ref: 1a5d3ce0469964fd49bb080451f4a4af20b7054f
dir: /common/id3lib/src/frame_render.cpp/
// $Id: frame_render.cpp,v 1.1 2002/01/21 08:16:22 menno 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 <string.h> #include <memory.h> #include <zlib.h> #include "tag.h" #include "utils.h" #if defined HAVE_CONFIG_H #include <config.h> #endif // Ideally, Render should render the frame in the order it is parsed, starting // with the header, then any extra info (resulting from header flags), and then // the frame data, one field at a time. This, unfortunately, isn't possible. // In order to render the frame header, the data size must be known. One could // query the fields' sizes before rendering them, but it would be faster to // render the fields and add their sizes (which is calculated and returned in // the fields' Render function) at the same time. // // Even if we determined this extra processing to be acceptable, it isn't // possible to precompute the frame data size without rendering them all when // compression is enabled. When compression is enabled, then the header // contains the size of the compressed data. So all the fields need to // rendered to a buffer and compressed before the data size can even be // calculated in this scenario. And the compressed data might even be // discarded if it is no smaller than the uncompressed data. // // So, Render should progress more-or-less as follows. The fields should be // rendered to the target buffer at its desired position (after the projected // header and extra bytes (at most 2)). If compression has been specified, // then compress it into a temporary buffer. If the compressed size is smaller // than the uncompressed data, copy the temp buffer to the correct place in the // target buffer. Finally, render the header and the extra info. The // encryption and grouping id's shouldn't be rendered until after the // compression takes place, since they will be rendered to a different spots in // the buffer depending on whether or not the data is compressed. This is // because the uncompressed data size must come after before the id's if the // the data is compressed, but won't be rendered if the data isn't compressed. // // One could probably implement Render more "naturally" by using more // dynamically allocated buffers, but that would degrade performance. Whether // or not this performance degradation would cause a significant impact on the // overall performane of typeical apps should be looked in to. // // So, in short, Render is a more complicated function than it should be, but // it doesn't look like there's a much better way that's any faster. size_t ID3_Frame::Render(uchar *buffer) const { if (NULL == buffer) { ID3_THROW(ID3E_NoBuffer); } uchar e_id = this->_GetEncryptionID(), g_id = this->_GetGroupingID(); size_t decompressed_size = 0; size_t extras = ( e_id > 0 ? 1 : 0 ) + ( g_id > 0 ? 1 : 0 ); ID3_FrameHeader hdr = __hdr; const size_t hdr_size = hdr.Size(); // 1. Write out the field data to the buffer, with the assumption that // we won't be decompressing, since this is the usual behavior ID3_TextEnc enc = ID3TE_ASCII; size_t data_size = 0; for (ID3_Field** fi = __fields; fi != __fields + __num_fields; fi++) { if ((*fi)->GetID() == ID3FN_TEXTENC) { enc = static_cast<ID3_TextEnc>((*fi)->Get()); } if (*fi && (*fi)->InScope(ID3V2_LATEST)) { (*fi)->SetEncoding(enc); data_size += (*fi)->Render(&buffer[data_size + hdr_size + extras]); } } // 2. Attempt to compress if specified if (this->GetCompression()) { // The zlib documentation specifies that the destination size needs to be // an unsigned long at least 0.1% larger than the source buffer, plus 12 // bytes unsigned long new_data_size = data_size + (data_size / 10) + 12; uchar* compressed_data = new uchar[new_data_size]; if (NULL == compressed_data) { ID3_THROW(ID3E_NoMemory); } if (compress(compressed_data, &new_data_size, &buffer[hdr_size + extras], data_size) != Z_OK) { ID3_THROW(ID3E_zlibError); } // if the compression actually saves space... if ((new_data_size + sizeof(uint32)) < data_size) { // add 4 bytes to 'extras' for the decompressed size extras += sizeof(uint32); memcpy(&buffer[hdr_size + extras], compressed_data, new_data_size); decompressed_size = data_size; data_size = new_data_size; } delete [] compressed_data; } // determine which flags need to be set hdr.SetDataSize(data_size + extras); hdr.SetEncryption(e_id > 0); hdr.SetGrouping(g_id > 0); hdr.SetCompression(decompressed_size > 0); hdr.Render(buffer); uchar* data = buffer + hdr_size; if (decompressed_size) { data += RenderNumber(data, decompressed_size); } if (e_id) { *data++ = e_id; } if (g_id) { *data++ = g_id; } __changed = false; return hdr_size + extras + data_size; }