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vcmi/client/adventureMap/MapAudioPlayer.h

76 lines
2.6 KiB
C++

/*
* MapAudioPlayer.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 "../mapView/IMapRendererObserver.h"
VCMI_LIB_NAMESPACE_BEGIN
class ObjectInstanceID;
class CArmedInstance;
VCMI_LIB_NAMESPACE_END
class MapAudioPlayer : public IMapObjectObserver
{
using MapObjectsList = std::vector<ObjectInstanceID>;
boost::multi_array<MapObjectsList, 3> objects;
const CArmedInstance * currentSelection = nullptr;
bool playerMakingTurn = false;
bool enemyMakingTurn = false;
bool audioPlaying = true;
void addObject(const CGObjectInstance * obj);
void removeObject(const CGObjectInstance * obj);
std::vector<std::string> getAmbientSounds(const int3 & tile);
void updateAmbientSounds();
void updateMusic();
void update();
protected:
// IMapObjectObserver impl
bool hasOngoingAnimations() override;
void onObjectFadeIn(const CGObjectInstance * obj) override;
void onObjectFadeOut(const CGObjectInstance * obj) override;
void onObjectInstantAdd(const CGObjectInstance * obj) override;
void onObjectInstantRemove(const CGObjectInstance * obj) override;
void onHeroMoved(const CGHeroInstance * obj, const int3 & from, const int3 & dest) override;
void onAfterHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest) override;
void onAfterHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest) override;
void onAfterHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest) override;
void onBeforeHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest) override {}
void onBeforeHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest) override {}
void onBeforeHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest) override {}
public:
MapAudioPlayer();
~MapAudioPlayer() override;
/// Called whenever current adventure map selection changes
void onSelectionChanged(const CArmedInstance * newSelection);
/// Called when local player starts his turn
void onPlayerTurnStarted();
/// Called when AI or non-local player start his turn
void onEnemyTurnStarted();
/// Called when local player ends his turn
void onPlayerTurnEnded();
/// Called when map audio should be paused, e.g. on combat or town scren access
void onAudioPaused();
/// Called when map audio should be resume, opposite to onPaused
void onAudioResumed();
};