khanat-opennel-code/code/nel/include/nel/sound/sound_anim_manager.h

179 lines
5.2 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_SOUND_ANIM_MANAGER_H
#define NL_SOUND_ANIM_MANAGER_H
#include "nel/misc/vector.h"
#include "nel/sound/u_source.h"
namespace NL3D
{
class CCluster;
}
namespace NLSOUND {
//class CSoundAnimPlayer;
class CSoundAnimation;
class UAudioMixer;
/*// Comparison for const char*
struct eqsndanim
{
bool operator()(const char* s1, const char* s2) const
{
return strcmp(s1, s2) == 0;
}
};
*/
///
typedef sint32 TSoundAnimId;
const TSoundAnimId CSoundAnimationNoId = -1;
///
typedef sint32 TSoundAnimPlayId;
/// Animation name-to-id hash map
typedef CHashMap<std::string, TSoundAnimId> TSoundAnimMap;
/// Animation vector
typedef std::vector<CSoundAnimation*> TSoundAnimVector;
/// The set of players
//typedef std::set<CSoundAnimPlayer*> TPlayerSet;
class CSoundAnimManager
{
public:
static CSoundAnimManager* instance() { return _Instance; }
static void release() { delete _Instance; }
CSoundAnimManager(UAudioMixer* mixer);
virtual ~CSoundAnimManager();
/** Load the sound animation with the specified name.
* Returns the id of the new animation, or CSoundAnimationNoId if the
* file could not be found.
* \param name The name of the animation to load.
*/
virtual TSoundAnimId loadAnimation(std::string& name);
/** Create a new sound animation with the specified name.
* Returns CSoundAnimation::NoId if the creation fails (duplicate name).
* \param name The name of the animation to load.
*/
virtual TSoundAnimId createAnimation(std::string& name);
/** Save the sound animation in the specified file.
* \param filename The name of the file to save the animation in.
*/
virtual void saveAnimation(CSoundAnimation* anim, std::string& filname);
/** Start playing a sound animation. Returns true if the animation was
* found and is playing.
* \param name The name of the animation to load.
*/
virtual TSoundAnimId getAnimationFromName(std::string& name);
/** Returns the animation corresponding to a name.
* \param name The name of the animation to load.
*/
virtual CSoundAnimation* findAnimation(std::string& name);
/** Start playing a sound animation. Returns an id number of this playback instance
* or -1 if the animation was not found.
* \param name The id of the animation to play.
*/
virtual TSoundAnimPlayId playAnimation(TSoundAnimId id, float time, NL3D::CCluster *cluster, CSoundContext &context);
/** Start playing a sound animation. Returns an id number of this playback instance
* or -1 if the animation was not found.
* \param name The name of the animation to play.
*/
virtual TSoundAnimPlayId playAnimation(std::string& name, float time, NL3D::CCluster *cluster, CSoundContext &context);
/** Stop the playing of a sound animation.
* \param name The playback id that was returned by playAnimation.
*/
virtual void stopAnimation(TSoundAnimPlayId playbackId);
/** Returns true if the animation with the specified playback ID is playing
* \param name The playback id that was returned by playAnimation.
*/
virtual bool isPlaying(TSoundAnimPlayId playbackId);
/** Update all the sound animations during playback.
*/
virtual void update(float lastTime, float curTime);
/** Play all the events of an animation in the interval between lastTime and curTime.
* Both lastTime and curTime are measured relatively from the beginning of the
* animation.
*/
virtual void playAnimation(TSoundAnimId id, float lastTime, float curTime, NL3D::CCluster *cluster, CSoundContext &context);
/** Convert back from an anim ID to the anim name.
*/
virtual std::string idToName(TSoundAnimId id);
protected:
/** The one and only singleton instance */
static CSoundAnimManager* _Instance;
/** The mixer */
UAudioMixer *_Mixer;
/** The conversion table from animation name to id */
TSoundAnimMap _IdMap;
/** The vector of all defined animations */
TSoundAnimVector _Animations;
/** The set of all active players */
//TPlayerSet _Players;
/** The id of the next player */
//TSoundAnimPlayId _PlayerId;
/** An auxilary vector to help remove players from the active set */
//std::vector<CSoundAnimPlayer*> _Garbage;
};
/**
* ESoundFileNotFound
*/
/*
class ESoundAnimationNotFound : public NLMISC::Exception
{
public:
ESoundAnimationNotFound( const std::string filename ) :
NLMISC::Exception( (std::string("Sound animation not found: ")+filename).c_str() ) {}
};
*/
} // namespace NLSOUND
#endif // NL_SOUND_ANIM_MANAGER_H