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vcmi/client/CMusicHandler.h
Ivan Savenko 7eb82278d9 - minor fixes to JSON
- music will resume correctly after battles
2011-08-20 11:27:09 +00:00

172 lines
4.8 KiB
C++

#ifndef __CMUSICHANDLER_H__
#define __CMUSICHANDLER_H__
#include <boost/thread/mutex.hpp>
#include <boost/function.hpp>
#include <memory>
#include "CSoundBase.h"
#include "CMusicBase.h"
#include "../lib/CCreatureHandler.h"
#include "CSndHandler.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
*
*/
class CSpell;
struct _Mix_Music;
typedef struct _Mix_Music Mix_Music;
struct Mix_Chunk;
// Sound infos for creatures in combat
struct CreaturesBattleSounds {
soundBase::soundID attack;
soundBase::soundID defend;
soundBase::soundID killed; // was killed or died
soundBase::soundID move;
soundBase::soundID shoot; // range attack
soundBase::soundID wince; // attacked but did not die
soundBase::soundID ext1; // creature specific extension
soundBase::soundID ext2; // creature specific extension
soundBase::soundID startMoving; // usually same as ext1
soundBase::soundID endMoving; // usually same as ext2
CreaturesBattleSounds(): attack(soundBase::invalid),
defend(soundBase::invalid),
killed(soundBase::invalid),
move(soundBase::invalid),
shoot(soundBase::invalid),
wince(soundBase::invalid),
ext1(soundBase::invalid),
ext2(soundBase::invalid),
startMoving(soundBase::invalid),
endMoving(soundBase::invalid) {};
};
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(unsigned int percent);
unsigned int getVolume() { return volume; };
};
class CSoundHandler: public CAudioBase
{
private:
CSndHandler sndh;
soundBase::soundID getSoundID(const std::string &fileName);
std::map<soundBase::soundID, Mix_Chunk *> soundChunks;
Mix_Chunk *GetSoundChunk(soundBase::soundID soundID);
//have entry for every currently active channel
//boost::function will be NULL if callback was not set
std::map<int, boost::function<void()> > callbacks;
public:
CSoundHandler();
void init();
void release();
void initCreaturesSounds(const std::vector<ConstTransitivePtr<CCreature> > &creatures);
void initSpellsSounds(const std::vector< ConstTransitivePtr<CSpell> > &spells);
void setVolume(unsigned int percent);
// Sounds
int playSound(soundBase::soundID soundID, int repeats=0);
int playSoundFromSet(std::vector<soundBase::soundID> &sound_vec);
void stopSound(int handler);
void setCallback(int channel, boost::function<void()> function);
void soundFinishedCallback(int channel);
std::vector <struct CreaturesBattleSounds> CBattleSounds;
std::map<const CSpell*, soundBase::soundID> spellSounds;
// Sets
std::vector<soundBase::soundID> pickupSounds;
std::vector<soundBase::soundID> horseSounds;
std::vector<soundBase::soundID> battleIntroSounds;
};
// Helper
#define battle_sound(creature,what_sound) CCS->soundh->CBattleSounds[(creature)->idNumber].what_sound
class CMusicHandler;
//Class for handling one music file
class MusicEntry
{
std::string filename; //used only for debugging and console messages
musicBase::musicID currentID;
CMusicHandler *owner;
Mix_Music *music;
int loopCount;
//if not empty - vector from which music will be randomly selected
std::vector<musicBase::musicID> musicVec;
void load(musicBase::musicID);
public:
bool operator == (musicBase::musicID musicID) const;
bool operator == (std::vector<musicBase::musicID> &_musicVec) const;
MusicEntry(CMusicHandler *owner, musicBase::musicID musicID, int _loopCount);
MusicEntry(CMusicHandler *owner, std::vector<musicBase::musicID> &_musicVec, int _loopCount);
~MusicEntry();
bool play();
void 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;
std::auto_ptr<MusicEntry> current;
std::auto_ptr<MusicEntry> next;
void queueNext(MusicEntry *queued);
public:
CMusicHandler();
void init();
void release();
void setVolume(unsigned int percent);
// Musics
std::map<musicBase::musicID, std::string> musics;
std::vector<musicBase::musicID> aiMusics;
std::vector<musicBase::musicID> battleMusics;
std::vector<musicBase::musicID> townMusics;
std::vector<musicBase::musicID> terrainMusics;
void playMusic(musicBase::musicID musicID, int loop=1);
void playMusicFromSet(std::vector<musicBase::musicID> &music_vec, int loop=1);
void stopMusic(int fade_ms=1000);
void musicFinishedCallback(void);
};
#endif // __CMUSICHANDLER_H__