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29f4a12814
- fixed recursive dependency of castles
150 lines
4.0 KiB
C++
150 lines
4.0 KiB
C++
#pragma once
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#include "../lib/CConfigHandler.h"
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#include "CSoundBase.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 CSpell;
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struct _Mix_Music;
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struct SDL_RWops;
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typedef struct _Mix_Music Mix_Music;
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struct Mix_Chunk;
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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(ui32 percent);
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ui32 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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//soundBase::soundID getSoundID(const std::string &fileName);
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//update volume on configuration change
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SettingsListener listener;
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void onVolumeChange(const JsonNode &volumeNode);
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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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Mix_Chunk *GetSoundChunk(std::string &sound);
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//have entry for every currently active channel
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//std::function will be nullptr if callback was not set
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std::map<int, std::function<void()> > callbacks;
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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 initSpellsSounds(const std::vector< ConstTransitivePtr<CSpell> > &spells);
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void setVolume(ui32 percent);
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// Sounds
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int playSound(soundBase::soundID soundID, int repeats=0);
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int playSound(std::string sound, 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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void setCallback(int channel, std::function<void()> function);
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void soundFinishedCallback(int channel);
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std::map<const CSpell*, std::string> 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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std::vector<soundBase::soundID> battleIntroSounds;
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};
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// Helper //now it looks somewhat useless
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#define battle_sound(creature,what_sound) creature->sounds.what_sound
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class CMusicHandler;
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//Class for handling one music file
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class MusicEntry
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{
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std::pair<std::unique_ptr<ui8[]>, size_t> data;
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CMusicHandler *owner;
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Mix_Music *music;
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SDL_RWops *musicFile;
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int loop; // -1 = indefinite
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//if not null - set from which music will be randomly selected
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std::string setName;
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std::string currentName;
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void load(std::string musicURI);
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public:
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bool isSet(std::string setName);
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bool isTrack(std::string trackName);
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MusicEntry(CMusicHandler *owner, std::string setName, std::string musicURI, bool looped);
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~MusicEntry();
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bool play();
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bool stop(int fade_ms=0);
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};
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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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//update volume on configuration change
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SettingsListener listener;
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void onVolumeChange(const JsonNode &volumeNode);
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unique_ptr<MusicEntry> current;
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unique_ptr<MusicEntry> next;
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void queueNext(CMusicHandler *owner, std::string setName, std::string musicURI, bool looped);
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void queueNext(unique_ptr<MusicEntry> queued);
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std::map<std::string, std::map<int, std::string> > musicsSet;
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public:
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CMusicHandler();
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/// add entry with URI musicURI in set. Track will have ID musicID
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void addEntryToSet(std::string set, int musicID, std::string musicURI);
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void init();
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void release();
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void setVolume(ui32 percent);
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/// play track by URI, if loop = true music will be looped
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void playMusic(std::string musicURI, bool loop);
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/// play random track from this set
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void playMusicFromSet(std::string musicSet, bool loop);
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/// play specific track from set
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void playMusicFromSet(std::string musicSet, int entryID, bool loop);
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void stopMusic(int fade_ms=1000);
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void musicFinishedCallback(void);
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friend class MusicEntry;
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};
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