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forked from 0ad/0ad

add JS sound binding

This was SVN commit r1328.
This commit is contained in:
janwas 2004-11-15 18:23:39 +00:00
parent 751cf46d2e
commit c3a331b73f
3 changed files with 104 additions and 0 deletions

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@ -72,6 +72,7 @@
#endif
#include "sound/CMusicPlayer.h"
#include "sound/JSI_Sound.h"
#include "lib/res/snd.h"
#include "Network/SessionManager.h"
@ -690,6 +691,7 @@ static void InitScripting()
// Register the JavaScript interfaces with the runtime
CEntity::ScriptingInit();
CBaseEntity::ScriptingInit();
JSI_Sound::ScriptingInit();
JSI_IGUIObject::init();
JSI_GUITypes::init();

60
source/sound/JSI_Sound.cpp Executable file
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@ -0,0 +1,60 @@
#include "precompiled.h"
#include "JSI_Sound.h"
#include "lib/res/snd.h"
#include "lib/res/h_mgr.h" // h_filename
JSI_Sound::JSI_Sound( const CStr& Filename )
{
Handle m_Handle = snd_open(Filename.c_str());
}
JSI_Sound::~JSI_Sound()
{
this->free();
}
// start playing the sound (one-shot).
// it will automatically be freed when done.
void JSI_Sound::play()
{
snd_play(m_Handle);
}
// request the sound be played until free() is called. returns immediately.
void JSI_Sound::loop()
{
snd_set_loop(m_Handle, true);
snd_play(m_Handle);
}
// stop sound if currently playing and free resources.
// doesn't need to be called unless played via loop() -
// sounds are freed automatically when done playing.
void JSI_Sound::free()
{
snd_free(m_Handle); // resets it to 0
}
// Script-bound functions
void JSI_Sound::ScriptingInit()
{
AddMethod<jsval, &JSI_Sound::ToString>( "toString", 0 );
CJSObject<JSI_Sound>::ScriptingInit( "Sound" );
}
jsval JSI_Sound::ToString( JSContext* cx, uintN argc, jsval* argv )
{
const char* Filename = h_filename(m_Handle);
wchar_t buffer[256];
swprintf( buffer, 256, L"[object Sound: %ls]", Filename );
buffer[255] = 0;
utf16string str16(buffer, buffer+wcslen(buffer));
return( STRING_TO_JSVAL( JS_NewUCStringCopyZ( cx, str16.c_str() ) ) );
}

42
source/sound/JSI_Sound.h Executable file
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@ -0,0 +1,42 @@
// JS sound binding
//
// Jan Wassenberg (jan@wildfiregames.com)
#ifndef JSSOUND_INCLUDED
#define JSSOUND_INCLUDED
#include "scripting/ScriptableObject.h"
#include "lib/res/handle.h"
class JSI_Sound : public CJSObject<JSI_Sound>
{
public:
Handle m_Handle;
// note: filename is stored by handle manager; no need to keep a copy here.
JSI_Sound(const CStr& Filename);
~JSI_Sound();
// start playing the sound (one-shot).
// it will automatically be freed when done.
void play();
// request the sound be played until free() is called. returns immediately.
void loop();
// stop sound if currently playing and free resources.
// doesn't need to be called unless played via loop() -
// sounds are freed automatically when done playing.
void free();
// Script-bound functions
jsval ToString( JSContext* cx, uintN argc, jsval* argv );
static void ScriptingInit();
};
#endif // #ifndef JSSOUND_INCLUDED