AddFrame(frame);
}
/** Attaches a frame to the tag; the tag takes responsibility for
** releasing the frame's memory when tag goes out of scope.
**
** This method accepts responsibility for the attached frame's memory, and
** will delete the frame and its contents when the tag goes out of scope or is
** deleted. Therefore, be sure the frame isn't "Attached" to other tags.
**
** \code
** ID3_Frame *frame = new ID3_Frame;
** myTag.AttachFrame(frame);
** \endcode
**
** \param frame A pointer to the frame that is being added to the tag.
**/
bool ID3_Tag::AttachFrame(ID3_Frame *frame)
{
return _impl->AttachFrame(frame);
}
/** Removes a frame from the tag.
**
** If you already own the frame object in question, then you should already
** have a pointer to the frame you want to delete. If not, or if you wish to
** delete a pre-existing frame (from a tag you have parsed, for example), the
** use one of the Find methods to obtain a frame pointer to pass to this
** method.
**
** \code
** ID3_Frame *someFrame;
** if (someFrame = myTag.Find(ID3FID_TITLE))
** {
** myTag.RemoveFrame(someFrame);
** }
** \endcode
**
** \sa ID3_Tag#Find
** \param pOldFrame A pointer to the frame that is to be removed from the
** tag
**/
ID3_Frame* ID3_Tag::RemoveFrame(const ID3_Frame *frame)
{
return _impl->RemoveFrame(frame);
}
bool ID3_Tag::Parse(ID3_Reader& reader)
{
return id3::v2::parse(*_impl, reader);
}
size_t ID3_Tag::Parse(const uchar* buffer, size_t bytes)
{
ID3_MemoryReader mr(buffer, bytes);
ID3_Reader::pos_type beg = mr.getCur();
id3::v2::parse(*_impl, mr);
return mr.getEnd() - beg;
}
/** Turns a binary tag into a series of ID3_Frame objects attached to the
** tag.
**
** \code
** ID3_Tag myTag;
** uchar header[ID3_TAGHEADERSIZE];
** uchar *buffer;
** luint tagSize;
**
** // get ID3_TAGHEADERSIZE from a socket or somewhere
** // ...
**
** if ((tagSize = ID3_IsTagHeader(ourSourceBuffer)) > -1)
** {
** // read a further 'tagSize' bytes in
** // from our data source
** // ...
**
** if (buffer = new uchar[tagSize])
** {
** // now we will call ID3_Tag::Parse()
** // with these values (explained later)
** myTag.Parse(header, buffer);
**
** // do something with the objects,
** // like look for titles, artists, etc.
** // ...
**
** // free the buffer
** delete [] buffer;
** }
** }
** \endcode
**
** \sa ID3_Frame
** @param header The byte header read in from the data source.
** @param buffer The remainder of the tag (not including the data source)
** read in from the data source.
**/
size_t ID3_Tag::Parse(const uchar header[ID3_TAGHEADERSIZE], const uchar *buffer)
{
size_t size = ID3_Tag::IsV2Tag(header);
if (0 == size)
{
return 0;
}
BString buf;
buf.reserve(ID3_TagHeader::SIZE + size);
buf.append(reinterpret_cast<const BString::value_type *>(header),
ID3_TagHeader::SIZE);
buf.append(reinterpret_cast<const BString::value_type *>(buffer), size);
return this->Parse(buf.data(), buf.size());
}
/** Renders the tag and writes it to the attached file; the type of tag
** rendered can be specified as a parameter. The default is to update only
** the ID3v2 tag. See the ID3_TagType enumeration for the constants that
** can be used.
**
** Make sure the rendering parameters are set before calling the method.
** See the Link documentation for an example of this method in use.
**
** \sa ID3_TagType
** \sa Link
** \param tt The type of tag to update.
**/
/** Renders a binary image of the tag into the supplied buffer.
**
** See Size() for an example. This method returns the actual number of the
** bytes of the buffer used to store the tag. This will be no more than the
** size of the buffer itself, because Size() over estimates the required
** buffer size when padding is enabled.
**
** Before calling this method, it is advisable to call HasChanged() first as
** this will let you know whether you should bother rendering the tag.
**
** @see ID3_IsTagHeader
** @see ID3_Tag#HasChanged
** @return The actual number of the bytes of the buffer used to store the
** tag
** @param buffer The buffer that will contain the rendered tag.
**/
size_t ID3_Tag::Render(uchar* buffer, ID3_TagType tt) const
{
ID3_MemoryWriter mw(buffer, -1);
return this->Render(mw, tt);
}
size_t ID3_Tag::Render(ID3_Writer& writer, ID3_TagType tt) const
{
ID3_Writer::pos_type beg = writer.getCur();
if (ID3TT_ID3V2 & tt)
{
id3::v2::render(writer, *this);
}
else if (ID3TT_ID3V1 & tt)
{
id3::v1::render(writer, *this);
}
return writer.getCur() - beg;
}
/** Attaches a file to the tag, parses the file, and adds any tag information
** found in the file to the tag.
**
** Use this method if you created your ID3_Tag object without supplying a
** parameter to the constructor (maybe you created an array of ID3_Tag
** pointers). This is the preferred method of interacting with files, since
** id3lib can automatically do things like parse foreign tag formats and
** handle padding when linked to a file. When a tag is linked to a file, you
** do not need to use the Size(), Render(const uchar*, size_t), or
** Parse(ID3_Reader&) methods or the IsV2Tag(ID3_Reader&) static function--
** id3lib will take care of those details for you. The single parameter is a
** pointer to a file name.
**
** Link returns the size of the the ID3v2 tag (if any) that begins the file.
**
** \code
** ID3_Tag myTag;
** myTag.Link("mysong.mp3");
**
** // do whatever we want with the tag
** // ...
**
** // setup all our rendering parameters
** myTag->SetUnsync(false);
** myTag->SetExtendedHeader(true);
** myTag->SetCompression(true);
** myTag->SetPadding(true);
**
** // write any changes to the file
** myTag->Update()
**
** \endcode
**
** @see IsV2Tag
** @param fileInfo The filename of the file to link to.
**/
size_t ID3_Tag::Link(const char *fileInfo, flags_t flags)
{
return _impl->Link(fileInfo, flags);
}
/**
** Same as above, but takes a ID3_Reader as argument.
*/
size_t ID3_Tag::Link(ID3_Reader &reader, flags_t flags)
{
return _impl->Link(reader, flags);
}
flags_t ID3_Tag::Update(flags_t flags)
{
return _impl->Update(flags);
}
/**
** Get's the mp3 Info like bitrate, mpeg version, etc.
** Can be run after Link(<filename>)
**
**/
const Mp3_Headerinfo* ID3_Tag::GetMp3HeaderInfo() const
{
return _impl->GetMp3HeaderInfo();
}
/** Strips the tag(s) from the attached file. The type of tag stripped
** can be specified as a parameter. The default is to strip all tag types.
**
** \param tt The type of tag to strip
** \sa ID3_TagType
**/
flags_t ID3_Tag::Strip(flags_t flags)
{
return _impl->Strip(flags);
}
size_t ID3_Tag::GetPrependedBytes() const
{
return _impl->GetPrependedBytes();
}
size_t ID3_Tag::GetAppendedBytes() const
{
return _impl->GetAppendedBytes();
}
size_t ID3_Tag::GetFileSize() const
{
return _impl->GetFileSize();
}
const char* ID3_Tag::GetFileName() const
{
//fix because GetFileName need to return a pointer which keeps to be valid
String fn = _impl->GetFileName();
if (fn.size())
{
memset((char *)_tmp_filename, 0, ID3_PATH_LENGTH);
memmove((char *)_tmp_filename, fn.c_str(), fn.size());
return _tmp_filename; //_impl->GetFileName().c_str();
}
else
return NULL;
}
/// Finds frame with given frame id
/** Returns a pointer to the next ID3_Frame with the given ID3_FrameID;
** returns NULL if no such frame found.
**
** If there are multiple frames in the tag with the same ID (which, for some
** frames, is allowed), then subsequent calls to Find() will return
** subsequent frame pointers, wrapping if necessary.
**
** \code
** ID3_Frame *myFrame;
** if (myFrame = myTag.Find(ID3FID_TITLE))
** {
** // do something with the frame, like copy
** // the contents into a buffer, display the
** // contents in a window, etc.
** // ...
** }
** \endcode
**
** You may optionally supply to more parameters ot this method, being an
** ID3_FieldID and a value of some sort. Depending on the field name/ID you
** supply, you may supply an integer, a char* or a unicode_t* as the third
** parameter. If you supply an ID3_FrameID, you must also supply a data
** value to compare against.
**
** This method will then return the first frame that has a matching frame
** ID, and which has a field with the same name as that which you supplied
** in the second parameter, whose calue matches that which you supplied as
** the third parameter. For example:
**
** \code
** ID3_Frame *myFrame;
** if (myFrame = myTag.Find(ID3FID_TITLE, ID3FN_TEXT, "Nirvana"))
** {
** // found it, do something with it.
** // ...
** }
** \endcode
**
** This example will return the first TITLE frame and whose TEXT field is
** 'Nirvana'. Currently there is no provision for things like 'contains',
** 'greater than', or 'less than'. If there happens to be more than one of
** these frames, subsequent calls to the Find() method will return
** subsequent frames and will wrap around to the beginning.
**
** Another example...
**
** \code
** ID3_Frame *myFrame;
** if (myFrame = myTag.Find(ID3FID_COMMENT, ID3FN_TEXTENC, ID3TE_UNICODE))
** {
** // found it, do something with it.
** // ...
** }
** \endcode
**
** This returns the first COMMENT frame that uses Unicode as its text
** encdoing.
**
** @name Find
** @param id The ID of the frame that is to be located
** @return A pointer to the first frame found that has the given frame id,
** or NULL if no such frame.
**/
ID3_Frame* ID3_Tag::Find(ID3_FrameID id) const
{
return _impl->Find(id);
}
/// Finds frame with given frame id, fld id, and integer data
ID3_Frame* ID3_Tag::Find(ID3_FrameID id, ID3_FieldID fld, uint32 data) const
{
return _impl->Find(id, fld, data);
}
/// Finds frame with given frame id, fld id, and ascii data
ID3_Frame* ID3_Tag::Find(ID3_FrameID id, ID3_FieldID fld, const char* data) const
{
String str(data);
return _impl->Find(id, fld, str);
}
/// Finds frame with given frame id, fld id, and unicode data
ID3_Frame* ID3_Tag::Find(ID3_FrameID id, ID3_FieldID fld, const unicode_t* data) const
{
WString str = toWString(data, ucslen(data));
return _impl->Find(id, fld, str);
}
/** Returns the number of frames present in the tag object.
**
** This includes only those frames that id3lib recognises. This is used as
** the upper bound on calls to the GetFrame() and operator[]() methods.
**
** \return The number of frames present in the tag object.
**/
size_t ID3_Tag::NumFrames() const
{
return _impl->NumFrames();
}
/** Returns a pointer to the frame with the given index; returns NULL if
** there is no such frame at that index.
**
** Optionally, operator[](size_t) can be used as an alternative to this
** method. Indexing is 0-based (that is, the first frame is number 0, and the
** last frame in a tag that holds n frames is n-1).
**
** If you wish to have a more comlex searching facility, then at least for
** now you will have to devise it yourself and implement it useing these
** methods.
**
** @param nIndex The index of the frame that is to be retrieved
** @return A pointer to the requested frame, or NULL if no such frame.
**/
/*
ID3_Frame* ID3_Tag::GetFrameNum(size_t num) const
{
const size_t numFrames = this->NumFrames();
if (num >= numFrames)
{
return NULL;
}
ID3_Frame* frame = NULL;
size_t curNum = 0;
// search from the cursor to the end
for (ID3_TagImpl::const_iterator cur = _impl->begin(); cur != _impl->end(); ++cur)
{
if (curNum++ == num)
{
frame = *cur;
break;
}
}
return frame;
}
*/
/** Returns a pointer to the frame with the given index; returns NULL if
** there is no such frame at that index.
**
** @name operator[]
** @param index The index of the frame that is to be retrieved
** @return A pointer to the requested frame, or NULL if no such frame.
** @see #GetFrameNum
**/
/*
ID3_Frame* ID3_Tag::operator[](size_t index) const
{
return this->GetFrameNum(index);
}
*/
ID3_Tag& ID3_Tag::operator=( const ID3_Tag &rTag )
{
if (this != &rTag)
{
*_impl = rTag;
}
return *this;
}
bool ID3_Tag::HasTagType(ID3_TagType tt) const
{
return _impl->HasTagType(tt);
}
ID3_V2Spec ID3_Tag::GetSpec() const
{
return _impl->GetSpec();
}
bool ID3_Tag::SetSpec(ID3_V2Spec spec)
{
return _impl->SetSpec(spec);
}
/** Analyses a buffer to determine if we have a valid ID3v2 tag header.
** If so, return the total number of bytes (including the header) to
** read so we get all of the tag
**/
size_t ID3_Tag::IsV2Tag(const uchar* const data)
{
ID3_MemoryReader mr(data, ID3_TagHeader::SIZE);
return ID3_TagImpl::IsV2Tag(mr);
}
size_t ID3_Tag::IsV2Tag(ID3_Reader& reader)
{
return ID3_TagImpl::IsV2Tag(reader);
}
/// Deprecated
void ID3_Tag::AddNewFrame(ID3_Frame* f)
{
_impl->AttachFrame(f);
}
/** Copies an array of frames to the tag.
**
** This method copies each frame in an array to the tag. As in
** AddFrame, the tag adds a copy of the frame, and it assumes responsiblity
** for freeing the frames' memory when the tag goes out of scope.
**
** \code
** ID3_Frame myFrames[10];
** myTag.AddFrames(myFrames, 10);
** \endcode
**
** \sa ID3_Frame
** \sa ID3_Frame#AddFrame
** \param pNewFrames A pointer to an array of frames to be added to the tag.
** \param nFrames The number of frames in the array pNewFrames.
**/
void ID3_Tag::AddFrames(const ID3_Frame *frames, size_t numFrames)
{
for (int i = numFrames - 1; i >= 0; i--)
{
this->AddFrame(frames[i]);
}
}
size_t ID3_Tag::Link(const char *fileInfo, bool parseID3v1, bool parseLyrics3)
{
return _impl->Link(fileInfo, parseID3v1, parseLyrics3);
}
void ID3_Tag::SetCompression(bool b)
{
;
}
bool ID3_Tag::HasLyrics() const
{
return this->HasTagType(ID3TT_LYRICS);
}
bool ID3_Tag::HasV2Tag() const
{
return this->HasTagType(ID3TT_ID3V2);
}
bool ID3_Tag::HasV1Tag() const
{
return this->HasTagType(ID3TT_ID3V1);
}
/** Copies a frame to the tag. The frame parameter can thus safely be deleted
** or allowed to go out of scope.
**
** Operator<< supports the addition of a pointer to a frame object, or
** the frame object itself.
**
** \code
** ID3_Frame *pFrame, frame;
** p_frame = &frame;
** myTag << pFrame;
** myTag << frame;
** \endcode
**
** Both these methods copy the given frame to the tag---the tag creates its
** own copy of the frame.
**
** \name operator<<
** \param frame The frame to be added to the tag.
**/
ID3_Tag& ID3_Tag::operator<<(const ID3_Frame& frame)
{
this->AddFrame(frame);
return *this;
}
ID3_Tag& ID3_Tag::operator<<(const ID3_Frame* frame)
{
if (frame)
{
this->AddFrame(frame);
}
return *this;
}
int32 ID3_IsTagHeader(const uchar data[ID3_TAGHEADERSIZE])
{
size_t size = ID3_Tag::IsV2Tag(data);
if (!size)
{
return -1;
}
return size - ID3_TagHeader::SIZE;
}
namespace
{
class IteratorImpl : public ID3_Tag::Iterator
{
ID3_TagImpl::iterator _cur;
ID3_TagImpl::iterator _end;
public:
IteratorImpl(ID3_TagImpl& tag)
: _cur(tag.begin()), _end(tag.end())
{
}
ID3_Frame* GetNext()
{
ID3_Frame* next = NULL;
while (next == NULL && _cur != _end)
{
next = *_cur;
++_cur;
}
return next;
}
};
class ConstIteratorImpl : public ID3_Tag::ConstIterator
{
ID3_TagImpl::const_iterator _cur;
ID3_TagImpl::const_iterator _end;
public:
ConstIteratorImpl(ID3_TagImpl& tag)
: _cur(tag.begin()), _end(tag.end())
{
}
const ID3_Frame* GetNext()
{
ID3_Frame* next = NULL;
while (next == NULL && _cur != _end)
{
next = *_cur;
++_cur;
}
return next;
}
};
}
ID3_Tag::Iterator*
ID3_Tag::CreateIterator()
{
return new IteratorImpl(*_impl);
}
ID3_Tag::ConstIterator*
ID3_Tag::CreateIterator() const
{
return new ConstIteratorImpl(*_impl);
}
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