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vcmi/client/CMusicHandler.h

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#pragma once
#include "../lib/CConfigHandler.h"
#include "../lib/CSoundBase.h"
/*
* CMusicHandler.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
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class CSpell;
struct _Mix_Music;
struct SDL_RWops;
typedef struct _Mix_Music Mix_Music;
struct Mix_Chunk;
class CAudioBase {
protected:
bool initialized;
int volume; // from 0 (mute) to 100
public:
CAudioBase(): initialized(false), volume(0) {};
virtual void init() = 0;
virtual void release() = 0;
virtual void setVolume(ui32 percent);
ui32 getVolume() { return volume; };
};
class CSoundHandler: public CAudioBase
{
private:
//soundBase::soundID getSoundID(const std::string &fileName);
//update volume on configuration change
SettingsListener listener;
void onVolumeChange(const JsonNode &volumeNode);
std::map<std::string, Mix_Chunk *> soundChunks;
Mix_Chunk *GetSoundChunk(std::string &sound, bool cache);
//have entry for every currently active channel
//std::function will be nullptr if callback was not set
std::map<int, std::function<void()> > callbacks;
public:
CSoundHandler();
void init() override;
void release() override;
void setVolume(ui32 percent) override;
// Sounds
int playSound(soundBase::soundID soundID, int repeats=0);
int playSound(std::string sound, int repeats=0, bool cache=false);
int playSoundFromSet(std::vector<soundBase::soundID> &sound_vec);
void stopSound(int handler);
void setCallback(int channel, std::function<void()> function);
void soundFinishedCallback(int channel);
// Sets
std::vector<soundBase::soundID> pickupSounds;
std::vector<soundBase::soundID> horseSounds;
std::vector<soundBase::soundID> battleIntroSounds;
};
// Helper //now it looks somewhat useless
#define battle_sound(creature,what_sound) creature->sounds.what_sound
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class CMusicHandler;
//Class for handling one music file
class MusicEntry
{
CMusicHandler *owner;
Mix_Music *music;
int loop; // -1 = indefinite
//if not null - set from which music will be randomly selected
std::string setName;
std::string currentName;
void load(std::string musicURI);
public:
bool isSet(std::string setName);
bool isTrack(std::string trackName);
MusicEntry(CMusicHandler *owner, std::string setName, std::string musicURI, bool looped);
~MusicEntry();
bool play();
bool stop(int fade_ms=0);
};
class CMusicHandler: public CAudioBase
{
private:
// Because we use the SDL music callback, our music variables must
// be protected
boost::mutex musicMutex;
//update volume on configuration change
SettingsListener listener;
void onVolumeChange(const JsonNode &volumeNode);
std::unique_ptr<MusicEntry> current;
std::unique_ptr<MusicEntry> next;
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void queueNext(CMusicHandler *owner, std::string setName, std::string musicURI, bool looped);
void queueNext(std::unique_ptr<MusicEntry> queued);
std::map<std::string, std::map<int, std::string> > musicsSet;
public:
CMusicHandler();
/// add entry with URI musicURI in set. Track will have ID musicID
void addEntryToSet(std::string set, int musicID, std::string musicURI);
void init() override;
void release() override;
void setVolume(ui32 percent) override;
/// play track by URI, if loop = true music will be looped
void playMusic(std::string musicURI, bool loop);
/// play random track from this set
void playMusicFromSet(std::string musicSet, bool loop);
/// play specific track from set
void playMusicFromSet(std::string musicSet, int entryID, bool loop);
void stopMusic(int fade_ms=1000);
void musicFinishedCallback(void);
friend class MusicEntry;
};