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vcmi/client/media/CMusicHandler.h
2024-05-18 13:34:23 +00:00

96 lines
2.7 KiB
C++

/*
* 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
*
*/
#pragma once
#include "CAudioBase.h"
#include "IMusicPlayer.h"
#include "../lib/CConfigHandler.h"
struct _Mix_Music;
using Mix_Music = struct _Mix_Music;
class CMusicHandler;
//Class for handling one music file
class MusicEntry : boost::noncopyable
{
CMusicHandler * owner;
Mix_Music * music;
//if not null - set from which music will be randomly selected
std::string setName;
AudioPath currentName;
uint32_t startTime;
uint32_t startPosition;
int loop; // -1 = indefinite
bool fromStart;
bool playing;
void load(const AudioPath & musicURI);
public:
MusicEntry(CMusicHandler * owner, std::string setName, const AudioPath & musicURI, bool looped, bool fromStart);
~MusicEntry();
bool isSet(const std::string & setName);
bool isTrack(const AudioPath & trackName);
bool isPlaying() const;
bool play();
bool stop(int fade_ms = 0);
};
class CMusicHandler final : public CAudioBase, public IMusicPlayer
{
private:
//update volume on configuration change
SettingsListener listener;
void onVolumeChange(const JsonNode & volumeNode);
std::unique_ptr<MusicEntry> current;
std::unique_ptr<MusicEntry> next;
boost::mutex mutex;
int volume = 0; // from 0 (mute) to 100
void queueNext(CMusicHandler * owner, const std::string & setName, const AudioPath & musicURI, bool looped, bool fromStart);
void queueNext(std::unique_ptr<MusicEntry> queued);
void musicFinishedCallback() final;
/// map <set name> -> <list of URI's to tracks belonging to the said set>
std::map<std::string, std::vector<AudioPath>> musicsSet;
/// stored position, in seconds at which music player should resume playing this track
std::map<AudioPath, float> trackPositions;
public:
CMusicHandler();
~CMusicHandler();
/// add entry with URI musicURI in set. Track will have ID musicID
void addEntryToSet(const std::string & set, const AudioPath & musicURI);
void loadTerrainMusicThemes() final;
void setVolume(ui32 percent) final;
ui32 getVolume() const final;
/// play track by URI, if loop = true music will be looped
void playMusic(const AudioPath & musicURI, bool loop, bool fromStart) final;
/// play random track from this set
void playMusicFromSet(const std::string & musicSet, bool loop, bool fromStart) final;
/// play random track from set (musicSet, entryID)
void playMusicFromSet(const std::string & musicSet, const std::string & entryID, bool loop, bool fromStart) final;
/// stops currently playing music by fading out it over fade_ms and starts next scheduled track, if any
void stopMusic(int fade_ms) final;
friend class MusicEntry;
};