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- /*
- * CMusicHandler.h, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #pragma once
- #include "CAudioBase.h"
- #include "IMusicPlayer.h"
- #include "../lib/CConfigHandler.h"
- #include <SDL_mixer.h>
- class CMusicHandler;
- //Class for handling one music file
- class MusicEntry : boost::noncopyable
- {
- CMusicHandler * owner;
- Mix_Music * music;
- //if not null - set from which music will be randomly selected
- std::string setName;
- AudioPath currentName;
- uint32_t startTime;
- uint32_t startPosition;
- int loop; // -1 = indefinite
- bool fromStart;
- bool playing;
- void load(const AudioPath & musicURI);
- public:
- MusicEntry(CMusicHandler * owner, std::string setName, const AudioPath & musicURI, bool looped, bool fromStart);
- ~MusicEntry();
- bool isSet(const std::string & setName);
- bool isTrack(const AudioPath & trackName);
- bool isPlaying() const;
- bool play();
- bool stop(int fade_ms = 0);
- };
- class CMusicHandler final : public CAudioBase, public IMusicPlayer
- {
- private:
- //update volume on configuration change
- SettingsListener listener;
- void onVolumeChange(const JsonNode & volumeNode);
- std::unique_ptr<MusicEntry> current;
- std::unique_ptr<MusicEntry> next;
- std::mutex mutex;
- int volume = 0; // from 0 (mute) to 100
- void queueNext(CMusicHandler * owner, const std::string & setName, const AudioPath & musicURI, bool looped, bool fromStart);
- void queueNext(std::unique_ptr<MusicEntry> queued);
- void musicFinishedCallback() final;
- /// map <set name> -> <list of URI's to tracks belonging to the said set>
- std::map<std::string, std::vector<AudioPath>> musicsSet;
- /// stored position, in seconds at which music player should resume playing this track
- std::map<AudioPath, float> trackPositions;
- public:
- CMusicHandler();
- ~CMusicHandler();
- /// add entry with URI musicURI in set. Track will have ID musicID
- void addEntryToSet(const std::string & set, const AudioPath & musicURI);
- void loadTerrainMusicThemes() final;
- void setVolume(ui32 percent) final;
- ui32 getVolume() const final;
- /// play track by URI, if loop = true music will be looped
- void playMusic(const AudioPath & musicURI, bool loop, bool fromStart) final;
- /// play random track from this set
- void playMusicFromSet(const std::string & musicSet, bool loop, bool fromStart) final;
- /// play random track from set (musicSet, entryID)
- void playMusicFromSet(const std::string & musicSet, const std::string & entryID, bool loop, bool fromStart) final;
- /// stops currently playing music by fading out it over fade_ms and starts next scheduled track, if any
- void stopMusic(int fade_ms) final;
- friend class MusicEntry;
- };
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