/usr/include/csound/csPerfThread.hpp is in libcsnd-dev 1:6.02~dfsg-1.
This file is owned by root:root, with mode 0o644.
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csPerfThread.hpp:
Copyright (C) 2005 Istvan Varga
This file is part of Csound.
The Csound Library is free software; you can redistribute it
and/or modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
Csound 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 Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with Csound; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA
02111-1307 USA
*/
#ifndef CSOUND_CSPERFTHREAD_HPP
#define CSOUND_CSPERFTHREAD_HPP
class CsoundPerformanceThreadMessage;
class CsPerfThread_PerformScore;
/**
* CsoundPerformanceThread(Csound *)
* CsoundPerformanceThread(CSOUND *)
*
* Performs a score in a separate thread until the end of score is reached,
* the playback (which is paused by default) is stopped by calling
* CsoundPerformanceThread::Stop(), or an error occurs.
* The constructor takes a Csound instance pointer as argument; it assumes
* that csoundCompile() was called successfully before creating the
* performance thread. Once the playback is stopped for one of the above
* mentioned reasons, the performance thread calls csoundCleanup() and
* returns.
An example program using the CsoundPerformanceThread class
#include <stdio.h>
#include "csound.hpp"
#include "csPerfThread.hpp"
int main(int argc, char *argv[])
{
int result=0;
Csound cs;
result = cs.Compile(argc,argv);
if(!result)
{
CsoundPerformanceThread perfThread(cs.GetCsound());
perfThread.Play(); // Starts performance
while(perfThread.GetStatus() == 0);
// nothing to do here...
// but you could process input events, graphics etc
perfThread.Stop(); // Stops performance. In fact, performance should have
// already finished, so this is just an example of how
//to stop if you need
perfThread.Join(); // always call Join() after Stop() as a rule of thumb.
}
else{
printf("csoundCompile returned an error\n");
return 1;
}
return 0;
}
*/
#ifdef SWIGPYTHON
struct PUBLIC pycallbackdata {
PyObject *func;
PyObject *data;
};
#endif
class PUBLIC CsoundPerformanceThread {
private:
CSOUND *csound;
volatile CsoundPerformanceThreadMessage *firstMessage;
CsoundPerformanceThreadMessage *lastMessage;
void *queueLock; // this is actually a mutex
void *pauseLock;
void *flushLock;
void *perfThread;
int paused;
int status;
void * cdata;
int running;
void (*processcallback)(void *cdata);
int Perform();
void csPerfThread_constructor(CSOUND *);
void QueueMessage(CsoundPerformanceThreadMessage *);
public:
int isRunning() { return running;}
#ifdef SWIGPYTHON
PyThreadState *_tstate;
pycallbackdata pydata;
#endif
/**
* Returns the process callback as a void pointer
*/
void *GetProcessCallback() { return (void *)processcallback; }
/**
* Sets the process callback.
*/
void SetProcessCallback(void (*Callback)(void *), void *cbdata){
processcallback = Callback;
cdata = cbdata;
}
/**
* Returns the Csound instance pointer.
*/
CSOUND *GetCsound()
{
return csound;
}
/**
* Returns the current status, zero if still playing, positive if
* the end of score was reached or performance was stopped, and
* negative if an error occured.
*/
int GetStatus()
{
return status;
}
/**
* Continues performance if it was paused.
*/
void Play();
/**
* Pauses performance (can be continued by calling Play()).
*/
void Pause();
/**
* Pauses performance unless it is already paused, in which case
* it is continued.
*/
void TogglePause();
/**
* Stops performance (cannot be continued).
*/
void Stop();
/**
* Sends a score event of type 'opcod' (e.g. 'i' for a note event), with
* 'pcnt' p-fields in array 'p' (p[0] is p1). If absp2mode is non-zero,
* the start time of the event is measured from the beginning of
* performance, instead of the default of relative to the current time.
*/
void ScoreEvent(int absp2mode, char opcod, int pcnt, const MYFLT *p);
/**
* Sends a score event as a string, similarly to line events (-L).
*/
void InputMessage(const char *s);
/**
* Sets the playback time pointer to the specified value (in seconds).
*/
void SetScoreOffsetSeconds(double timeVal);
/**
* Waits until the performance is finished or fails, and returns a
* positive value if the end of score was reached or Stop() was called,
* and a negative value if an error occured. Also releases any resources
* associated with the performance thread object.
*/
int Join();
/**
* Waits until all pending messages (pause, send score event, etc.)
* are actually received by the performance thread.
*/
void FlushMessageQueue();
// --------
CsoundPerformanceThread(Csound *);
CsoundPerformanceThread(CSOUND *);
~CsoundPerformanceThread();
// --------
friend class CsoundPerformanceThreadMessage;
friend class CsPerfThread_PerformScore;
};
#endif // CSOUND_CSPERFTHREAD_HPP
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