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LibN2L-4 Library Code ReferenceClassesCompounds Files Members Method Index Full Reference cGuiSound.cppGo to the documentation of this file.00001 /************************************************************************ 00002 Nova-2 Library (libN2L, or simply n2l) Game development C++ Library 00003 Copyright (C) 2002 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/cGuiSound.h" 00026 00027 #include "n2l/audio.h" 00028 #include "n2l/dynVars.h" 00029 #include "n2l/resourceManagement.h" 00030 00031 00032 namespace n2l 00033 { 00034 /**************************************************************************/ 00035 cGuiSound::cGuiSound() 00036 { 00037 init(); 00038 } 00039 00040 /**************************************************************************/ 00041 cGuiSound::cGuiSound( const cVfsNodeInterface & iNode ) 00042 { 00043 init(); 00044 load( iNode ); 00045 } 00046 00047 /**************************************************************************/ 00048 cGuiSound::cGuiSound( const cDynVar &iDef ) 00049 { 00050 init(); 00051 load( iDef ); 00052 } 00053 00054 /**************************************************************************/ 00055 cGuiSound::~cGuiSound() 00056 { 00057 } 00058 00059 /**************************************************************************/ 00060 void cGuiSound::load( const cVfsNodeInterface &iNode ) 00061 { 00062 const tUint DataOffset = 00063 vfsNodeFileWithHeader( iNode, "n2l::cGuiSound"); 00064 00065 cDynVar def; 00066 def.unserialize( iNode.buffer().c_str()+DataOffset ); 00067 load( def ); 00068 } 00069 00070 /**************************************************************************/ 00071 void cGuiSound::load( const cDynVar &iDef ) 00072 { 00073 00074 if (iDef.keyExists("sound")) 00075 sound( cResourceManager::get<cAudioChunk>(iDef["sound"]) ); 00076 00077 volume( iDef.keyValueOr("volume", volume()) ); 00078 00079 lrBias( iDef.keyValueOr("lrBias", lrBias()) ); 00080 } 00081 00082 /**************************************************************************/ 00083 void cGuiSound::lrBias( const tFloat &iVal ) 00084 { 00085 mLRBias = n2lMin( 1.0f, n2lMax( iVal, -1.0f ) ); 00086 } 00087 00088 /**************************************************************************/ 00089 const tFloat &cGuiSound::lrBias() const 00090 { 00091 return mLRBias; 00092 } 00093 00094 /**************************************************************************/ 00095 void cGuiSound::volume( const tFloat &iVal ) 00096 { 00097 mVolume = n2lMin( 1.0f, n2lMax( iVal, 0.0f ) ); 00098 } 00099 00100 /**************************************************************************/ 00101 const tFloat &cGuiSound::volume() const 00102 { 00103 return mVolume; 00104 } 00105 00106 /**************************************************************************/ 00107 void cGuiSound::sound( const cAutoPtr<const cAudioChunk> &iSound ) 00108 { 00109 mSound = iSound; 00110 } 00111 00112 /**************************************************************************/ 00113 const cAutoPtr<const cAudioChunk> &cGuiSound::sound() const 00114 { 00115 return mSound; 00116 } 00117 00118 /**************************************************************************/ 00119 void cGuiSound::prop( const tString &iName, const cDynVar &iVal ) 00120 { 00121 if (iName == "sound") { 00122 if (!iVal) sound(0); 00123 else sound( cResourceManager::get<cAudioChunk>(iVal) ); 00124 00125 } else if (iName == "volume") 00126 volume( iVal ); 00127 00128 else if (iName == "lrBias") 00129 lrBias( iVal ); 00130 00131 } 00132 00133 /**************************************************************************/ 00134 const cDynVar cGuiSound::prop( const tString &iName ) const 00135 { 00136 cDynVar oVal = cDynVar::Null; 00137 return oVal; 00138 } 00139 00140 /**************************************************************************/ 00141 void cGuiSound::play() const 00142 { 00143 if (!mSound.isSet()) return; 00144 mSound->play( mLRBias, mVolume ); 00145 } 00146 00147 /**************************************************************************/ 00148 void cGuiSound::init() 00149 { 00150 mLRBias = .0f; 00151 mVolume = 1.0f; 00152 } 00153 00154 } // namespace n2l 00155 |