mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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142 lines
4.4 KiB
C++
142 lines
4.4 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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//
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#if !defined(AFX_EDIT_PS_SOUND_H__E11AAB2A_04BB_453A_B722_AA47DB840D5A__INCLUDED_)
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#define AFX_EDIT_PS_SOUND_H__E11AAB2A_04BB_453A_B722_AA47DB840D5A__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif
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#include "ps_wrapper.h"
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#include "nel/3d/ps_sound.h"
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#include "editable_range.h"
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#include "particle_workspace.h"
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namespace NLSOUND
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{
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class UAudioMixer;
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}
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class CAttribDlgFloat;
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/// particle system sound system initialisation
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extern void setPSSoundSystem(NLSOUND::UAudioMixer *am);
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/// release the particle system sound system
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extern void releasePSSoundSystem(void);
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/////////////////////////////////////////////////////////////////////////////
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// CEditPSSound dialog
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class CEditPSSound : public CDialog
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{
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// Construction
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public:
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CEditPSSound(CParticleWorkspace::CNode *ownerNode, NL3D::CPSSound *sound); // standard constructor
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~CEditPSSound();
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void init(CWnd* pParent = NULL);
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// Dialog Data
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//{{AFX_DATA(CEditPSSound)
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enum { IDD = IDD_SOUND };
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CString m_SoundName;
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BOOL m_Spawn;
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BOOL m_Mute;
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BOOL m_KeepOriginalPitch;
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//}}AFX_DATA
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// Overrides
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CEditPSSound)
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protected:
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virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
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//}}AFX_VIRTUAL
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// Implementation
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protected:
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NL3D::CPSSound *_Sound; // the sound being edited
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CAttribDlgFloat *_GainDlg; // dlg to tune sounds gain
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CAttribDlgFloat *_PitchDlg; // dlg to tune sounds pitch
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CEditableRangeFloat *_PercentDlg; // dlg to tune the percent of sound emissions
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CParticleWorkspace::CNode *_Node;
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// Generated message map functions
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//{{AFX_MSG(CEditPSSound)
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afx_msg void OnBrowseSound();
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virtual BOOL OnInitDialog();
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afx_msg void OnChangeSoundName();
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afx_msg void OnSpawn();
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afx_msg void OnPlaySound();
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afx_msg void OnMute();
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afx_msg void OnKeepOriginalPitch();
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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/////////////////////////////////////////
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// wrapper to set the gain of sounds //
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/////////////////////////////////////////
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struct CGainWrapper : public IPSWrapperFloat, IPSSchemeWrapperFloat
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{
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NL3D::CPSSound *S;
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float get(void) const { return S->getGain(); }
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void set(const float &v) { S->setGain(v); }
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scheme_type *getScheme(void) const { return S->getGainScheme(); }
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void setScheme(scheme_type *s) { S->setGainScheme(s); }
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} _GainWrapper;
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////////////////////////////////////////////
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// wrapper to set the pitch of sounds //
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////////////////////////////////////////////
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struct CPitchWrapper : public IPSWrapperFloat, IPSSchemeWrapperFloat
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{
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NL3D::CPSSound *S;
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float get(void) const { return S->getPitch(); }
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void set(const float &v) { S->setPitch(v); }
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scheme_type *getScheme(void) const { return S->getPitchScheme(); }
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void setScheme(scheme_type *s) { S->setPitchScheme(s); }
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} _PitchWrapper;
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//////////////////////////////////////////////////////
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// wrapper to set the percentage of sound emissions //
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//////////////////////////////////////////////////////
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struct CEmissionPercentWrapper : public IPSWrapperFloat
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{
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NL3D::CPSSound *S;
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float get(void) const { return S->getEmissionPercent(); }
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void set(const float &v) { S->setEmissionPercent(v); }
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} _EmissionPercentWrapper;
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void updateModifiedFlag() { if (_Node) _Node->setModified(true); }
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};
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//{{AFX_INSERT_LOCATION}}
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// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
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#endif // !defined(AFX_EDIT_PS_SOUND_H__E11AAB2A_04BB_453A_B722_AA47DB840D5A__INCLUDED_)
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