janwas
c0ed950657
this snowballed into a massive search+destroy of the hodgepodge of mostly equivalent types we had in use (int, uint, unsigned, unsigned int, i32, u32, ulong, uintN). it is more efficient to use 64-bit types in 64-bit mode, so the preferred default is size_t (for anything remotely resembling a size or index). tile coordinates are ssize_t to allow more efficient conversion to/from floating point. flags are int because we almost never need more than 15 distinct bits, bit test/set is not slower and int is fastest to type. finally, some data that is pretty much directly passed to OpenGL is now typed accordingly. after several hours, the code now requires fewer casts and less guesswork. other changes: - unit and player IDs now have an "invalid id" constant in the respective class to avoid casting and -1 - fix some endian/64-bit bugs in the map (un)packing. added a convenience function to write/read a size_t. - ia32: change CPUID interface to allow passing in ecx (required for cache topology detection, which I need at work). remove some unneeded functions from asm, replace with intrinsics where possible. This was SVN commit r5942.
65 lines
1.9 KiB
C++
65 lines
1.9 KiB
C++
// JS sound binding
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// interface rationale:
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// - can't just expose fire and forget playSound to script code:
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// we sometimes need to loop until a certain condition is met
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// (e.g. building is complete) => need means of access (Handle) to sound.
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//
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// - the current 64-bit Handle can't be stored as-is by JS code;
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// we could make it 32 bit, but that limits its usefulness
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// (barely enough tag bits).
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//
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// - instead, we provide a thin class wrapper (using scriptableobject.h)
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// on top of the snd API that encapsulates the Handle.
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#ifndef INCLUDED_JSI_SOUND
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#define INCLUDED_JSI_SOUND
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#include "scripting/ScriptableObject.h"
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#include "lib/res/handle.h"
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class JSI_Sound : public CJSObject<JSI_Sound>
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{
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public:
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Handle m_Handle;
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// note: filename is stored by handle manager; no need to keep a copy here.
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JSI_Sound(const CStr& Filename);
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~JSI_Sound();
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// Script-bound functions
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CStr ToString( JSContext* cx, uintN argc, jsval* argv );
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// start playing the sound (one-shot).
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// it will automatically be freed when done.
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bool Play( JSContext* cx, uintN argc, jsval* argv );
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// request the sound be played until free() is called. returns immediately.
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bool Loop( JSContext* cx, uintN argc, jsval* argv );
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// stop sound if currently playing and free resources.
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// doesn't need to be called unless played via loop() -
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// sounds are freed automatically when done playing.
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bool Free( JSContext* cx, uintN argc, jsval* argv );
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bool SetGain( JSContext* cx, uintN argc, jsval* argv );
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bool SetPitch( JSContext* cx, uintN argc, jsval* argv );
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bool SetPosition( JSContext* cx, uintN argc, jsval* argv );
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bool Fade ( JSContext* cx, uintN argc, jsval* argv );
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static JSBool Construct( JSContext* cx, JSObject* obj, uintN argc, jsval* argv, jsval* rval );
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static void ScriptingInit();
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private:
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bool m_SoundDisabled; // see constructor and JSI_Sound::Construct
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};
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#endif // #ifndef INCLUDED_JSI_SOUND
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