forked from 0ad/0ad
92 lines
2.5 KiB
C++
92 lines
2.5 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/>.
|
|
*/
|
|
|
|
#include "precompiled.h"
|
|
|
|
#include "MusicSound.h"
|
|
|
|
#include "lib/config2.h"
|
|
#include "lib/utf8.h"
|
|
#include "maths/Vector3D.h"
|
|
#include "ps/CStr.h"
|
|
#include "ps/Filesystem.h"
|
|
#include "soundmanager/SoundManager.h"
|
|
|
|
#include <sstream>
|
|
|
|
|
|
JMusicSound::JMusicSound(const VfsPath& pathname) : m_FileName(pathname)
|
|
{
|
|
}
|
|
|
|
bool JMusicSound::Play(JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv))
|
|
{
|
|
#if CONFIG2_AUDIO
|
|
if ( g_SoundManager ) {
|
|
ISoundItem* aSnd = g_SoundManager->LoadItem(m_FileName);
|
|
if (aSnd != NULL)
|
|
aSnd->PlayAsMusic();
|
|
}
|
|
#endif // CONFIG2_AUDIO
|
|
return true;
|
|
}
|
|
|
|
// request the sound be played until free() is called. returns immediately.
|
|
bool JMusicSound::Loop(JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv))
|
|
{
|
|
#if CONFIG2_AUDIO
|
|
if ( g_SoundManager ) {
|
|
ISoundItem* aSnd = g_SoundManager->LoadItem(m_FileName);
|
|
if (aSnd != NULL)
|
|
aSnd->PlayAsMusic();
|
|
}
|
|
#endif // CONFIG2_AUDIO
|
|
return true;
|
|
}
|
|
|
|
void JMusicSound::ScriptingInit()
|
|
{
|
|
AddMethod<CStr, &JMusicSound::ToString>("toString", 0);
|
|
AddMethod<bool, &JMusicSound::Play>("play", 0);
|
|
AddMethod<bool, &JMusicSound::Loop>("loop", 0);
|
|
|
|
CJSObject<JMusicSound>::ScriptingInit("MusicSound", &JMusicSound::Construct, 1);
|
|
}
|
|
|
|
CStr JMusicSound::ToString(JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv))
|
|
{
|
|
std::ostringstream stringStream;
|
|
stringStream << "[object MusicSound: ";
|
|
stringStream << m_FileName.string().c_str();
|
|
|
|
return stringStream.str();
|
|
}
|
|
|
|
JSBool JMusicSound::Construct(JSContext* cx, uintN UNUSED(argc), jsval* vp)
|
|
{
|
|
CStrW filename;
|
|
if (! ToPrimitive<CStrW>(cx, JS_ARGV(cx, vp)[0], filename))
|
|
return JS_FALSE;
|
|
|
|
JMusicSound* newObject = new JMusicSound(filename);
|
|
newObject->m_EngineOwned = false;
|
|
JS_SET_RVAL(cx, vp, OBJECT_TO_JSVAL(newObject->GetScript()));
|
|
|
|
return JS_TRUE;
|
|
}
|
|
|