87 lines
2.3 KiB
C++
87 lines
2.3 KiB
C++
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/* Copyright (C) 2012 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "MusicSound.h"
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#include "lib/utf8.h"
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#include "maths/Vector3D.h"
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#include "ps/Filesystem.h"
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#include "soundmanager/SoundManager.h"
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JMusicSound::JMusicSound(const VfsPath& pathname)
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{
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m_FileName = new VfsPath(pathname.string().c_str());
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}
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JMusicSound::~JMusicSound()
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{
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delete m_FileName;
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}
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bool JMusicSound::Play(JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv))
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{
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ISoundItem* aSnd = g_SoundManager->LoadItem(m_FileName);
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if (aSnd != NULL)
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aSnd->PlayAsMusic();
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return true;
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}
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// request the sound be played until free() is called. returns immediately.
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bool JMusicSound::Loop(JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv))
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{
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ISoundItem* aSnd = g_SoundManager->LoadItem(m_FileName);
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if (aSnd != NULL)
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aSnd->PlayAsMusic();
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return true;
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}
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void JMusicSound::ScriptingInit()
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{
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AddMethod<CStr, &JMusicSound::ToString>("toString", 0);
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AddMethod<bool, &JMusicSound::Play>("play", 0);
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AddMethod<bool, &JMusicSound::Loop>("loop", 0);
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CJSObject<JMusicSound>::ScriptingInit("MusicSound", &JMusicSound::Construct, 1);
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}
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CStr JMusicSound::ToString(JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv))
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{
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std::ostringstream stringStream;
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stringStream << "[object MusicSound: ";
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stringStream << m_FileName->string().c_str();
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return stringStream.str();
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}
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JSBool JMusicSound::Construct(JSContext* cx, uintN UNUSED(argc), jsval* vp)
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{
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CStrW filename;
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if (! ToPrimitive<CStrW>(cx, JS_ARGV(cx, vp)[0], filename))
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return JS_FALSE;
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JMusicSound* newObject = new JMusicSound(filename);
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newObject->m_EngineOwned = false;
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JS_SET_RVAL(cx, vp, OBJECT_TO_JSVAL(newObject->GetScript()));
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return JS_TRUE;
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}
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