mirror of
https://github.com/Heretek-AI/GDevelop.git
synced 2026-07-24 11:55:28 -04:00
354 lines
9.5 KiB
C++
354 lines
9.5 KiB
C++
/**
|
|
|
|
Sound Object Extension
|
|
Copyright (c) 2011-2012 Thomas Flecy
|
|
This project is released under the MIT License.
|
|
*/
|
|
|
|
#if defined(GD_IDE_ONLY) && !defined(GD_NO_WX_GUI)
|
|
#include <wx/wx.h> //Must be placed first, otherwise we get errors relative to "cannot convert 'const TCHAR*'..." in wx/msw/winundef.h
|
|
#endif
|
|
#include <SFML/Graphics.hpp>
|
|
#include "GDCore/Tools/Localization.h"
|
|
#include "GDCpp/Runtime/Project/Object.h"
|
|
#include "GDCpp/Runtime/ImageManager.h"
|
|
#include "GDCpp/Runtime/Serialization/SerializerElement.h"
|
|
#include "GDCpp/Runtime/Project/InitialInstance.h"
|
|
#include "GDCpp/Runtime/CommonTools.h"
|
|
|
|
#include "SoundObject.h"
|
|
#include "SoundWrapperBase.h"
|
|
|
|
#if defined(GD_IDE_ONLY)
|
|
#include "GDCore/IDE/AbstractFileSystem.h"
|
|
#include "GDCore/IDE/Project/ArbitraryResourceWorker.h"
|
|
#include "GDCore/IDE/Dialogs/MainFrameWrapper.h"
|
|
#include "GDCore/IDE/Dialogs/PropertyDescriptor.h"
|
|
#include "SoundObjectEditor.h"
|
|
#endif
|
|
|
|
#if defined(GD_IDE_ONLY)
|
|
sf::Texture SoundObject::soundIcon;
|
|
sf::Sprite SoundObject::soundSprite;
|
|
#endif
|
|
|
|
using namespace std;
|
|
|
|
SoundObject::SoundObject(gd::String name_) :
|
|
Object(name_),
|
|
type("Sound"),
|
|
zPos(0),
|
|
volume(100),
|
|
attenuation(1),
|
|
minDist(1),
|
|
loop(true),
|
|
pitch(1)
|
|
{
|
|
}
|
|
|
|
RuntimeSoundObject::RuntimeSoundObject(RuntimeScene & scene_, const SoundObject & soundObject) :
|
|
RuntimeObject(scene_, soundObject),
|
|
m_sound(NULL)
|
|
{
|
|
SetSoundType(soundObject.GetSoundType());
|
|
SetSoundFileName(soundObject.GetSoundFileName());
|
|
SetVolume(soundObject.GetVolume());
|
|
SetAttenuation(soundObject.GetAttenuation());
|
|
SetLooping(soundObject.IsLooping());
|
|
SetMinDistance(soundObject.GetMinDistance());
|
|
SetPitch(soundObject.GetPitch());
|
|
SetZPos(soundObject.GetZPos());
|
|
|
|
ReloadSound(scene_);
|
|
Stop();
|
|
}
|
|
|
|
RuntimeSoundObject& RuntimeSoundObject::operator=(const RuntimeSoundObject &other)
|
|
{
|
|
if ( &other != this )
|
|
Init(other);
|
|
|
|
return *this;
|
|
}
|
|
|
|
RuntimeSoundObject::RuntimeSoundObject(const RuntimeSoundObject &other) :
|
|
RuntimeObject(other),
|
|
m_sound(NULL)
|
|
{
|
|
Init(other);
|
|
}
|
|
|
|
void RuntimeSoundObject::Init(const RuntimeSoundObject &other)
|
|
{
|
|
SetSoundType(other.m_type);
|
|
SetSoundFileName(other.GetSoundFileName());
|
|
|
|
SetVolume(other.GetVolume());
|
|
SetAttenuation(other.GetAttenuation());
|
|
SetLooping(other.IsLooping());
|
|
SetMinDistance(other.GetMinDistance());
|
|
SetPitch(other.GetPitch());
|
|
|
|
SetZPos(other.GetZPos());
|
|
|
|
Stop();
|
|
}
|
|
|
|
RuntimeSoundObject::~RuntimeSoundObject()
|
|
{
|
|
Stop();
|
|
if (m_sound != NULL) delete m_sound;
|
|
}
|
|
|
|
void SoundObject::DoUnserializeFrom(gd::Project & project, const gd::SerializerElement & element)
|
|
{
|
|
SetSoundType(element.GetChild("type", 0, "Type").GetValue().GetString());
|
|
SetSoundFileName(element.GetChild("filename", 0, "Filename").GetValue().GetString());
|
|
SetPitch(element.GetChild("volume", 0, "Volume").GetValue().GetDouble());
|
|
SetPitch(element.GetChild("pitch", 0, "Pitch").GetValue().GetDouble());
|
|
SetMinDistance(element.GetChild("minDistance", 0, "MinDistance").GetValue().GetDouble());
|
|
SetAttenuation(element.GetChild("attenuation", 0, "Attenuation").GetValue().GetDouble());
|
|
SetLooping(element.GetChild("loop", 0, "Loop").GetValue().GetBool());
|
|
SetZPos(element.GetChild("zPos", 0, "ZPos").GetValue().GetDouble());
|
|
}
|
|
|
|
|
|
void SoundObject::SetSoundFileName(const gd::String & soundfilename)
|
|
{
|
|
fileName = soundfilename;
|
|
#if defined(GD_IDE_ONLY)
|
|
fileName = gd::AbstractFileSystem::NormalizeSeparator(fileName);
|
|
#endif
|
|
};
|
|
|
|
#if defined(GD_IDE_ONLY)
|
|
void SoundObject::DoSerializeTo(gd::SerializerElement & element) const
|
|
{
|
|
element.AddChild("type").SetValue(type);
|
|
element.AddChild("filename").SetValue(fileName);
|
|
element.AddChild("loop").SetValue(IsLooping());
|
|
element.AddChild("volume").SetValue(GetVolume());
|
|
element.AddChild("pitch").SetValue(GetPitch());
|
|
element.AddChild("attenuation").SetValue(GetAttenuation());
|
|
element.AddChild("minDistance").SetValue(GetMinDistance());
|
|
element.AddChild("zPos").SetValue(GetZPos());
|
|
}
|
|
#endif
|
|
|
|
#if defined(GD_IDE_ONLY)
|
|
void SoundObject::DrawInitialInstance(gd::InitialInstance & instance, sf::RenderTarget & renderTarget, gd::Project & project, gd::Layout & layout)
|
|
{
|
|
soundSprite.setPosition(instance.GetX(), instance.GetY());
|
|
renderTarget.draw(soundSprite);
|
|
}
|
|
|
|
void SoundObject::LoadEdittimeIcon()
|
|
{
|
|
soundIcon.loadFromFile("CppPlatform/Extensions/soundicon32.png");
|
|
soundSprite.setTexture(soundIcon);
|
|
}
|
|
|
|
std::map<gd::String, gd::PropertyDescriptor> SoundObject::GetInitialInstanceProperties(const gd::InitialInstance & position, gd::Project & game, gd::Layout & scene)
|
|
{
|
|
std::map<gd::String, gd::PropertyDescriptor> properties;
|
|
properties[_("Z")] = position.floatInfos.find("z") != position.floatInfos.end() ?
|
|
gd::String::From(position.floatInfos.find("z")->second) :
|
|
"0";
|
|
|
|
return properties;
|
|
}
|
|
|
|
bool SoundObject::UpdateInitialInstanceProperty(gd::InitialInstance & position, const gd::String & name, const gd::String & value, gd::Project & game, gd::Layout & scene)
|
|
{
|
|
if ( name == _("Z") ) position.floatInfos["z"] = value.To<float>();
|
|
|
|
return true;
|
|
}
|
|
|
|
void SoundObject::ExposeResources(gd::ArbitraryResourceWorker & worker)
|
|
{
|
|
worker.ExposeFile(fileName);
|
|
}
|
|
|
|
bool SoundObject::GenerateThumbnail(const gd::Project & project, wxBitmap & thumbnail) const
|
|
{
|
|
#if !defined(GD_NO_WX_GUI)
|
|
thumbnail = wxBitmap("CppPlatform/Extensions/soundicon24.png", wxBITMAP_TYPE_ANY);
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
|
|
void SoundObject::EditObject( wxWindow* parent, gd::Project & game, gd::MainFrameWrapper & mainFrameWrapper )
|
|
{
|
|
#if !defined(GD_NO_WX_GUI)
|
|
SoundObjectEditor dialog(parent, game, *this);
|
|
dialog.ShowModal();
|
|
#endif
|
|
}
|
|
|
|
void RuntimeSoundObject::GetPropertyForDebugger(std::size_t propertyNb, gd::String & name, gd::String & value) const
|
|
{
|
|
if ( propertyNb == 0 ) {name = _("Sound level"); value = gd::String::From(GetVolume());}
|
|
else if ( propertyNb == 1 ) {name = _("Minimal distance"); value = gd::String::From(GetMinDistance());}
|
|
else if ( propertyNb == 2 ) {name = _("Attenuation"); value = gd::String::From(GetAttenuation());}
|
|
else if ( propertyNb == 3 ) {name = _("Loop"); value = IsLooping() ? _("Yes") : _("No");}
|
|
else if ( propertyNb == 4 ) {name = _("Z Position"); value = gd::String::From(GetZPos());}
|
|
}
|
|
|
|
bool RuntimeSoundObject::ChangeProperty(std::size_t propertyNb, gd::String newValue)
|
|
{
|
|
if(propertyNb == 0) {SetVolume(newValue.To<float>());}
|
|
else if (propertyNb == 1) {SetMinDistance(newValue.To<float>());}
|
|
else if (propertyNb == 2) {SetAttenuation(newValue.To<float>());}
|
|
else if (propertyNb == 3) {SetLooping(!(newValue == _("No")));}
|
|
else if (propertyNb == 4) {SetZPos(newValue.To<float>());}
|
|
return true;
|
|
}
|
|
|
|
std::size_t RuntimeSoundObject::GetNumberOfProperties() const
|
|
{
|
|
return 5;
|
|
}
|
|
#endif
|
|
|
|
bool RuntimeSoundObject::ExtraInitializationFromInitialInstance(const gd::InitialInstance & instance)
|
|
{
|
|
SetZPos(instance.floatInfos.find("z") != instance.floatInfos.end() ? instance.floatInfos.find("z")->second : 0);
|
|
|
|
return true;
|
|
}
|
|
|
|
void RuntimeSoundObject::OnPositionChanged()
|
|
{
|
|
m_sound->SetPosition(sf::Vector3f(GetX(), GetY(), GetZPos()));
|
|
}
|
|
|
|
void RuntimeSoundObject::SetSoundFileName(const gd::String & soundfilename)
|
|
{
|
|
fileName = soundfilename;
|
|
if(m_sound)
|
|
m_sound->SetFileName(fileName);
|
|
}
|
|
|
|
float RuntimeSoundObject::GetZPos() const
|
|
{
|
|
return m_sound->GetPosition().z;
|
|
}
|
|
|
|
void RuntimeSoundObject::SetZPos(float zpos)
|
|
{
|
|
if (m_sound)
|
|
m_sound->SetPosition(sf::Vector3f(m_sound->GetPosition().x, m_sound->GetPosition().y, zpos));
|
|
}
|
|
|
|
void RuntimeSoundObject::SetSoundType(const gd::String &type)
|
|
{
|
|
if(type == "Music")
|
|
{
|
|
if(m_sound)
|
|
delete m_sound;
|
|
|
|
m_sound = new MusicWrapper();
|
|
m_type = type;
|
|
}
|
|
else
|
|
{
|
|
if(m_sound)
|
|
delete m_sound;
|
|
|
|
m_sound = new SoundWrapper();
|
|
m_type = type;
|
|
}
|
|
}
|
|
|
|
const gd::String & RuntimeSoundObject::GetSoundType() const
|
|
{
|
|
return m_type;
|
|
}
|
|
|
|
bool RuntimeSoundObject::ReloadSound(const RuntimeScene &scene)
|
|
{
|
|
return m_sound->LoadFromFile(m_sound->GetFileName(), scene);
|
|
}
|
|
|
|
void RuntimeSoundObject::Play()
|
|
{
|
|
m_sound->Play();
|
|
}
|
|
|
|
void RuntimeSoundObject::Pause()
|
|
{
|
|
m_sound->Pause();
|
|
}
|
|
|
|
void RuntimeSoundObject::Stop()
|
|
{
|
|
m_sound->Stop();
|
|
}
|
|
|
|
bool RuntimeSoundObject::IsPlaying() const
|
|
{
|
|
return m_sound->IsPlaying();
|
|
}
|
|
|
|
bool RuntimeSoundObject::IsPaused() const
|
|
{
|
|
return m_sound->IsPausing();
|
|
}
|
|
|
|
bool RuntimeSoundObject::IsStopped() const
|
|
{
|
|
return m_sound->IsStopped();
|
|
}
|
|
|
|
void RuntimeSoundObject::SetVolume(float volume)
|
|
{
|
|
m_sound->SetVolume(volume);
|
|
}
|
|
|
|
float RuntimeSoundObject::GetVolume() const
|
|
{
|
|
return m_sound->GetVolume();
|
|
}
|
|
|
|
void RuntimeSoundObject::SetAttenuation(float attenuation)
|
|
{
|
|
m_sound->SetAttenuation(attenuation);
|
|
}
|
|
|
|
float RuntimeSoundObject::GetAttenuation() const
|
|
{
|
|
return m_sound->GetAttenuation();
|
|
}
|
|
|
|
void RuntimeSoundObject::SetMinDistance(float minDist)
|
|
{
|
|
m_sound->SetMinDistance(minDist);
|
|
}
|
|
|
|
float RuntimeSoundObject::GetMinDistance() const
|
|
{
|
|
return m_sound->GetMinDistance();
|
|
}
|
|
|
|
void RuntimeSoundObject::SetLooping(bool is)
|
|
{
|
|
m_sound->SetLooping(is);
|
|
}
|
|
|
|
bool RuntimeSoundObject::IsLooping() const
|
|
{
|
|
return m_sound->IsLooping();
|
|
}
|
|
|
|
void RuntimeSoundObject::SetPitch(float pitch)
|
|
{
|
|
m_sound->SetPitch(pitch);
|
|
}
|
|
|
|
float RuntimeSoundObject::GetPitch() const
|
|
{
|
|
return m_sound->GetPitch();
|
|
}
|