Files
GDevelop/Extensions/SoundObject/SoundObject.cpp
T
2016-01-28 17:15:48 +01:00

356 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/Project/Object.h"
#include "GDCpp/ImageManager.h"
#include "GDCpp/Serialization/SerializerElement.h"
#include "GDCpp/Project/InitialInstance.h"
#include "GDCpp/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 gd::Object & object) :
RuntimeObject(scene_, object),
m_sound(NULL)
{
const SoundObject & soundObject = static_cast<const SoundObject&>(object);
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();
}