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LibN2L-4 Library Code ReferenceClassesCompounds Files Members Method Index Full Reference cGuiACPlaySound.cppGo to the documentation of this file.00001 /************************************************************************ 00002 Nova-2 Library (libN2L, or simply n2l) Game development C++ Library 00003 Copyright (C) 2003 Aaron Cameron 00004 00005 This library is free software; you can redistribute it and/or 00006 modify it under the terms of the GNU Lesser General Public 00007 License as published by the Free Software Foundation; either 00008 version 2.1 of the License, or (at your option) any later version. 00009 00010 This library is distributed in the hope that it will be useful, 00011 but WITHOUT ANY WARRANTY; without even the implied warranty of 00012 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU 00013 Lesser General Public License for more details. 00014 00015 You should have received a copy of the GNU Lesser General Public 00016 License along with this library; if not, write to the Free Software 00017 Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA 00018 00019 A copy of the GNU Lesser General Public License has been provided with 00020 this library in the file 'COPYING'. 00021 00022 Contact information for the author of this library has been provided 00023 with this library in the file 'AUTHOR'. 00024 ************************************************************************/ 00025 #include "gui/cGuiACPlaySound.h" 00026 00027 #include "gui/cGuiSEFactory.h" 00028 00029 #include "resourceManagement/cResourceManager.h" 00030 00031 /******************************************************************************/ 00032 namespace n2l 00033 { 00034 /**************************************************************************/ 00035 cGuiACPlaySound::cGuiACPlaySound() 00036 { 00037 init(); 00038 } 00039 00040 /**************************************************************************/ 00041 cGuiACPlaySound::cGuiACPlaySound( const cDynVar &iDef ) 00042 { 00043 init(); 00044 load( iDef ); 00045 } 00046 00047 /**************************************************************************/ 00048 cGuiACPlaySound::~cGuiACPlaySound() 00049 { 00050 } 00051 00052 /**************************************************************************/ 00053 void cGuiACPlaySound::load( const cDynVar &iDef ) 00054 { 00055 cGuiACInt::load( iDef ); 00056 00057 if (!iDef.keyExists("sound")) 00058 throw cBadDataUseException( "cGuiACPlaySound::load", 00059 "No sound provided." ); 00060 00061 if (iDef.keyExistsAsArray("sound")) 00062 mSound = new cGuiSound( iDef["sound"] ); 00063 else 00064 mSound = cResourceManager::get<cGuiSound>( iDef["sound"] ); 00065 } 00066 00067 /**************************************************************************/ 00068 void cGuiACPlaySound::execute( cGuiElement *const ioElement, 00069 const tGuiActionType iType, const cDynVar &iData ) 00070 { 00071 mSound->play(); 00072 } 00073 00074 /**************************************************************************/ 00075 const cAutoPtr<cGuiACInt> cGuiACPlaySound::clone() const 00076 { 00077 cAutoPtr<cGuiACPlaySound> newElement( new cGuiACPlaySound ); 00078 cloneInto( newElement ); 00079 return newElement; 00080 } 00081 00082 /**************************************************************************/ 00083 void cGuiACPlaySound::cloneInto( 00084 const cAutoPtr<cGuiACPlaySound> &ioElement ) const 00085 { 00086 cGuiACInt::cloneInto( ioElement ); 00087 ioElement->mSound = mSound; 00088 } 00089 00090 /**************************************************************************/ 00091 void cGuiACPlaySound::init() 00092 { 00093 } 00094 00095 } |