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