1
0
forked from 0ad/0ad
0ad/source/soundmanager/js/MusicList.h
stwf 8324e0f665 add missing music list files
This was SVN commit r13369.
2013-04-24 19:27:16 +00:00

59 lines
1.8 KiB
C++

/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
// JS sound binding
// interface rationale:
// - can't just expose fire and forget playSound to script code:
// we sometimes need to loop until a certain condition is met
// (e.g. building is complete) => need means of access (Handle) to sound.
//
// - the current 64-bit Handle can't be stored as-is by JS code;
// we could make it 32 bit, but that limits its usefulness
// (barely enough tag bits).
//
// - instead, we provide a thin class wrapper (using scriptableobject.h)
// on top of the snd API that encapsulates the Handle.
#ifndef INCLUDED_MUSICLIST_H
#define INCLUDED_MUSICLIST_H
#include "scripting/ScriptableObject.h"
#include "soundmanager/items/ISoundItem.h"
class JMusicList : public CJSObject<JMusicList>
{
public:
JMusicList();
// Script-bound functions
CStr ToString(JSContext* cx, uintN argc, jsval* argv);
bool Play(JSContext* cx, uintN argc, jsval* argv);
bool Loop(JSContext* cx, uintN argc, jsval* argv);
bool AddItem(JSContext* cx, uintN argc, jsval* vp);
static JSBool Construct(JSContext* cx, uintN argc, jsval* vp);
static void ScriptingInit();
protected:
};
#endif // #ifndef INCLUDED_MUSICLIST_H