mirror of
https://gitea.wildfiregames.com/0ad/0ad.git
synced 2026-06-21 08:03:37 +00:00
ec8b420abc
- Rename ScriptEngine, ScriptContext, ScriptInterface, ScriptRequest to
Script::Engine, Script::Context, Script::Interface, Script::Request
- Remove 'Script' prefix from filenames:
ScriptContext.* → Context.*
ScriptInterface.* → Interface.*
ScriptRequest.* → Request.*
ScriptEngine.* → Engine.*
ScriptConversions.* → Conversions.*
ScriptExceptions.* → Exceptions.*
ScriptForward.* → ForwardDeclarations.*
ScriptStats.* → Stats.*
- Update all includes, forward declarations, and friend classes
- Use namespace Script { ... } in .cpp definitions to avoid repetitive
Script:: prefix (keeping global callbacks outside)
- Rename internal implementation structs:
ScriptInterface_impl → Interface_impl
ScriptFunction → Function
- Update copyright year to 2026 in all touched files
- Suppress pre-existing cppcheck warnings (uninitvar, nullPointer, unknown
macro) by adding them to suppressions-list.txt (these are not caused
by this refactor)
Fixes #7516
153 lines
4.5 KiB
C++
153 lines
4.5 KiB
C++
/* Copyright (C) 2026 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "JSInterface_Sound.h"
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#include "lib/config2.h"
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#include "lib/file/vfs/vfs_path.h"
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#include "scriptinterface/FunctionWrapper.h"
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#include "soundmanager/ISoundManager.h"
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#include "soundmanager/SoundManager.h"
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#include <string>
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namespace JSI_Sound
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{
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#if CONFIG2_AUDIO
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void StartMusic()
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{
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if (CSoundManager* sndManager = (CSoundManager*)g_SoundManager)
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sndManager->SetMusicEnabled(true);
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}
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void StopMusic()
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{
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if (CSoundManager* sndManager = (CSoundManager*)g_SoundManager)
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sndManager->SetMusicEnabled(false);
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}
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void ClearPlaylist()
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{
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if (CSoundManager* sndManager = (CSoundManager*)g_SoundManager)
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sndManager->ClearPlayListItems();
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}
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void AddPlaylistItem(const std::wstring& filename)
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{
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if (CSoundManager* sndManager = (CSoundManager*)g_SoundManager)
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sndManager->AddPlayListItem(VfsPath(filename));
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}
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void StartPlaylist(bool looping)
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{
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if (CSoundManager* sndManager = (CSoundManager*)g_SoundManager)
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sndManager->StartPlayList(looping );
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}
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void PlayMusic(const std::wstring& filename, bool looping)
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{
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if (CSoundManager* sndManager = (CSoundManager*)g_SoundManager)
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sndManager->PlayAsMusic(filename, looping);
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}
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void PlayUISound(const std::wstring& filename, bool looping)
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{
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if (CSoundManager* sndManager = (CSoundManager*)g_SoundManager)
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sndManager->PlayAsUI(filename, looping);
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}
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void PlayAmbientSound(const std::wstring& filename, bool looping)
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{
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if (CSoundManager* sndManager = (CSoundManager*)g_SoundManager)
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sndManager->PlayAsAmbient(filename, looping);
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}
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bool MusicPlaying()
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{
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return true;
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}
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void SetMasterGain(float gain)
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{
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if (CSoundManager* sndManager = (CSoundManager*)g_SoundManager)
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sndManager->SetMasterGain(gain);
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}
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void SetMusicGain(float gain)
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{
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if (CSoundManager* sndManager = (CSoundManager*)g_SoundManager)
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sndManager->SetMusicGain(gain);
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}
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void SetAmbientGain(float gain)
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{
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if (CSoundManager* sndManager = (CSoundManager*)g_SoundManager)
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sndManager->SetAmbientGain(gain);
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}
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void SetActionGain(float gain)
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{
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if (CSoundManager* sndManager = (CSoundManager*)g_SoundManager)
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sndManager->SetActionGain(gain);
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}
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void SetUIGain(float gain)
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{
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if (CSoundManager* sndManager = (CSoundManager*)g_SoundManager)
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sndManager->SetUIGain(gain);
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}
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#else
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bool MusicPlaying( ){ return false; }
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void PlayAmbientSound(const std::wstring& /*filename*/, bool /*looping*/ ){}
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void PlayUISound(const std::wstring& /*filename*/, bool /*looping*/ ) {}
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void PlayMusic(const std::wstring& /*filename*/, bool /*looping*/ ) {}
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void StartPlaylist(bool /*looping*/ ){}
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void AddPlaylistItem(const std::wstring& /*filename*/ ){}
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void ClearPlaylist( ){}
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void StopMusic( ){}
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void StartMusic( ){}
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void SetMasterGain(float /*gain*/){}
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void SetMusicGain(float /*gain*/){}
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void SetAmbientGain(float /*gain*/){}
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void SetActionGain(float /*gain*/){}
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void SetUIGain(float /*gain*/){}
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#endif
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void RegisterScriptFunctions(const Script::Request& rq)
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{
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Script::Function::Register<&StartMusic>(rq, "StartMusic");
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Script::Function::Register<&StopMusic>(rq, "StopMusic");
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Script::Function::Register<&ClearPlaylist>(rq, "ClearPlaylist");
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Script::Function::Register<&AddPlaylistItem>(rq, "AddPlaylistItem");
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Script::Function::Register<&StartPlaylist>(rq, "StartPlaylist");
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Script::Function::Register<&PlayMusic>(rq, "PlayMusic");
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Script::Function::Register<&PlayUISound>(rq, "PlayUISound");
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Script::Function::Register<&PlayAmbientSound>(rq, "PlayAmbientSound");
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Script::Function::Register<&MusicPlaying>(rq, "MusicPlaying");
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Script::Function::Register<&SetMasterGain>(rq, "SetMasterGain");
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Script::Function::Register<&SetMusicGain>(rq, "SetMusicGain");
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Script::Function::Register<&SetAmbientGain>(rq, "SetAmbientGain");
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Script::Function::Register<&SetActionGain>(rq, "SetActionGain");
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Script::Function::Register<&SetUIGain>(rq, "SetUIGain");
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}
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}
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