Allow using sounds in XML directly. This is only a little odd: sounds have
all of the basic Actor state (position, etc). It's tricky to split that out, because sounds *should* have a tweening queue, support commands and broadcasts, etc.
This commit is contained in:
@@ -0,0 +1,83 @@
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#include "global.h"
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#include "ActorSound.h"
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#include "ActorUtil.h"
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#include "LuaManager.h"
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#include "XmlFile.h"
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REGISTER_ACTOR_CLASS_WITH_NAME( ActorSound, Sound )
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void ActorSound::Load( const CString &sPath )
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{
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m_Sound.Load( sPath, true );
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}
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void ActorSound::Play()
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{
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m_Sound.Play();
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}
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void ActorSound::LoadFromNode( const CString& sDir, const XNode* pNode )
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{
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Actor::LoadFromNode( sDir, pNode );
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CString sFile;
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if( pNode->GetAttrValue("Path", sFile) )
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{
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LuaHelpers::RunAtExpressionS( sFile );
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FixSlashesInPlace( sFile );
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CString sNewPath = sFile.Left(1) == "/"? sFile : sDir+sFile;
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ActorUtil::ResolvePath( sNewPath, sDir );
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Load( sNewPath );
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}
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}
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// lua start
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#include "LuaBinding.h"
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class LunaActorSound: public Luna<ActorSound>
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{
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public:
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LunaActorSound() { LUA->Register( Register ); }
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static int load( T* p, lua_State *L ) { p->Load(SArg(1)); return 0; }
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static int play( T* p, lua_State *L ) { p->Play(); return 0; }
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static void Register(lua_State *L)
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{
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ADD_METHOD( load )
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ADD_METHOD( play )
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Luna<T>::Register( L );
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}
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};
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LUA_REGISTER_DERIVED_CLASS( ActorSound, Actor )
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// lua end
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/*
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* (c) 2005 Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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@@ -0,0 +1,53 @@
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/* ActorSound - RageSound Actor interface. */
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#ifndef ACTOR_SOUND_H
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#define ACTOR_SOUND_H
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#include "Actor.h"
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#include "RageSound.h"
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class ActorSound: public Actor
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{
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public:
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virtual ~ActorSound() { }
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virtual Actor *Copy() const;
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void Load( const CString &sPath );
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void Play();
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void LoadFromNode( const CString& sDir, const XNode* pNode );
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//
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// Lua
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//
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virtual void PushSelf( lua_State *L );
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private:
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RageSound m_Sound;
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};
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#endif
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/*
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* (c) 2005 Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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