Torque3D/Engine/source/gui/shiny/guiAudioCtrl.h
AzaezelX 4543aaec26 audio gui control
a gui element that plays a sound on loop, with minor configuration options and a logcal block for conditional plug in
2023-02-14 18:54:25 -06:00

103 lines
3.9 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _GUIAUDIOCTRL_H_
#define _GUIAUDIOCTRL_H_
#ifndef _GUITICKCTRL_H_
#include "gui/shiny/guiTickCtrl.h"
#endif
#ifndef SOUND_ASSET_H
#include "T3D/assets/SoundAsset.h"
#endif
/// This Gui Control is designed to be subclassed to let people create controls
/// which want to receive update ticks at a constant interval. This class was
/// created to be the Parent class of a control which used a DynamicTexture
/// along with a VectorField to create warping effects much like the ones found
/// in visualization displays for iTunes or Winamp. Those displays are updated
/// at the framerate frequency. This works fine for those effects, however for
/// an application of the same type of effects for things like Gui transitions
/// the framerate-driven update frequency is not desirable because it does not
/// allow the developer to be able to have any idea of a consistent user-experience.
///
/// Enter the ITickable interface. This lets the Gui control, in this case, update
/// the dynamic texture at a constant rate of once per tick, even though it gets
/// rendered every frame, thus creating a framerate-independent update frequency
/// so that the effects are at a consistent speed regardless of the specifics
/// of the system the user is on. This means that the screen-transitions will
/// occur in the same time on a machine getting 300fps in the Gui shell as a
/// machine which gets 150fps in the Gui shell.
/// @see ITickable
class GuiAudioCtrl : public GuiTickCtrl
{
typedef GuiTickCtrl Parent;
private:
protected:
// So this can be instantiated and not be a pure virtual class
void interpolateTick( F32 delta ) {};
void processTick();
void advanceTime( F32 timeDelta ) {};
S32 mTickPeriodMS;
U32 mLastThink;
U32 mCurrTick;
String mPlayIf;
SFXSource* mSoundPlaying;
/// Whether to leave sound setup exclusively to the assigned mTrack and not
/// override part of the track's description with emitter properties.
bool mUseTrackDescriptionOnly;
/// The description and variant values used by the local profile.
SFXDescription mDescription;
SFXSource* mSourceGroup;
F32 mVolume;
F32 mPitch;
F32 mFadeInTime;
F32 mFadeOutTime;
/// Called when the emitter state has been marked
/// dirty and the source needs to be updated.
void _update();
public:
DECLARE_SOUNDASSET(GuiAudioCtrl, Sound);
DECLARE_ASSET_SETGET(GuiAudioCtrl, Sound);
GuiAudioCtrl();
~GuiAudioCtrl();
// GuiControl.
bool onWake();
void onSleep();
void setActive(bool value) {};
bool testCondition();
static void initPersistFields();
DECLARE_CONOBJECT(GuiAudioCtrl);
DECLARE_CATEGORY( "Gui Other" );
};
#endif