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* hch contents distributed to more appropriate folders
133 lines
3.7 KiB
C++
133 lines
3.7 KiB
C++
#ifndef __CMUSICHANDLER_H__
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#define __CMUSICHANDLER_H__
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#include <boost/thread/mutex.hpp>
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#include "CSoundBase.h"
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#include "CMusicBase.h"
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#include "../lib/CCreatureHandler.h"
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/*
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* CMusicHandler.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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class CSndHandler;
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class CSpell;
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struct _Mix_Music;
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typedef struct _Mix_Music Mix_Music;
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struct Mix_Chunk;
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// Sound infos for creatures in combat
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struct CreaturesBattleSounds {
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soundBase::soundID attack;
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soundBase::soundID defend;
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soundBase::soundID killed; // was killed or died
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soundBase::soundID move;
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soundBase::soundID shoot; // range attack
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soundBase::soundID wince; // attacked but did not die
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soundBase::soundID ext1; // creature specific extension
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soundBase::soundID ext2; // creature specific extension
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soundBase::soundID startMoving; // usually same as ext1
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soundBase::soundID endMoving; // usually same as ext2
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CreaturesBattleSounds(): attack(soundBase::invalid),
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defend(soundBase::invalid),
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killed(soundBase::invalid),
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move(soundBase::invalid),
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shoot(soundBase::invalid),
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wince(soundBase::invalid),
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ext1(soundBase::invalid),
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ext2(soundBase::invalid),
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startMoving(soundBase::invalid),
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endMoving(soundBase::invalid) {};
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};
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class CAudioBase {
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protected:
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bool initialized;
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int volume; // from 0 (mute) to 100
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public:
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CAudioBase(): initialized(false), volume(0) {};
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virtual void init() = 0;
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virtual void release() = 0;
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virtual void setVolume(unsigned int percent);
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unsigned int getVolume() { return volume; };
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};
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class CSoundHandler: public CAudioBase
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{
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private:
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CSndHandler *sndh;
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soundBase::soundID getSoundID(std::string &fileName);
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std::map<soundBase::soundID, Mix_Chunk *> soundChunks;
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Mix_Chunk *GetSoundChunk(soundBase::soundID soundID);
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public:
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CSoundHandler();
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void init();
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void release();
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void initCreaturesSounds(const std::vector<ConstTransitivePtr<CCreature> > &creatures);
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void initSpellsSounds(const std::vector< ConstTransitivePtr<CSpell> > &spells);
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void setVolume(unsigned int percent);
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// Sounds
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int playSound(soundBase::soundID soundID, int repeats=0);
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int playSoundFromSet(std::vector<soundBase::soundID> &sound_vec);
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void stopSound(int handler);
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std::vector <struct CreaturesBattleSounds> CBattleSounds;
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std::map<const CSpell*, soundBase::soundID> spellSounds;
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// Sets
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std::vector<soundBase::soundID> pickupSounds;
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std::vector<soundBase::soundID> horseSounds;
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};
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// Helper
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#define battle_sound(creature,what_sound) CCS->soundh->CBattleSounds[(creature)->idNumber].what_sound
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class CMusicHandler: public CAudioBase
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{
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private:
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// Because we use the SDL music callback, our music variables must
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// be protected
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boost::mutex musicMutex;
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Mix_Music *currentMusic;
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Mix_Music *nextMusic;
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int nextMusicLoop;
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Mix_Music * LoadMUS(const char *file); //calls Mix_LoadMUS and checks for errors
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int PlayMusic(Mix_Music *music, int loops); //calls Mix_PlayMusic and checks for errors
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public:
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CMusicHandler();
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void init();
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void release();
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void setVolume(unsigned int percent);
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// Musics
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std::map<musicBase::musicID, std::string> musics;
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std::vector<musicBase::musicID> battleMusics;
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std::vector<musicBase::musicID> townMusics;
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void playMusic(musicBase::musicID musicID, int loop=1);
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void playMusicFromSet(std::vector<musicBase::musicID> &music_vec, int loop=1);
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void stopMusic(int fade_ms=1000);
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void musicFinishedCallback(void);
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};
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#endif // __CMUSICHANDLER_H__
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